1489
Year of the Warrior Princess
Marpenoth 19 - 21
Year of the Warrior Princess
Marpenoth 19 - 21
PART 2: 'Alone in the Dark'
Our party makes it back to Skullport only to see the Drow invasion forces slowly clearing the city building by building. After the second night of uneasy sleep they find an inn that the Drow have left alone for now called 'The Blind Fool'. They know this place from their time here and actually meet a contact of theirs named Seamus Rockfur; being a Drow himself Seamus has a bit more freedom to travel about town. They ask him for a favor, to scout the area for their missing friends and to let them know of safe routes out of the city. The next day Seamus returns and brings bad news: "Your friends were on the first of the slave trains out of Skullport, apparently they gave the Drow such a battle that they are to be rushed into a very important sacrifice to Loth herself! The slave train left two suns ago, heading further into the Underdark. I spoke to a young woman from House Kingstinn, she knows your friends on site. On the plus side, the increased security due to that mysterious group of do-gooders heighten security and the Drow took many more losses than they planned on. Also more people were able to make it out alive when the attacks started." What foul news! Our adventurers speak together on what options they have. It comes down to three:
1, Chase after them, heading into parts unknown in the
Underdark.2, Return to Waterdeep and seek help there.3, Head to Solace a fortified way town, where you are known to
seek aid there from a tracker.
No one can track, scratch #1. If they head for help in Waterdeep, it will take
close to a week to get there without help from a guide such as Etchzeeth, so by the time
they get there and get help close to 10 days will have passed, this is deemed
too long to wait.
close to a week to get there without help from a guide such as Etchzeeth, so by the time
they get there and get help close to 10 days will have passed, this is deemed
too long to wait.
The choice is easy, but the path will not be, strike out and make towards Solace, evading Drow patrols too find help in the Underdark. Now, the hard part is getting out of Skullport. The Dark Elves have instituted a no light policy, anyone wielding a light of any kind will be attacked on site. Jax has hold of a ritual that will shed a "dark light" only the group will see, but its range is about 30 feet, so certainly the Drow will see the party far before the party can see the Drow. A debate between Jax and Leif center on taking a lesser known road vs. going completely back-roads. The back-roads will take longer but are safer it is thought so off they go. Along the way the group gets lost and stumbles into a Giant Spider egg cave. With a lot of skill and some luck they use their training to navigate out of it and back onto the road. An encounter some wights and a shadow beast is all that they run into before Solace is finally reached.
They are let into the way camp after they prove they are not Drow, and seek out aid from a tracker. In a dark corner they meet a very tall, cut-out-of-stone Human ranger self-named Justicar. Justicar has agreed to guide a merchant patrol back to the surface and away from the Drow when approached by Leif and Brolgar. Along with Jax and Diovanni, a game of diplomacy, insight and religion is played trying to woo the Justicar to their side. After a while it works. The Justicar deems many more beings can be brought to justice helping you than the merchant. One odd thing about the Justicar is his Hell Hound cloak. The eyes sometimes light up and the tail wags for no apparent reason, but that is a tale for later. Upon agreeing to your quest he jumps up and heads out the tavern door. "Let's go, not a moment to lose" he shouts and heads for the gates of the camp.
EXP - 1750