All but one here again, as is becoming almost standard. Having cleared the area, the group had the time to rest without any wandering monsters coming along. Most of the party interrogated the grimlock captives while the kobolds once again wandered off in search of extracurricular treasure. The prisoners were pretty loyal to the illithid, but with a combination of good intimidate and diplomacy, they did manage to get a little more info about the demographics of the nearby illithid settlement and their minions. Meanwhile, the kobolds poked at the cave-in blocking L16, decided they didn't have the strength to dig their way through and went to investigate the waterfall in L15 instead. This triggered the aboleth encounter beneath there which had been laying low, hoping to take over the place now the grimlocks were devastated. It tried to take control of the closer one but failed, keeping him talking while its skum minions ascended from the depths. When they actually went to attack, all its confident talk that the PC's should surrender was proven laughable when 5 out of 6 skum were instantly flash-fried with a single burst of electricity. The fact that it was using illusions to conceal its true position kept it alive for a couple of rounds, but soon the rest of the PC's caught up and noticed that their attacks weren't having the expected effects on the surrounding environment. Once that problem was solved, it was rapidly killed despite no-one on the team being a dedicated swimmer. Having looted its treasure, they turned their attention back to digging through to L16. A bad roll for wandering monsters and subsequent spot check had them hitting green slime on the way in, resulting in some con damage, but this was a speedbump at their level. What actually delayed them somewhat longer was the riddle on the statue inside. They could easily have just taken the magical bird in its hands, but spent a good half an hour of real time dithering over what it meant and if they had to fulfil some kind of conditions to bypass a (nonexistent) trap. Gotta love it when the designers throw in red herrings like that and you can just sit back and be amused at the players antics.
Having finally cleared every nook and cranny of that map, they headed back down the way they came, deciding that going for the illithid prison and maybe getting some allies along the way was probably a better option than going straight for their main settlement. Those of you who've been reading along from the start have probably already guessed that said prison is the
Spiral of Manzessine, one of the adventures I've most wanted to run since starting this campaign. This time they rolled lucky on the wandering monster table and had a quiet journey until they got to the big chasm full of glowing green gas that serves as their first line of defence. Initially it seemed like they might actually be sneaky this time, with our feral binder coming forward into the range of the guard's darkvision and saying she was interested in joining up with them while the others held back. It might have even worked as well, as one of her powers makes her immune to mind-reading, she has a good bluff score and illithid have no ranks in sense motive, so it's not actually that hard to trick them if they can't cheat their way through social interactions. But other party members got impatient (and the ruse would have fallen apart as soon as someone who was readable got in range anyway so they didn't feel like having everyone else sit around doing nothing while one did a lengthy infiltration scene) so they teleported or flew over the chasm, cast glitterdust on the area and started engaging in general violence on the flesh golem guards. (some of which didn't work because they forgot what they're immune to) The kobold sniper managed to spot the illithid lurking in the stalactite and nearly one-shotted him despite the cover bonuses, at which point he decided that discretion was the better part of valor, set off the shriekers and dimension doored deeper into the prison. Three of the PC's used their small size or short-range teleportation powers to get through the portcullis, deciding that speed would be a better idea than sticking around fighting the golems. Their quick reactions paid off as they saw the illithid near the end of the corridor alerting the next set of guards. Seeing that it wasn't getting away so easily, it used its mind blast on them. Only one failed and was stunned, but this adds a further complication to their next few rounds. It looks like next session will be filled with entertainingly chaotic action whether they win or lose.