[I’ll fix things later. Like spelling. And wiki links. blah.]
Alasti is mediating on a rock in the center of a pool when we arrive at her grove. Or what passes for a grove for a druid so close to a large sprawling urban area, I guess. Sannl transforms into an otter and skips across the surface with the staff in her mouth. Alasti takes the staff in her hands…and immediately breaks it, yanking the orb from the top and tossing the apparently useless wooden staff into the underbrush. She says that there, it will return to the forest and the circle of life, but I’ve seen the state of her grove. I’m betting she’s a secret slob.
As payment for bringing her the artifact, she tells us of El’shadahr, a contact of hers in Mith’lahrast. He will be waiting for us in the Elves’ Ears Tavern. She also gives us a horn of blasting for our trouble.
Back in Athkatla, we are reuninted with Dephic and Merrick, who regale us with tales of their time off the ship. Note to self, never send a halfing to retrieve another halfling. Especially from a pipeweed and ale festival. Dephic apparently started losing at dice, decided to use the cube of wonder. He ended up casting confusion on himself, and wandering the streets naked, praising the cube.
In a flash of inspiration, I present the demonic dagger to Dephic, glad to be rid of it. He unsheathes it, and disturbed, quickly passes it off to the rogue who seems perfectly at home with a sentient knife spewing vitriol a him. I am unsure if I should be concerned. Sannl directs Brognar to “Take Nothing for Granite” to commission a stone masterwork club for himself.
We are attacked by fish people under the rising light of the third moon. By morning, we make it to the docking port for Mith’lahrast. The bartender of the Elves’ Ears tells us that el’shadahr doesn’t usually come in until after the sun sets. Abdelyn eavesdrops on the room at large, overhearing something about some recent dissappearances. The bartender directs us to the local temple, which serves no deity in particular, where the priest De’lvar may be able to assist us further. The bartender also supplies the information that the symbol on my hammer belongs to the goddess of the sea, Umberlee.
Being in the temple warms something small and strong in the depths of my heart. I suppose I should start attributing that feeling to my sense of the divine. Brognar polls the elves in the temple about the dissappearances, and turns up the information that there are 17 people currently missing, none of them children or elderly, and with no discernable pattern other than them being taken from the egdes of town. Dephic prompts the priest on my behalf to look at the ancient scroll I carry, and unfortuanely doesn’t have much to tell me other than the fact that the language predates him, and that he is 500 years old. He tells me the scholars of Mith’dranor might be of better service. He also tells us that Som’thin Or’other, who runs the local farmer’s market, might have more information for us about the missing people.
In the market, we learn that a youngling was recently found wandering the fields just outside town. His family had been taken in the night, and his mind was obviously broken. Som’thin provides us with a crude map of the recent attacks.
We head back to the tavern as the sun dips below the horizon, and are just in time to spot an elvish form dressed in all black slipping in the tavern door. He takes a seat in the back, where the light of the torches don’t quite reach and the bartender brings him an ale, obviously used to this behavior. Brognar deduced that this must be the person we were sent to meet, and pulls up a chair at his table, uninvited. What turns out to be a drow responds unfavorably to Brognar’s cries of “Goliath Elf!” and the poor table comes away from the encounter with a few more notches in it’s surface.
Once we explain (everything) we are there for, the drow tells us that though he is familiar with the name Mal’kizid, it’s not one he’s heard in a very long time. He tells us more of the origin of Del’th Zavr, and that he has heard of the deom attacks in the pirate islands, but that his organization, the Zenthirim, haven’t heard of anything to do with fallen solars. He agrees to place our information in the ears that will make the best use of it if we will help to recover a female friend of his, who is among the missing. There were elves seen near the castle Or’ith ’Haskar, so that may be our next point of interest.
We decide to set a trap, and bait it with an elf. Luckily, we have one already in the party. abdelyn ‘farms’ late into the night, with Sannl nearby in cow form, both for her protection and our insurance. At the first sign of danger, Abdelyn let off a whistling arrow, and the party rushed to do battle with would-be kidnappers. Most of us used the door. Brognar bust through the side of the cabin wall. Note to self: be sure he reimburses that family for breaking their home. If any of them survive to be rescued, at least.
We fight off two disgusting Intellect devourers. Brognar falls prey to one of them, and his intellect is even further lowered. We shanghai a couple of carts from the farm to haul our drooling companion and the bodies back to town. The drow tells us that ID’s are usually minnions of ilithis or mind flayers. The priest in the temple is able to restore Brognar to his original Intelligence for 50gp. Unfortunately, he was unable to raise it any further than that.