Session 14 - Eight Bhaal Corner Pocket

18th Marpenoth 1371 DR
Mid-Morning
Below the Dourstone Mine, Against the Grimlock Cultist of Bhaal
Pitch black, short of light sources

It's dark...real dark. It's cold...real cold. It's creepy...you get the picture. The roof of this large cavern glistens from your light sources 20' above and is traced with faint veins of iron ore. The quarters here are tight and cramped. Just 10 to 15 feet ahead, the cavern floor rises up into a nearly vertical slope with a ledge beyond.

Could this be another ambush? Will the Heroes encounter more evil Grimlocks? Will Valcrist ever stick around long enough to gain any meaningful experince? Tune in next Session for the answers to these questions and more!

Oh...and Mojdeh, the Calashite girl you saved,...she is hot!

Session 13 - Post Session Report

18th Marpenoth 1371 DR
Mid-Morning
Below the Dourstone Mine, Against the Cultist of Bhaal
Pitch black, short of light sources

Spells Left
Kamist
0-lvl x4, 1st-lvl x2, 2nd-lvl x5, 3rd-lvl x2
Justice 0-lvl x 2, 2nd-lvl x2
Trogdor 0-lvl x5, 1st-lvl x2, 2nd-lvl x3+1, 3rd-lvl x2+1
Carenthal* Wizard 0-lvl x4, 1st-lvl x2, Cleric 0-lvl x4, 1st-lvl x2

*For Carenthal DM was advised “full up for Wizard”. Unfortunately, this tells the DM nothing as far as how many spells Carenthal has left, as the DM does not have handy at his fingertips bonus spells, wizard level, etc. So the DM just guessed.

The Heroes pushed deeper into the caves of the Grimlock Cultist of Bhaal, climbing down a great chasm and transversing vertical obstacles, dangerous foes, and cunning traps. In testament to the shrewdness of the Grimlock Cultist, was a trap in which the Heroes were traveling up a steep passage when the Grimlocks rolled a large sphere shaped boulder down the passage onto the Heroes. Sparrow miraculously dodged the boulder, only to be trapped alone with the Grimlocks with the other Heroes behind the boulder.

The Heroes paused at the entrance to a large cavernous chamber with multiple exits beyond a difficult slopped obstacle. More than one of the Heroes observed this as a perfect place for an ambush. This coupled with the feeling of being watched put more than one Heroes on edge.

Session 13 - Evil Caves of the Bhaalites

18th Marpenoth 1371 DR
Morning
Below the Dourstone Mine assaulting the caves of the Cultist of Bhaal
Pitch black, short of light sources, cold, and damp

Beware Heroes, for Evil Lurks in Dark Places:


Good Luck...You are going to need it.

Session 12 - Post Session Report

18th Marpenoth 1371 DR
Morning
Below the Dourstone Mine assaulting the caves of the Cultist of Bhaal
Pitch black, short of light sources, cold, and damp

Wounded
Justice (critically wounded) 5/40
Hein (lightly wounded) 31/39
Sparrow (seriously wounded) 24/40

Spells Left
Kamist 0-lvl x4, 1st-lvl x5, 2nd-lvl x5
Justice Cure Minor x2, Cure Light x 2, Doom x1, Command x1, Close Wounds x2, Detect
Secret Doors
x1
Trogdor Full-up with spells
Carenthal Wizard 0-lvl x7, 1st-lvl x3, Cleric 0-lvl x4, 1st-lvl x3, 2nd-lvl x2

The Heroes spent the better part of the 17th battling the Cultist of Myrkul in a running battle amidst traps and elusive Kenku rogues. After overcoming a series of tarps the Heroes located the ancient temple of Myrkul, most likely built hundreds of years earlier. The labyrinth, a new edition to the temple, seems to have been built to mask the location of the true temple of Myrkul.

Here the Heroes battled the Vile and Evil Faceless One along with his minions a group of female Acolytes of Myrkul. They were ready for the Heroes, as the Kenku boss had alerted them earlier. Nonetheless, they were defeated despite giving the Heroes some difficulty.

The Heroes took one captive, a Mykulite Acolyte named Verizotha, and interrogated here. She gave the Heroes the password to enter the Faceless One’s chilling workshop. Here they found another Spawn of Kyuss and various magical items. They also discovered what appears to be an ancient tome known as the Nethertome of Trask. The book was left in the bookcase for fear of another trap. A prudent and good guess. Carenthal indicated that the book is rumored to have been written by Myrkul himself and details various passages titled the “The Way of the Ebon Triad”. How Carenthal had this obscure bit of ancient knowledge is a mystery to all.

The Heroes also found an entry in a journal made by the Faceless One:

The Age of Worms
The secrets of this page are most holy. Know ye heretics who invade them that the forces of Myrkul are upon thee. If you read this, Theldrick, you have either slain me and doomed our cause, or the time is nigh for our final victory.

At last the riddle of this place is solved. In ages past, a great being known as Kyuss rose above the petty warlords who fought and struggled for material gain. Mighty Kyuss is the herald of the Overgod. Soon, he will sound the clarion call to the faithful. The three sundered faiths shall be made whole.

The undead our agents spotted must be located and captured. If they bear the worms of Kyuss then they perhaps hold the final answer to our research. The Ebon Aspect stirs within the pool, but it is still not ready to emerge. Perhaps a traumatic event – an invasion by heretics, a great battle fought within these halls – could awaken it. But even then it will attain only a minor form.

The Way of the Ebon Triad speaks of the danger of awakening the aspect too soon. Our work will be for naught. We must find the worms and the undead hosts that carry them. If they are not here, then we must send agents to the Skull Gorge. If Kyuss himself, or his agents, cannot shepherd in the Age of Worms, then we shall do it ourselves so that the Overgod may live.

Our course is clear, my dear Theldrick. Smenk is no longer useful to us and must die. Kill him, then send agents to the Stump Bog, to the Southwest. I believe that we will find what we are looking for there, among the lizardfolk. Summon more of your warriors. If the calculations and portents are correct, the time for covert action is at an end. As the Age of Worms begins, we must strike hard and fast to prepare the coming of the Overgod.

Of course, dear Theldrick, if you were so rash as to slay my followers and I, then you, soon, shall join me in the afterlife. Doubtless your treachery has already stirred the Overgod. Our mission has failed, and you will die at his hands.

The Heroes then rested mostly uneventfully. Dolgun discovered that the evil of the Temple seemed to infuse the writhing patters of the walls. Storn had also discovered earlier that the pillars seemed to have souls trapped within that tugged and grappled anyone who approached close to them.

The next morning on the 18th, after resting, the Heroes launched an assault on the caves of the Cultist of Bhaal. The first battle was difficult yet proved, as in all previous battles, only a slight challenge.

Session 12 - Strike at 'Eviiil'

17th Marpenoth 1371 DR
Morning
Deep Below the Dourstone Mine in a Labyrinth
Cold but warmer within the Labyrinth,
well lit in places and disturbingly dark in others

With Storn in a catatonic slumber the Heroes are faced with a decision as to what to do with him. Some say they should use the Scroll of Remove Curse to remove what ever evil has befallen him. Others, surprisingly based on their faiths, have argued that he should just suffer. Suffer??? odd...maybe the evil in this place is getting to them. Nonetheless Storn has dreams, or better nightmares:



Long in service have I served the Lord's Alliance and now it has come to a war within my own city by an undead host astride dead horses. These beings must be stopped, must be stopped.

Quickly, I move my men into position...there one rides to me now, die again you fiend of death, you shall not have my city or my family this day....

No, this cannot be I have been stricken with some vile evil...am I dead....no I can't feel my hands...why is everyone so grey and looking at me that way...I am not dead...I am alive...

The voice...the voice...make it stop...I serve righteousness...no this cannot be...I am not your minion to order about... No the pain make it stop....make it stop...

Yes my lord...all must die...to slumber in peace...I understand now...show me the way my lord...Myrkul

AHHHHHHHHHHHHH.....NOOOOOOOOOOOO

After you use the Scroll of Remove Curse: And with a startled pop from unconsciousness Storn stands with a renewed understanding of these Dread Guard adversaries who once were good and righteous, but corrupted by evil and death effects...Be careful Heroes for evil lurks in this deep and dark place.

Session 11 - Post Session Report

Against the Ebon Triad Cultists
17th Marpenoth 1371 DR
Morning
Deep Below the Dourstone Mine in the Labyrinth
Warmer within the Labyrinth, but still cold with 'Eviiil'

Deep below the Dourstone Mine the Heroes of the Three Hills Adventuring Company continued to battle against the Cultist of the Ebon Triad. The Heroes discovered that they are faced with a determined enemy prepared to die for their cause; which appears to be to bring back the gods Bane, Bhaal, and Myrkul (all previously destroyed during the 'Time of Troubles').

The Heroes got a work-out from Anagrams, Traps, and Evil Cultist. Though they have yet to explore the entire Labyrinth, they obviously found something of importance, as it was guarded by two Dread Guards, which the Heroes defeated. In an interesting twist, Storn picked up one of the destroyed Dread Guards' Helmets and put it on. Immediately, he fell into a deep catatonic slumber filled with nightmarish dreams depicting the the life of the prior warrior that in the past was transformed into this Undead Abomination. The Helmet was obviously magical to Dolgun, yet unfortunately Cursed.

As the next Session opens our Heroes find themselves on the verge of meeting and hopefully destroying more Cultists. Beware of traps, keep a sharp eye, and get your blades ready...It's time to rumble!

Session 11 - Against the Evil Cultists

17th of Marpenoth, 1371
Midnight
Deep Below the Dourstone Mine
Cold, dark, and damp...Chilly

PC Wounds
Dolgun 40/53
Valcrist 30/33
Storn 58/69

Spells Left
Kamist 0 Lvl x4
Justice 0 Lvl x2
Trogdor 1st Lvl x 3+1, 2nd Lvl x 2+1
Carenthal Wizard 0 Lvl x5, Cleric 0 Lvl x 4, 2nd Lvl x 1

Wounded, just about out of spells, will it be (1) Rest in Place, (2) Find a good place to Rest, (3) Return to Surface and Rest, or (4) GetSome, Push-On ?


Get ready for some Danger!

Session 10 - Post Session Report

Deep below the Dourstone Mine the Heroes, joined by Hein and Sparrow, continued to battle the "Eviiil" Cultists of Bane. Though a dead god, the Heroes discovered evidence of the Cultists' efforts to bring back the dead god and merge him into an Epic 'Overgod' by merging the essences of Bane, Bhaal, and Myrkul and ushering in apocalyptic 'Age of Worms'. The battle below was fierce and the Heroes survived a clever trap in which the Party was meant to be trapped in the Battle Arena of Bane where they could be devoured by worm infested undead creatures resembling rapid moving and powerful zombies. Here the Heroes battled three powerful clerics of Bane and additional human and teifling cultists.

In the chambers of the lead Banite Cultist named Theldrick, the Heroes discovered the following note:

Praise Be to the Black Lord,

The Faceless One grows increasingly concerned. That addled beast Grallak Kur has yet to provide new insights into the Overgods nature. The crude missives he sends speak of the worms, of a slumbering power that must be awoken, but nothing more. I wish he would go back to the black pit that spawned him if he has nothing more to offer.

The Faceless One tells me this ties into an ancient figure, a being of great power. Of course, he tells me little else. He enjoys keeping his secrets, but he forgets that they flourish only behind the protection of The Black Lord. His latest taunt is a scroll that he tells me contains all the answers I seek. Of course, the fool wrote it in a cipher. Were it not for the dictates of the Ebon Triad, I would lead my troops into their damnable labyrinth and kill every last bird and wizard within it.

Grallak is the key. Thank the Black Lord that he trusts me and not the Faceless One. Otherwise, I doubt the Faceless One would bother imparting anything to us. We cannot trust these mages. When the Overgod arises, I think it will be time to settle some old scores. Under the Heralds Watchful Eye We Conquer, Grallak Kur has finally yielded a useful clue. I personally delivered it to the labyrinth, and the Faceless One giggled like a blood addled berserker when he saw the message.

Grallak spoke of the worms again, of course. He says that even now they stir and writhe. The world is like an apple infested with them. All seems well for now, but soon they burst through the skin and swarm across the land. Still, part of this vision troubles me.

Grallak spoke of a great power behind them, but the Ebon Triad teaches that these worms will awaken the Overgod. Is there some other power at hand here that we cannot see? Is it friend or foe? The Faceless One knows more, but he of course has little to say. Perhaps Grallak has invented everything. His monstrous kin are few in number and battered after their pilgrimage through the Underdark. If he is an imposter or trickster, we may need to root him out of this place. In that case, our agents must make another supply run. Six coils of rope, and perhaps bows and more arrows, should do the trick. With the petitioners leading the way we can uncover any ambushes they have within the cliff s.


Now the Heroes find themsleves holed-up in the Lair of the Evil Cultists of Bane and faced with a decision as to their next move. Tune in next session for the actions of true Heroes.

Great Job!

Session 10 - Lair of the Evil Cultists

16th Marpenoth, 1371DR
Evening
Deep below the Dourstone Mine
Cold, dark, and slightly damp underground

For Hein and Sparrow: Japer has approached you and indicated that he fears for the safety of the others and highly recommends the two of you infiltrate the mine and find the secret elevator described by the foreman (Father of Dolgun). You know what? You both think that is a great idea, and there you are, descending down the manual elevator into a large chamber. You hear sounds of battle before you and arrive just in time to see your fellow heroes dispatching a very large and angry fiendish dire boar. There…you are all together.

Hein you were awarded a small XP award for your online efforts. No cost incurred.
Sparrow you were awarded a moderate XP award for your online efforts. Pay DM 160gp.


The distant sounds of chanting, bell chimes, and what was that? Spells being casts…could spell trouble ahead. The Cultists obviously know you are here. Do you…run, stand your ground, or press ahead? At least “The Beast” is dead.

Deep below the Dourstone Mine, we find our Heroes faced with certain danger and an epic struggle. Will ‘Good” once again triumph over 'Eviiiiil' ? Will Hein and Sparrow save the day as much needed reinforcements? Will the evil Cultists attack or lay in wait to surprise with traps, monsters and cold steel? Tune in for the next session of the ‘Age of Worms’.

Get some Heroes.

D&D Player's Flow Chart


Session 09 - Post Session Report

16th of Marpenoth, 1371 DR
Evening
Deep below the Dourstone Mine in an Ancient Temple
Cold, dark, and slightly damp Underground

The Wounded
Dolgun 39 hp of 53
Storn 49 hp of 69
Carenthal 32 hp of 34

Spells Left
Kamist 3 x 1st, 2x 2nd
Justice 2 x Cure Minors
Trogdor 4 x 1st, 2 x 2nd
Carenthal 1 x 1st, 1 x 2nd, 2 x 2nd

The Heroes visited with Allustan and the Garrison. A bounty was turned in for the Bandits. Sparrow hooked up with Sgt Voss and wandered off. The Heroes then sold captured gear and distributed loot.

The Three Hills Adventuring Company then ventured deep into the Dourstone mine after visiting with Thorn Hardshield (one of the Foreman at the Dourstone Mine) and the Father of Dolgun. Deep within the mine they discovered a recently constructed elevator that descended down into a an ancient temple area. Here the Heroes battled Teiflings, Undead Skeletons, and Banite Cultists. The Heroes were also attacked by a Large Fiendish Dire Boar that tore into them with its goring tusks at +12 melee (1d8+12 damage).

Hein remained behind to help Jasper and visit his new love Julie and Sparrow remained behind to decorate the Adventuring Company Compound and spend some quality time with Sgt Trenton Voss.

Get Ready for the "Pain"