PREVIOUS - 09 Battle with The Spider
The party has spent the night in the priests quarters, door barricaded and watches manned overnight. The room is almost 30' x 30', but with one bed, was a bit uncomfortable for the seven members of the Owlbear League, the Rockseeker brothers and the remaining three mercenaries. The mercenaries share that they are done, they want to take the bodies of their companions and leave. Lieutenant Frant agreed, the complex is too dangerous to continue, but when the party makes an argument for the riches still to be found, there is interest in his eye. Nevertheless, Gundren and Nundro wish to get back to Phandalin with their lives and their claim to the mine. The party agrees to see the mercenaries to the entrance of the mine and out safely.
The morning arrives, and they unbarricade the door to an empty corridor. Empty except for the deceased bodies of the two mercenaries killed at the hands of Nezznar, the Black Spider. The group ventures into the next room, a temple with cracked pillars suspending the ceiling. At the north end of the room is a nine-foot-tall statue of a dwarf, seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue's eyes. The dust and debris on the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table on the west side of the room stands between two pillars.
Dain tells the group that the statue is Dumathion, the dwarven god of mining, and he takes a moment for a short prayer.
The party examines the room for a very short time, they see that the papers show plans for Nezznar to build a bridge to the other side of the chasm nearby, trying to bypass the flameskull and zombies in the smelting room, and get to the assumed forge. There is also a map, which looks intriguing, but the group decides to look into it more later.
They head south towards the entrance, dragging the two mercenary bodies along the way, then climbing up the ropes to exit the cavern, and passing the corpses up. Unfortunately, a short distance from the cave, they find the two mercenaries who had been guarding the horses. They are dead, and all the horses gone. Frant curses their deaths and offers a prayer for their souls. Since they seems to have been dead from last night, the party strongly suspects The Spider. The wagon remains, but the oxen have been released, wandered off somewhere. This cements the plan, and Gundren, Nundro and the remaining two mercenaries leave for the half-day walk back to Phandalin. The party yells out for their owlbear, and she does not appear. They decide to wait for a while, and call out some more, and she finally comes lumbering back to their area, joyful from hunting but still intrigued by the party. Orryn communicates they would like her to come back with them to town, but they need some more time in the cave. She states she will be nearby, and the group considers they may need a horn to call her in the future.
The descend back into the caves and make their way to the smelting room, heading across it, down a passage, and into a large cavern with a stone building within. They approach the doors and hear soft crackles from within, but when they try to open the doors, they seem to be fused shut. A few try to open the doors, but Dain finally throws them open with the squeal of rust and metal. Inside, the large workshop was badly damaged, maybe by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.
Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you. "Hello." says a thick, burbling voice inside your head.
The party responds with a "Hello." but the creature becomes annoyed.
"Why aren't you digging, we have to dig, DIG DIG DIG. We have to get the water flowing. Stupid slaves, where is your master?"
"Our master sent us to dig and sent us this way." Nowhere quickly replies, and they quickly shut the doors, but the voice comes into their heads again.
"I know you are standing there. If you are standing, you are not digging. DIG, DIG, DIG! I CAN'T SHOW YOU WHERE! I have to wait, WAIT WAIT WAIT WAIT WAIT WAIT WAIT. I guard, but I guard and i wait, and i mostly wait, i am the waiting guard, the guard of waiting, waiting for the guard, guarding for the wait. WAIT WAIT WAIT!"
The party looks in the room next to the iron doors, it is luckily unlocked, and there are some tools inside. They gather the tools, but they are small. The iron doors nearby open magically and the creature floats out.
"NO NO NOOOOO! Those are wrong tools, WRONG! WRONG! WRONG!"
"But we can't find tools." Nowhere quickly replies.
"Stupid slaves, stupid masters, near the barracks, the barracks have the tools, march back to the barracks." the one-eyed creature communicates.
"We have a wizard with us." says Nowhere, regretting her words instantly.
"A wizard, A WIZARD! I am so confused, CONFUSED, CONFUSED! Wizard and slaves, slaves and wizard. Wizard, do you come to relieve me?" the green being asks. "Relief, relief, relief, relief, relief" pulsing in their minds.
"Yes, I am escorting these slaves, and here to relieve you." Immeral says.
"Thank you" it says, and the creature vanishes.
Immeral cries, "Gods help me, I think I may be trapped here as the new guardian. Do you think I am trapped?"
The others share they do not think so, but Immeral is fearful, and is distracted as they enter the Forge of spells. They search the room as the wizards examine the apparatus of the forge, but it is beyond their reckoning. They would need a more knowledgable wizard to figure out how to operate the forge. It seems that the flame is puny, and does little to objects held in it. The group does find some amazing treasure during their search of the scorched room.
Nowhere finds a magical mace, Lightbringer, which is forged with the design of a gleaming sun.
There is also a breastplate with a gold dragon motif worked into its design. It is sized for a human or maybe slightly larger and Atlas takes it. There was a robe of stars which Dain sold to Immeral, since it was for a more magically type adventurer. Seraphina finds a staff of charming. Atlas finds a magical rope and also a ring of jumping. Orryn finds a belt of some magical power that is yet unknown.
The adventurers continue on to a cavern to the south. Here, glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons - many crushed under fallen debris -- are scattered across the floor. The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the low-ceilinged dwarf-sized doorways and furnishings elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched. The cavern is divided by an escarpment, into which a flight of stairs has been cut.
The party makes its way down, paying little attention to the debris and skeletons, and opens the door of the first stone building. Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings -- tables, chairs, bookshelves, beds -- are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
As soon as the party steps into the room, a creature rises like a phantom from the floor ,and gathers in the center of the room. It speaks to the party in a deadly whisper.
"Your presence is offensive to me, your lives forfeit. My treasures are mine alone, not yours to plunder."
One of the group asks if it would like them to leave, and it responds.
"I would like nothing more, but give me your magical treasure or lose your lives."
The party thinks for a moment, slams the doors and then run. But, in the time they take to lumber up the stairs like men and women, the wraith flies through the doors, out from the room, and up the escarpment. It is fast, and escape may not be an option.
The wight locks onto Atlas and drains the very life from him, he turns grey and withered and drops to the ground. He is unconscious, barely alive. K'ronk tries his firebolt cantrip, but the flame shoots right through the wight. Dain goes to scoop up the unconscious Atlas just as Seraphina heals him, so Dain helps him to his feet. Immeral and all the rest turn and run. Nowhere uses the sun-mace which she just acquired, and is now glowing bright. She hits the wight, and it wails in pain, backing away from the party. While it is startled, the rest turn and run.
The group gets back into the smelting room, where the flying wight catches up to them. "Give me your magic!" it screams as it pounces on Dain and draws most of the life from his body. He falls to the ground, withered and close to death. K'ronk casts a spell to discern the weakness of the wight and is horrified to discover it is immune from nearly all their weapons. He shudders in fear that they may all lose their lives to the creature.
Immeral flees. Seraphina tries her staff, it is magically enchanted, and seems to do limited damage to the ghostly thing. Atlas who is seriously wounded, uses the magic of the gauntlets of ogre power to pick Dain up and get him to safety. Orryn runs with Immeral and Atlas. Then Nowhere attacks with the sun mace and the blow hits home with magical damage.
The wight turns to Nowhere, and she dodges its ghostly attack. Ultimately Seraphina delivers the killing blow to the wight, her magical staff just enough to do some damage to the creature, and ending its tortured existence.
The group uses their final healing potion on Dain and bring him back from near death. The party regroups, but Immeral wants to leave. He wants to return to the entrance so he can ensure he can leave the caves at all. The others argue that they should return to the lair of the wight to examine the chest it was guarding. In the end, Immeral suppresses his fear, barely, and they return to the lair of the wight.
The chest turns out to be full of treasure. There are coins and diamonds and a platinum inlayed smoking pipe. There are also items of magic, that the wight had collected during its life as a wizard. Immeral gets oil of etherealness, Seraphina takes a quiver of 12 magical bolts for a crossbow, Atlas gets a elixir of health, Orryn finds a potion of superior healing and K'ronk discovers a potion of animal friendship. Dain finds an ointment of some magical power yet unclear. Nowhere finds a potion of invulnerability as well as a set of magical horseshoes, not sure how she can put them to use.
The party, happy with finally securing a rich trove of loot, leaves the dungeon. They find that Immeral can leave the cave without restriction, and they make the long walk back to town unhindered, shortly after dark.
As they approach town though, they see long poles standing straight up by the roadside in distance, and as they approach, their purpose becomes chillingly clear. Atop each pole is the dead carcass of their wolves, impaled upon spears and left as a clear warning. There is a note tied to one.
To those who destroyed the redbrands and disturbed my operation, bravo. I return your wolves to you. You may have defeated my pitiful minions, but I shall return with the full might of the slave lords to bring my retribution upon you. Sleep soundly until then. - Glasstaff
The party shakes off its sorrows at the loss of the wolves, ignores the threat in the letter, and heads to the Stonehill Inn. Orryn makes a detour to settle Lady D. in the barn of Edermath's orchard, and Immeral makes a short journey to the shrine. The night is still early, and the group finds that Gundren, Nundro and Lieutenant Frant and the remaining mercenaries are sitting down to a well deserved warm meal. They ask the party to join them, as they finally meet the hospitable innkeeper Toblen Stonehill, and they secure several rooms for the night, a warm meal, and drinks all around. There is warm conversation, the continued thanks of Gundren and Nundro and news of their claim.
Gundren has filed a claim for the mine and has sent a messenger for a larger party to come prepare the mine for mining and guard it from the over-interested. He tells the party it will be some time before they see their share start to flow, and that he will have to use some of the early money to pay for startup costs - the businessmen returning from the frightened fellow they had seen the last few days. The group discusses "clearing out" the mine themselves, but feel they may have more important things to attend to.
Immeral knocks at the door of the shrine, and as he had hoped, Sister Garaele is within. "Immeral, you have returned so quickly." she states.
"Our work at the mine is done, we rescued the Rockseeker brothers, battled the forces of evil within, and came away victorious."
"Wonderful news." Garaele returns.
"I came to ask something of you. Several of our party needs healing, including myself. If we could secure your services for a donation to your shrine and your cause, the party would be extremely grateful."
"Of course." she replies, and Immeral gives her a handful of gold. Immeral continues, "Also, when we last met I was incredibly insensitive asking for your personal time right after we had been in a fight with the bugbears."
"That's quite alright, I felt the connection too." she replies with a slight blush to her cheeks.
Immeral has no words for some time, and so she speaks. "Maybe a walk in the morning?" she says.
"I'll see you at dawn." he replies, and returns to the inn.
In the morning, as Immeral leaves on his walk, the rest of the party heads to Edermath's orchard to update him on the discoveries at Wave Echo Cave. He welcomes them warmly, and invites them in to parlay. They briefly relate the story of the dopplegangers, Nezznar and his escape from the caves, the death of the mercenaries, and the rescue of Nundro and Gundren. Darren seems pleased by the stories of adventure, but bothered by the escape of the dark elf. He also shares his condolences for the loss of the wolves, but is glad Glasstaff has been sent packing.
"I am concerned about his (or her) return though, but for now, it feels as if the clouds have party and sunshine glows on Phandalin once again. But there is another matter we must discuss of greater import. I have not heard back from my sources about the Red Wizard, and what he may be exploring, but it is gravely concerning. Red Wizards come from a land far to the west, from the country of Thay. They are an evil monarchy, led by the undead lord Szass Tam, a powerful archmage and feared lich and now the ruler of Thay. He rules through terror, fear, and brutality, and the Red Wizards leave only misery in their wake.
I am a member of the Order of the Gauntlet, we unified in the fight against evil. We strive to be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.)
I would like to offer you membership in this organization. I have seen your willingness to not let evil pass by unmet. It is of great importance that you return and see what this wizard is up to. It must be some source of forgotten power that Szass Tam wants for his evil schemes, and who knows where those schemes will bring them. If you go, I can offer you a powerful weapon to help protect you from the wizard, who surely has greater powers than you imagine."
The party consults, but only Atlas the monk is interested in pledging his loyalty to the order. But they are willing to seek out the wizard and find out what he is up to.
Darren is pleased and pulls Atlas aside. "Do you Atlas, swear to be a weapon against evil, your edge sharpened by faith? Will you strike down those that do evil, and wisely council those that would start down its path? As faith sharpens faith, do you upon this silvered gauntlet swear your faith to yourself, your god, and your friends?"
"I so swear." Atlas replies.
"Welcome to the Order of the Gauntlet, brother." Darren finishes. He gives Atlas a pin with the symbol of their order - a mailed hand holding a downward pointing sword. He also shows him the secret sign of the order. Finally, he steps into the next room and returns with a staff. He says that a wizard must wield it, and K'ronk steps forward.
He hands it to K'ronk and tells him that its power and value is great, that he would like it back when done, and that it will reveal its abilities to him overnight. The party then leaves to check in with one last person.
The group heads to the Lionshield Coster to meet with Linene and update her on the chaotic caves they found and the humanoids within.
"You mean you only cleared out a bunch of goblins?" she scoffs.
"And an ogre!" Nowhere replies.
"Not good enough." she retorts. "Another caravan was sacked on the way here. I've gotten a delivery from Neverwinter, but nothing is coming from the west. I need that supply route open to Triboar, if not, I'll have to go through Waterdeep and it will double my shipping costs. I will up your 50gp rate to 100gp if you can stop whatever is in those caves, but if you don't do it this time, you owe ME 100gp."
"There is no way we are paying you." Nowhere replies.
"Why, you think you are going to fail? You agreed to clear those supply lines. I'm the one risking money on you." Linene barks as the party storms out, except for one.
"Do you have a horn?" Orryn asks, and indeed, Linene sells him a fine hunting horn. The perfect tool to call Lady D., so Orryn leaves happy.
Red Wizards, Slave Lords, Caves of Chaos, the party has much to discuss. K'ronk and Immeral want to work on a spell book they have found, they have to decide whether to buy more horses, have to decide whether to clear the mines themselves for perhaps a bigger share. Speaking of which, there is still that reward in Thundertree, but it is hidden and days away, but maybe a trip to the big city for supplies. They need better equipment, replenishing their tents and gear from their loss to the Cragmaw bugbears, and maybe decide if some more mercenaries would be worthwhile for the longer haul of their search for adventure. Linene wants the trade routes clear or supplies will become expensive and scarce. What about the Forge of Spells - who can tell the party how they can use it, do they want to use it, what can it do, will Gundren go along with the plans? If it has great power, who will defend it from the forces that might use it to evil's end?
NEXT - Phandalin to Old Owl Well