Part II. Three Faces of Evil
Time passes and the general populace of Diamond Lake remains unaware of our heroes' deeds. Interrupting their peaceful respite, the half-orc Kullen visits the church and delivers a message. They are to meet with Balabar Smenk at his estate. It is not a request. They had considered confronting the man on their own, so this works nicely for them. They've been trying to research some of the items found in their exploits, in particular a disgusting green worm in a jar found within Filge's observatory. Ilyana helps with the research, consulting with her peers outside of town.
At Smenk's estate, they find he keeps white-furred gorillas chained within his house, patrolling as fearsome pets. Meeting the mine manager, they find him to be an unpleasant man, his ego just as large as his massive girth. He knows the heroes well, especially Zeb who owes him a sum of money. He's also aware of the hand they played in arresting his friend Filge. As the conversation gets a bit heated, Zeb magically charms Smenk and the group works out a bargain. Smenk knows that the mysterious green worm the group found was taken from mines owned by a dwarf named Ragnolin Dourstone. He's a competitor to Smenk, but Smenk knows that the dwarf is involved in things that bode ill for the town. Smenk reveals that he has been forced into working with a group of cabalists Dourstone keeps hidden underneath the mines. For his part, Smenk delivers them supplies so they can subsist while they do their dark deeds. He tried to withdraw, he says, but they left the head of one of his bodyguards in his bed while he slept. And so he turns to the heroes, hoping they'll solve his problems for him. The heroes exact a bargain; if they do this for him, he will make moves to let people out of their contracts which keep them in rough servitude.
The group go to examine the mines, which experienced a cave-in that hurts some workers. The foremen keep them away, but they see opportunity for their entrance. They acquire a few supplies from town, including potions that allow them to see in the dark, and return late in the evening. Clem sneaks in past the guards, while the others concoct a story of tending to those who were wounded in the cave-in. There is a place where the miners sleep just within the mine entrance, so they are allowed to look into it. Clem meanwhile spots a man from the tavern who they had asked pertinent questions about the mines. The man spots him and hobbles further down the mine, saying that Myrkul would take his soul. Thinking quickly, Clem blasts him before he can sound an alarm.
When the guards leave them be, the party regroups and finds a boarded up section that reveals a secret elevator beyond. They gather on the elevator and work their way down. As they arrive, two tiefling guards greet them, but quickly realize they are enemies. The guards are cut down just as one nearly gets to the door and beyond. This area holds three exits, each marked differently. They submerge the bodies in a dismal pool to hide them and head to the east where the tiefling was trying to go. Inside they find people they know from town who turn out to be cultists to Bane. A continuous battle erupts as the heroes fight skeletons, cultists, a chained boar, and a few more tiefling guardians. Eventually they come to confront a dark priest named Theldrick. He immediately accuses them of murder as they've come unasked into their religious shrine and commenced to killing everyone they see. This goes on for a bit, but the group eventually decide to put him down. The fight is difficult, as he is well armored and magicked, along with a few friends he calls for, but they are victorious.
The group rests for a short while, and then move to the southern door by the elevator. This area is very dark and composed of rough-hewn caverns . The main residents here are dark-dwelling grimlocks, who fight in the name of Bhaal, lord of assassins. A few difficult battles ensue, including one where they are attacked by archers as they try to climb down a vertical drop. Jonas leaps the chasm and is able to push the grimlocks to their deaths, although he nearly dies in the effort. More battles ensue versus numerous grimlock soldiers and a particularly fearsome female barbarian. They finally confront a blind seer that leads the grimlocks, who has apparently replaced his eyeballs with preserved beholder stalk eyes. Once again, they triumph and find several notes that the insane creature has written. It speaks of the Faceless One, who they believe to be in the final area.
Beleagured, yet driven, our group ventures into the western doorway. Beyond they find a twisting maze of corridors with walls that seem to shift around them. They are ambushed by kenkus, sly birdmen that step out from secret doors and attack from stealth. They survive two such fights and nearly fall prey to a third as they chase a runner. Within a hidden room, they discover a man bound and gagged. When freed, he reveals himself as Corwin, a wizard from Tantras. He too follows the faith of Lathander, and is adopted by the group. Most of his possessions are lost, but he has enough spells to persevere. They find notes dedicating this area to Vecna, who is a known archmage beholden to Myrkul. The group is disturbed that this entire complex is devoted to active followers of three dead gods. Continuing forth, they encounter human wizards who put up a good fight, but do not prevail. They find the Faceless One, a green-cloaked wizard wearing a gilded mask. He summons forth a giant worm to harry the group as he blasts away. The party splits and assault the room from two fronts, eventually bringing down the mage. Our group guesses that their trial is over, but as they go to leave the complex, they are assaulted by a monstrous guardian that bears symbols of all three fallen deities. The fight is punishing, but they destroy the ebon aspect.
Afterwards, our heroes return to the surface, avoiding a fight with guards loyal to Dourstone. They produce their evidence to the sheriff who deals with it as best he can, but nothing can be brought against the dwarven mine manager. They visit him at his house, getting a cold reception, but other than passive threats, nothing is done between them. A visit with Smenk is also less than cordial. He is aware that something affected him during that visit, but he is nonetheless relieved that the assassins have been taken care of. He stays good on his end of the bargain, although the party knows to watch their backs.