The Legion of Hope set up shop in the Yawning Portal Inn. You are on good terms with the Proprietor Durnan the Wanderer.
You realize that this particular establishment is a hub of adventuring with the main draw the hard to miss Well entrance to the Ruins of Undermountain dungeon. After a several days waiting for Miraclemiss to appear (she doesn’t) her cat, Mr. Bigglesworth, appears (how did he get here from Arabel?).
You notice 3 monks arrive in the main taproom who look quite out of place in this den of adventurer’s. You invited them to join you in your booth. They informed you they were followers of Jergal the Lord of the End of Everything. Dex remembered that Jergal functions as the seneschal of the Lord of the Dead and he keeps records on the final disposition of all the spirits of the dead.
They went on to confide that an artifact created by Jergal in ages past had gone missing, the Ark of Souls. The Ark is a tool used by Jergal as an aid in performing his tasks of dis-positioning souls of the recently deceased.
The monks believe that it may have been stolen at the behest of a powerful being attempting to cheat death and become immortal. The powers of the Ark in the wrong hands could be used to cause great woe in the Realms.
The monks had contacted Vangerdahast who in turn had informed Miraclemiss and (as a backup) also assigned you, as employees of Curiosity and Acquisitions, to find and return the Ark.
DM’s note: The above paragraph includes a small correction to the story.
Miraclemiss apparently traced the Ark to Undermountain and went in after it. Unfortunately, the monks have lost contact with her. They now are requesting you to learn the fate of Miraclemiss and, more importantly, to learn the whereabouts of the Ark.
They offer to equip you (normal adventuring gear, not weapons or armor) on their line of credit.
After preparations, you warily descended into the depths of the entry well and began making your way through the dungeon. So, far you have found a strange horned ring, some sticks, two brass keys, a cursed sword, and some glowing chain mail.
Haldir was able to recognize and read a warning written in Thorass. The warning was on the southeast wall of room #1 and it said something about certain death and there was an arrow pointing at the southern archway exit of the room. You chose to go north out of room one and found a room with some Orcs which you quickly dispatched.
At this point the camera slowly zoomed out and we left the party slowly proceeding further into the creepy dungeon.