Current Objectives
- Retrieve Dragomeir
- Retrieve The Dance That Drinks
Events
The Dance That Drinks Party
Harvey rejoins the group, we grab some mounts and a few last-minute items, and we return to our scheduled adventure! We muck about a bit, before teleporting back to the Underdark tunnels, and continue towards the Clan Sussil territory.
We travel, feeling a rumbling beneath us, before we get attacked by bullettes! COMBAT!!
- We manage to defeat them without too much trouble. Snirf goes down, but we get him back.
After some more travel, Fuirpleace sets up a secure shelter, and we rest for the evening. We continue our journey, and we come across a sudden bright light in the tunnels, which turns out to be Bunpomper and Phenome-Phil. Bunpomper and Skuulfuchs touch swords (just the tips). Twice. They do leave the sheathes on, of course. Phenome-Phil has a box that was given to him by the weird light-being that called Wondermitch a hero. Apparently it called Phenome-Phil a hero too, and gave him that box, and Harvey notes it looks like it would fit the tablet that Wondermitch has quite nicely.
Anyway, we travel a bit more. Bunpomper and Phenome-Phil are apparently following behind us. We setup a secure shelter and rest, and during the night there’s a blinding light seen through the shutters and such. Harvey wakes up Wondermitch, and they head outside to have a chat. They head down a hallway, finding another secure shelter, with Phenome-Phil talking to a charred figure (larger than a baby this time), in front of a gilded mirror. As they approach, Phenome-Phil walks into the mirror. After a brief discussion, the figure seems to not know who Wondermitch is, and it floats off through a nearby wall. Skuulfuchs finds the charred remains of Bunpomper, and tries to take an arm bone, but it disintigrates in his hands. They loot the shelter, and head home. We sync-up in the morning, decide to study the location of the mirror for future potential teleportation, and move on.
As we travel, we come across a small hut, with some drow standing around. They ask us why we’re in their mushroom fields. We introduce ourselves, pass along our introduction, and ask where we are. They tell us we’re in Clan Sussil territory, and ask why we’re not on the road. We tell them we’re trying out best. They offer to escort us to a gate. The journey takes 6 hours. We arrive at a gate, and learn that we are expected. We are briefly interrogated as to why we were tromping through mushroom fields. The gate guard instructs another to guide us to The Claw House. The journey takes 3 more hours, and we arrive in a small settlement, full of guarded manor houses, eventually stopping at one which looks vaguely like a claw.
We eventually meet with a lady drow, who we learn through context is Ossil and Essil’s mother; Essil is apparently her least-favorite daughter. We are given room and board, indefinitely, as well as access to the Ink Bottle (the sacred library of the Cult of Haagenti, and used by the Fleshwarper’s Guild) in exchange for keeping up the appearances of being useful, and Snirf working 5 hours in the fleshwarping labs. We learn some more about any taboos, recommended actions, and things to avoid. We’re tired, it’s sleepy time, and we retire to our suites. There are two male drow servants who are very obviously here to spy on us.
Our objectives are to do a bunch of research! As a brief lore reminder:
_The Dance That Drinks_ can resemble any curved blade - a kukri, scimitar,
falchion, khopesh, etc.. It is actually a limb/extension of an outsider being,
perhaps from the outer reaches of the Abyss or even the Dark Tapestry. When
claimed, it forms a mutualistic bond with the wielder, and funnels the souls of
those it wounds into itself and its wielder. It was last used by the Emperor
Melibonn of the Drow, who was long since assassinated by cultists of Noctilla.
Supposedly, the late emperor found out how to claim the weapon in libraries of
the Sussil drow clan.
Here in the Sussil holdings, there are three major libraries:
- The Ink Bottle
- The Scrivenbough
- The Matriarch’s Libraries
Player Characters
The Dance That Drinks Party
- Wondermitch, a mythic human sorcerer, bearer of the mantle of the star-born (Thans)
- Harvey, a mythic tengu/assimar monk, bearer of the mantle of the twin-handed (Mike)
- Skuulfuchs the Meat Hammer, an orc barbarian (Dan)
- Snirf Smerfbiblin, a deep-gnome alchemist (James)
- Fuirpleace, a wayang wizard (Bill)
The Dragomeir Party
- Gad’af Sree, a mythic tengu summoner, bearer of the mantle of the caller of the deep (Bill)
- Sir Oliver Withatwist, a mythic fetchling warpriest, bearer of the mantle of the velvet blade (Dan)
- Duke “Boss” Dukes, a River Kree fae rake (Mike)
- O’Shea Jackson, a Winter Court fae swashbuckler-thug (James)
- Buttercup, a human lion druid (Thans)
NPCs and Notable Characters
- Bog, Bawg, and Sassy Peach the troglodyte followers of Harvey
- The Wisdom, a
mummyrag man who retired but sometimes still works - Stax, devoted of Shax, a drow we rescued from the drider hell-hole
- Bunpomper the Bonesword, an orc barbarian
- Phenome-Phil, a sun-tanning “famous” person from the surface
- Awfuleah Sussil, the drow mother of Ossil and Essil Sussil
Locations
- Naythean Locks, and their Underdark counterpart
- The Tunnels in the Underdark
- The Sussil Holdings
- The Claw House, our lodgings and the home of Ossil and Essil Sussil