
Once again, our party’s scribe has somehow magically recorded his own voice reciting this most recent edition of the Chronicle. Enjoy!
Vocabulary
Cotehardie – Tailored outer garment worn by both men and women. Eg, That little girl is dressed funny; she looks coteharded.
Herbaphrodite – An organism that possesses sexual organs of both a DM and a plant.
Epstein Scale – Trying to roll 13 or younger.
Herb Rule XLIX.Q.43.2.vxlii.e(1.17.9r):
Monsters are back on the menu, boys.
Party/Marching Order
Tenebrus, Gowron
Caerwyn, Owlby
Lilith, Raistlin
TwoHit, Alastair
Bertenernie, Yo Gabba Gabba
Starday, 22nd Day of Month Wealsun, Year 586
“Elevensies! It’s elevensies and it’s time to goooo!! Come on you confounded sleepyheads, you can’t sleep the day away! Let’s go, let’s go, let’s rise up and give the gods your…” Alastair’s voice dies away as he pulls the tattered blanket from the first bed.
It is empty.
As are all the other bedroll blankets, stuffed with blankets instead of the sleeping bodies of his companions.
“Guys? Where are you all? It’s elevensies…”
The sound of snickering comes from the kitchen of Keep Whenwhere, and Alastair grabs his belongings and–glaring at them each in turn–hurriedly joins his companions.
The teleportation has already begun. Raistlin and Wherewyn taking the hands of a person or two at a time, whispering something slippery-sounding under their breath, and disappearing…
As they phase into corporeal existence once again, the crew finds themselves in a familiar room. A bookshelf, cobwebbed, fills one wall, but where bodies once littered the floor, now only bloody smears paint the floor, darkened by time.
As the party spreads out, inspecting the room, Bert takes an interest in the bookshelf.
“Hmm. Let’s see… 7 Habits of Highly Effective Paladins, How to Win Fiends and Influence Purple Worms… ah, here we are, Shifty Grades of Fey! I’ve been searching for this book everywhere!

As he pulls the tome from its shelf, however, it triggers some sort of mechanism within the wall, and with the sound of inner wheels turning, a hidden door pops open from the wall, and in a small alcove, seven money sacks!
Bert, excited, forgets his new book and cautiously pokes his stick into the alcove. Good thing, too, because as the stick passes the threshold, a scythe–triggered by the trap–slashes through the air inches from his nose.
But it is about to all be worth it. Eagerly, Bert reaches in and grasps the money bags, one at a time.
Empty. Every single one.
“Huh. Serves ya right. They’re empty just like your bedrolls,” mutters Alastair, nearby.
The party pushes beyond the bookshelf into a room smelling faintly of old blood. It is crowded with furniture, a large area rug, and in the corner, an urn.
“Have you noticed how many of these rooms have an urn in them?” Gowron whispers.
“We are beginning to urn a reputation,” answers Tenebrus.
Alastair, not listening, stalks up to the urn and unceremoniously dumps its contents. Onto the floor clatters a rude clay statue with no face. Into the Bag of Holding it goes. Alastair then searches under the table, where he finds, strapped, a bottle of some unfamiliar alcoholic drink.
“Mudder’s Milk, it says. Brewed since 283 from the dirtiest ingredients, full of minerals and…”
“I’ll take it,” says Lilith, tucking it away.
The next room is dominated by a huge fireplace, now cold and dark. In the eerie light of Bright Eyes, Alastair’s glowskull, they see a cooking ring, pots, glass vials of various materials, and on a table, a washcloth, wig, yarn, and a tinderbox.
Tenebrus pokes through the ash in the fireplace, noting that there is a draft going up the chimney. He finds a large femur. Alastair urges Tenny to inspect the fireplace further. Reaching up into the fireplace with the worthy skills of a proctologist, Alastair there finds a sack hidden away, a sack containing rocks obviously smoothed by the tumbling of moving water. An Identify spell reveals that the rocks have been used in rituals relating to the Water Element.
Hmmm… Water Element? Here in a chamber devoted to the Element of Earth… thinks Raistlin to himself.

Meanwhile, Gabba is drawn to an entirely different item in the room. He picks up the wig and reverently places it upon his scabby head. Even though it is sideways on his head, its blonde curls falling down in front of one eye, he feels cute, and his charisma instantly doubles, from one to two points.

The bookshelf suddenly shudders and creaks behind the party. As they jerk their heads round, they see a Neo Otyugh shouldering its way through the opening, tentacles reaching, slaver dripping from its horrible maw. Raist throws his hands outward, one in front of the other, and a Lightning Bolt thunders out of his open palm, striking the horrible creature dead on. Shockingly, the Neo Otyugh responds with three strikes of its own, one which grazes Raistlin’s still upturned hands. Immediately, Raist feels illness overtaking him: high fever, rash, a burning sensation; typhus! Lilith is already at his shoulder, however, casting Cure Disease for her friend.
The party steps gingerly around the dead monster and out into the hall. Following the trail of smudged blood on the floor, they open a door into a small chamber, still and silent. As their ghostly light fills the room, the party notes another brass urn, and on a table there lies rope, lantern oil, a pewter bowl, candle snuffer, and in the center, a large round stone. Alastair dumps the urn, finding a small rock. Tenebrus reaches past the helpful items, instead laying his hand on the stone, and his hand is stuck fast. He watches in horror as a mouth opens within the solid rock, and a stony tentacle reaches out for his throat… A Mimic has Tenebrus right where it wanted him!
“Well, you said you wanted to get stoned,” TwoHit snickers.
“Yeah, this rocks!” titters Gabba.
Tenebrus, between glares at his companions, tries to engage the Mimic in small talk. “Hey, Rocky, watch me pull a Habit out of a Rat! I mean, if you’ll let me go I’ll show you some really cool stuff like this here ash tray I got back in…”
The Mimic responds by smacking Tennie with its waving tentacle.
That’s enough for the companions, who finally stop rage-baiting their buddy and lay into the Mimic, destroying it in short order.
Looking carefully around the room, they find a small satchel tucked above the rustic candelabra, inside, an iron key.
The blood trail leads next into a room full of cobwebs and the odor of pipe tobacco. An ornate tapestry and large mirror hang on the wall. Another urn sits in the corner, and on the floor sits a chest, some kegs, and two large boxes.
Alastair dumps this urn, too, finding a small sifter. Inside the chest, Tenebrus finds a pipe and pipe case that he tucks away in his belongings.
The blood smear runs up to and under the tapestry, behind which they find a secret door.
Through this door, they find a chamber with alcoves in the Northeast and Northwest and a fountain pouring into a brown basin. In one alcove stands an empty weapons rack.
Following the blood trail through the door, the party finally tracks down the source of all the blood. There, in the floor, lies a human cleric in the robes of the earth sect, a drow dagger in his chest. In his fist is clenched a scrap of paper with writing upon it in the same script as the dirt plan scrolls.
Alastair notices that the cleric still has a pulse. “He’s just mostly dead,” Alastair says to the others, casts Heal and Slow Poison, and helps the cleric sit up. “We have questions for you, pal. For one, what are these rocks we’ve found?”
“Cough cough… rocks? Oh, you mean those rocks. Oooh. I don’t feel too good… cough cough. Yeah, uh, if you uh …cough… if you break them, they open up power…” He weakly hands the paper to Alastair, and written on the paper are the words, “break rock in emergency.”
As the companions interrogate the cleric further, he tells them that he does not know why the drow are here, but he is confident that the drow will not find the dirt gem–it is hidden and protected. He had seen a female drow with a leader named Eklavdra. After attempting futilely to convince the mostly dead cleric that we have the same goals, Tenny gets annoyed and reinserts the dagger, already standing up and moving away before the body hits the floor.
After more exploration, the companions come to the remains of a library, now silent and still, smelling of mold. The books, tattered, torn, forgotten, are on subjects of chaotic evil: Zen and the Art of Treachery, Getting Ahead in Life, The Art of the Deal.
Pushing the scattered books to one side of the floor, Raistlin sees that a message is inlaid in tiles: “Trials of Earthy Terrors Awaiting the Foolhardy.”
“Huh, never stopped us before…” he mutters under his breath.
A secret door hidden in a hallway reveals a dimly lit room with a statue standing in the middle. Wooden handles protrude in the four cardinal directions from the statue’s base, and a path has been worn in a circle around the statue. It is the whispering, however, that stops everyone dead in their tracks; faint whispering somehow not in the room, but in their heads.
As Raist huddles in meditation to learn Unseen Servant, the others cautiously explore, finding a half-burnt candle and a bent gold piece.
Raistlin bids his Unseen Servant to sneak up behind Gowron and tap him on the shoulder, but then gets down to business. The servant, taking hold of one of the wooden handles, rotates the statue. When it faces a rather odd-looking wall, a hidden door emerges.

A large, round chamber lies beyond, finished in dark brown stone, lit by torchlight and a phosphorescent blue gleam high on the wall. The adventurers scan the room, seeing small piles of dirt arranged around the room, and in the center, a shallow depression cut in the floor a foot deep. Inside the depression are more dirt piles, a tray with various shapes on it, and a plaque that says “Please Remove Shoes.”
Gowron, pulling off his boots, steps down carefully into the depression and inspects the items on the tray, which turn out to be pieces of bone, ivory, rock, and wood. “I believe this may be an Augury Basin! Here, let me try a question… Um, well, where are we?”
“In the Chamber of Augury, indeed,” comes the slow, gritty reply that seems to come from the stone itself.
Raistlin tries next. He pulls off his tattered leather boots and steps down into the depression, then asks, “What do we need to know to find the gem?”
“Warning! Forbidden lower object is an idol you do not expect…”
Gowron is already stepping down in his sock feet. “Where is the gem?” he asks.
“Go to the mystic object to find your unlikely result.”
Owlby, moving away from the stench that emanates from her companion’s boots, steps into the depression and hoots a deep-throated “Who?”
“Ask later,” comes the reply.
TwoHit, not even wearing shoes, steps down and queries, “well, gol dang, man, what is this here mystic object?”
“Go to the lower artifact and you will possibly find your answer.”
Next is Tenebrus, who asks, “Does Eklavdra have the Earth Gem?”
“It is uncertain,” comes the gritty reply.
“Where is Eklavdra?” asks Caerwyn, stepping down lightly.
“She is opposite the altar…possibly.”
“What should we do to aid us in our quest?” Bernenernie asks.
“Shun the Northern section of this dungeon, for the stairway up may bring your doom.”
“Sheesh, it’s kinda like getting answers from a magic eight ball,” Lilith says. She steps down and asks, “Are there any allies we can seek?”
“Find the forbidden artifact to affect your aid.”
“What does that even mea… Oh, never mind,” Lilith shakes her head and joins her friends.
Gabba wants friends, too. He steps down, arranges his wig, and asks, “How many artifacts are there?”
“Go to the Ancient Being,” responds the deep voice, “but he may never tell you the number.”
Alastair hops down barefoot next and asks, “What is the path to the Ancient Being?”
“Find the furthest temple and ask there.”
After much head scratching and failed attempts to make much sense of this information, the adventurers climb back out of the shallow depression to find their footwear gone. Bert spots their shoes floating in the corner; the Unseen Servant must have a foot fetish.
Once shod, the party makes its way into yet another chamber, this one of polished dark brown stone lit by an eerie phosphorescence. There is the smell of something rotting, and a soft thumping can barely be heard. In the room is an obsidian altar, blasted and broken. Something seems to have gone terribly wrong here. Above the high arches of both exits is written “Exalted Chamber of Deep Earth Augury.”
As Gowron and Alastair step up to inspect the altar, they are snapped up in the folds of a Trapper that has disguised itself to look like the stone floor. The Trapper squeezes the two hapless adventurers tighter and tighter, crushing them and disintegrating their armor.
With only moments to spare, the others draw weapons and attack. Down crashes Bert’s mighty Whore Whammer, and Tenebrus slashes with his great sword. Gabba, too, swings with all his might, but unfortunately, his giant flame sword is broken in the fray. When the monster is duly slain and the two finally emerge, it is with much less armor and confidence.
The adventurers now find an entrance into what seems to be a great hallway, but when Tenebrus steps into it, he encounters a Brown Mold which immediately chills him to his core. Before jumping back, Tenny spies a light-colored stone on the wall just around the corner. Giving the mold a cold shoulder, Gowron reaches around the corner and pushes on the stone. It is indeed some sort of lever, for a freezing air rushes through the hall, putting the Mold to sleep.
Down the hall the friends rush. Coming to a heavy door, Gowron throws it open with his Chime of Opening.
In this room are various couches, pillows and candelabras, with several small rooms behind doors. A cleric dormitory, it seems to be. And indeed, in each small room they find a cleric, dead in his own bed, throat slit and a drow dart in their chest.
Ransacking the rooms, the party finds little but personal items, until a footlocker with a false bottom yields a bag of brown diamonds.
Now that they know how to operate the boobytrapped hallway, the adventurers push the stone button that freezes the mold and rush down the hall and through the T intersection.
They come into a dark, silent room that seems to be a storage vault for some strange, potent stuffs. Broken flasks, herbs, and chemicals are scattered amongst shattered shelves and other broken furniture.
On into the next room, this one colder still, and smelling of incense, with disgusting scenes painted on the walls. Inlaid in gold on the floor is a large stylized triangle, and on the ceiling a huge eye is painted. This seems to be some sort of place of rest for clerics. Again, eerie whispering comes to the adventurer’s ears, a whispering that stops as soon as they try to locate its source.
Done with these disembodied whispers and feeling like they have had quite enough adventure for one day, the party agrees to start teleporting back to Keep Whenwhere, hoping to find rest and healing.
<<< 2,059 XP >>>
























