In the previous session our heroes traveled towards the kuo-toa village of Sloobludop, pursued by the drow. They had learned from their kuo-toa companion Shuushar that there were two factions in Sloobludop: The followers of the goddess Blibdoolpoolp (aka “the Sea Mother”) with her archpriest Plooploopeen (aka “Ploop”) were vying for control with the upstart followers of the god Leemooggoogoon (aka “the Deep Father”) and his archpriestess Bloppblippodd (aka “Blopp”), daughter of Ploop.
Before they reached the village they were accosted by a patrol of kuo-toa, who offered them safe passage to Sloobludop if they would put all their weapons in a sack to prevent a surprise attack. They agreed, but before they could reach Sloobludop another patrol of kuo-toa attacked and killed the first patrol. That second patrol was led by Ploop, who explained that the first patrol was from the other faction, who would have sacrificed the group to the Deep Father. Ploop led them to the village and told them which quarters to stay in to not attract the attention of the other faction. But Surina the sorceress was curious about the other faction, magically disguised herself as kuo-toa, took Nyx the druid in the form of a small animal on her shoulder, and went exploring. She found that in fact the altar of the Deep Father looked rather grim: Two octopi were tied together on top of a manta ray, to give the impression of a two-headed monster. Traces of blood sacrifices were visible. In contrast the altar of the Sea Mother had offerings of knickknacks like sea shells, and looked more welcoming.
Based on that information the group agreed to a proposal of Ploop: They were to hide their weapon and armor under robes and be led by a group of Ploop’s followers to the upcoming festival in honor of the Deep Father. Ploop would pretend to give them to Blopp as a peace offering, as sacrifice for her god. But then Ploop, his followers, and the group would attack Blopp and her followers.
They executed the plan as intended. When striking down Blopp, the archpriestess called out “Leemooggoogoon”, and fell bleeding on the god’s altar. Suddenly the dark surface of the lake behind the altar began to bubble, and a huge monstrosity with tentacles and two baboon heads rose from the water. “Leemooggoogon” turned out to be the demon prince Demogorgon! With a single attack Demogorgon killed Prince Derendil, one of the NPC companions of the group. They also lost another NPC companion, Jimjar, by getting separated from him in the ensuing chaos. While Demogorgon killed Ploop, the group escaped and found a boat. With their remaining NPC companions Buppido, Shuushar, Sarith, and Stool, they got away from Sloobludop. Now they knew that something more dangerous than drow was afoot in the Underdark!
With the help of Arkoy’s curse that gave them a sense of direction, and Shuushar’s knowledge of the lake, they decided to travel towards Gracklstugh, the duergar city where Buppido claimed to know a way towards the surface world. But that was 20 days of travel away. On the evening of the first day they stopped at an island where they found a tunnel leading underground in which fungi grew. Unfortunately those turned out to be Timmask, a poisonous mushroom, whose spores put a confusion on Nyx, so she wandered deeper down in the tunnel. Following Nyx to stop her, the group was caught in a tremor causing a cave-in and were trapped. However a new passage had opened in one of the tunnel walls, leading to a strange temple. At first the group encountered gray ooze twice, who fell from the ceiling and damaged Mog’burz’ weapon with acid.
Then they saw a strange sight before them: A skeleton (not animated) was seemingly floating in the air, along with a dark metal mace and some coins. Trying to take the mace with a mage hand spell led to the hand encountering an invisible wall, and a telepathic message of “Hey! Stop tickling me!”. Thus the group encountered Glabbagool, a gelatinous cube who had become sentient. Glabbagool was friendly and spat out the mace and coins on request, and told them about the rest of the temple. He warned them about traps full of black puddings in corridors leading to a closed door, of which he didn’t know what was behind it. The group went there with Glabbagool escorting them (and dispatching quickly some more gray oozes). They discovered a new cave which Glabbagool said hadn’t been there before, from which water flowed into the temple.
They went to the closed door, which turned out to be easy to open for creatures possessing hands to use the door knob. Behind was an octagonal room with 7 niches, of which 4 contained strange, formless sculptures, and a big fountain in the middle containing dark water. Touching the statues unfroze them, and they turned out to be another 4 gray oozes. After killing those they discovered some treasure under the water of the fountain. Having explored the whole temple, there was no apparent way out. And from the new cave water kept rushing in, the whole complex being below the surface level of the darklake. They explored the cave and saw that the water was coming from fissures in the ceiling. With the help of a Magic Missile (and creative rule interpretation by me as DM) they made the ceiling collapse, at which point they could swim to the surface of the lake and back to their boat.
There a nasty surprise awaited them. Buppido was found unconscious with a big bump on the back of his head, while Shuushar was dead, with his entrails arranged in a bizarre fashion around him, like by some sort of ritual. Woken up, Buppido couldn’t provide an explanation of what had happened, and the group found no traces of the killer. So the next day they said goodbye to Glabbagool (who wouldn’t fit on the boat) and rowed off.
Two days later they were passing by another island, when they heard a soft feminine voice inside their heads pleading for help. Somebody on the island needed rescue! On the island they found a big green door, which turned out to be of heavy marble, covered in corroded bronze, and with an axis in the middle. Pushing with much force on the side opened the door (we were joking that Mog’burz, who failed several door opening rolls in this dungeon, kept pushing in the middle of the door). Behind the door was a Nethril tomb from millennia ago (basically Ancient Egyptian in design), the Lost Tomb of Khaem.
In the tomb the group came upon a room with a stone sarcophagus. That turned out to be a false tomb with a trap cursing them to have disadvantage on all attack rolls and saving throws. As they were all affected by the curse, this turned the dungeon into a far more deadly place. And there was another strange feature to the tomb: Any spell cast resulted in a wild magic surge, giving a random result form the wild magic table of the chaos sorcerer. That turned out to be an insidious feature when in the next room the group was attacked by four specters, who were resistant to non-magical damage. It turned downright deadly in the final (hidden) room, where the group encountered Brysis of Khaem, an evil sorceress who was now a wraith. Mog’burz the eldritch knight countered an attack of Brysis with a shield spell, but that triggered everybody’s favorite wild magic surge result: a fireball.
They barely survived this encounter, but then found the source of the voice: an intelligent sword called Dawnbringer. They also found a bunch of other nice treasures, like a necklace of fireballs, and over 2,000 gold pieces worth of valuables. Danger has its rewards in Dungeons & Dragons. At that point we ended the session, the group having reached level 5.