Brian T as Ardoare the Tiefling Sorcerer.
Ty as Byster.
Cooper as Letham the Human Ranger.
Pat as Hesken the Dragonborn Paladin.
Jen as Beliela the Drow Warlock
Jeff as Maelar the Human Death Cleric.
Lance as Whyrun the Dragonborn Bard.
Tim as DM
After taking their first extended rest in the Undermountain, the adventures make their way down into the Hidden Chambers of Halaster’s apprentice. The spiral staircase ends in an odd-shaped chamber that lights up with blue-burning candles as you enter. Doors to the north and east walls are sealed shut while the door in the south wall stands slightly ajar.
As they take their last step off the stairs, an ancient spell buzzes active and a cherry female voice speaks, echoing around the chamber. “Welcome and well met, honored visitors-unless you be intruders. Speak the Master’s Blessing to find the way, or else you’ll not leave this place.”
The ancient ward flickers into slumber again and party moves further into the chamber. A close inspection (DC 15) reveals a tattered magic cloak that hangs on a dusty coat rack near the stairs. (The Mantle of the Apprentice, a Level 4 neck slot item.)
The adventures continue down the hall to the door on the south that leads to a bedchamber. They find a bedchamber that is large, as such things go, but little of it is reserved for creature comforts. The cluttered room is a mess of discarded books, withered scrolls, and melted candles, all hidden under a think coat of dust. Some of them have been crinkled and placed in odd piles like small huts. The small feather bed has been torn open and most of its contents stuffed under the frame.
As they enter, cold seeps across their skin as they see two shadowy forms on the bed: one a lithe female composed of blue mist, lying beneath a formless creature of black smoke. At first, they appear to be romantically embracing, but then it becomes clear that the female ghost is struggling to escape while the other seems to be drawing her essence into itself-feeding on her.
Hesken, Letham, and Byster enter the room and try to make verbal contact with the shadowy figure. Maeler, the death cleric, steps into the room and attempts to exercise the black spirit instead of exorcising it. The shadowy thing jerks its head up and hisses soundlessly. It fades away into the wall, abandoning its prize, which collapses weekly onto the bed and lies there as though exhausted.
On the wall above it, letters begin to form, written in dripping blood: “M-A-E-R.”
Suddenly, rats appear from under the bed and the pile of books and attack the party. There are giant rats, dire rats, and a swarm of normal rats. The adventures fight bravely, unknowingly walking past the clay scout sitting in the back of the room. While the adventurers fight off the rats, the scout suddenly attacks the back of the party. The heroes finally finish off all the rats and the clay scout, suffering some blood loss and with a few of them infected with Filth Fever.
A thorough search of the room reveals two scrolls-one containing the Magic Mouth ritual, and the other contains the Purify Water ritual. They also discover what appears to be the Lost Apprentice’s journal, which is largely indecipherable. The parts that are legible speak of an arrival in Waterdeep and apprenticeship with the legendary Halaster, who was impressed by the author’s arcane potential. The Lost apprentice was – apparently – a spell casting prodigy of sorts. Also, the book contains notes regarding a necromantic ritual designed to sap energy from other creatures, but no instructions for casting the actual ritual.
Also, the adventurers find an insightful passage. “Over the last few days, my servant has grown oddly…forward. This requires castigation, which I shall dispense at the first opportunity… Lyn.”
On the bed they find a magically glowing key and a collection of gold and silver worth 10 gp in the nest of the rats.
Stage 0: The target recovers from the disease.
Stage 1: Initial Effect: The target loses a healing surge.
Stage 2: The target takes a -2 penalty to AC, Fortitude, and Reflex.
Stage 3: Final State: The target takes a -2 penalty to AC, Fortitude, and Reflex. The target loses all healing surges and cannot regain hit points.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
11 or lower: The stage of the disease increases by one.
12-16: No Change
17 or higher: The stage of the disease decreases by one.