So, Sorey deciphered the map found in Wave Echo Cave and showed it to Sildar. Sildar saw great potential for riches and adventure and immediately set about putting together a caravan to delve into this far corner of the lethal and bizarre Underdark. Knowing the danger of this place, Sildar hired on two new adventurers: Res, a enormous but quiet goliath druid and Antien, a clever moon elf rogue. After a few days travel the party arrived at their destination and took in a stunning sight: a colossal door made of silver, embedded with precious stones in a few places and carved with artistry beyond any the party had seen. It depicted Calladuran the gnome god in combat with Lolth the Spider Queen and her spiderlings. The party approached the door and were a bit taken aback when it opened on its own, but plunged in and shortly found themselves in a barracks.
Nearly everything in this barracks was destroyed with age save for one bed and the chest at its foot. A few of the adventurers approached it warily while Sorey went to investigate a book shelf on the opposite wall. The chest bore an inscription that stated "Start at the book case." So, upon further investigation, the party found a key on the shelf and used it to open the chest, where in they found a diary with no pages, an amethyst with three holes drilled into one side, a potion of greater healing and some crossbow bolts. An alchemist's table in the middle of the room was examined and found to contain a scroll of detect traps.
The players pushed on and found themselves in the middle of a hallway and, after careful examination of either end, they found closed doors with pages from the diary on it. Upon reading them they found out that this place had, at one time, been a training facility for deep gnomes to combat the marauding drow, and had been built by a deranged by brilliant Svirfneblin named Durthmeck the Unbreakable. They also realized that both rooms were going to be dangerous and that they were their only way onward through the place. So, elected for the west room first and to face a challenge of shadows and stealth. After some clever usage of some of the heroes' abilities, they managed to find, pin and trap all four shades in their soul gems, and with only seconds to go before they were crushed by the moving, glowing fungus-constructed walls. This unlocked a crystal case in the center of the room which contained a long, thing crystal of amethyst that levitated out of the jewelry box and into a slot on the chunk of amethyst held by Sorey.
They then headed north and east through the room and on to the next hallway. There they found another diary page on a set of closed double doors and found out that this room had been a combat training room in which recruits took on drow golem constructs animated with the souls of actual drow, which made them incredibly dangerous but the party plunged in anyway as they were hesitant to face the east room's mind-controlling illithid golems and poisonous spiders. A member of the group investigated one of the hanging constructs and activated them in the process, sparking one of their toughest fights yet. The heroes prevailed, however, and did so with style when Antien performed a truly spectacular wall run that resulted in a devestating back stab on one of the constructs. Here a chest was revealed under a floor tile in the center of the room that contained yet another key crystal, a scroll of true seeing and a magic ring which enhanced the strength of cantrip spells.
The party finally, reluctantly tackled the last room after a well deserved rest back in the barracks and sent in an invisibility spell-enchanted Antien to investigate. He and the rest of the party were puzzled when they found the room to be much better lit than the previous rooms but also devoid of any features. However, upon a closer investigation by the bard, they found that there were hatches in the floor tiles all around the room. Before they had a chance to fully investigate, some of the party members wandered in the center of the room, causing magical barriers to go up over the two doors in the room, and each of the tiles began to glow blue through designs around the edges. The tiles opened up and expelled four thin, chest heigh mounts with magic wands on them which each emitted spiders, and two ancient looking mindflayers equipped with some strange armor. Before the party could even react, Nicolash and Res had their minds immediately taken over by the illithids and were commanded by the squid-faced horrors to attack their comrades. Eliza quickly defeated one of the illithids with a scroll of feeble mind spell, freeing Nicolash, but Res cast a damaging spell on his friends before they could break the other illithid's concentration. The party succeeded, however, in finally destroying all the spell casting wands, though not before Sorey took nasty bite from one of the spiders and then focused on the mindflayer, finally freeing their comrade and taking down the creature, though not before it tried to make a meal of Sorey's brain. The last key crystal slotted itself into the amethyst, and the amethyst lead them to a hidden doorway in the back of the combat room and, after a quick moment to heal, the party prepared to face the final room.
When they entered, they saw a large stair case starting from the middle of the room that rose to about the middle of the opposite wall, where it terminated in a platform. The platform contained long, ornately carved casket, which included an indent that matched the shape of the crystal and an enormous gold and jewel encrusted statue behind it in the wall. Sorey, at the urging of his comrades, placed it in the indent. It rose slowly and slotted itself into the statue's forehead, causing the statue to lurch forward and prepare itself for combat. Nicolash used the scroll of true seeing to reveal that the amethyst was, in fact, a phylactery but they were not immediately able to spring into action as the massive golem slammed its hands together, sending out a shockwave that stunned all in the party save for Eliza. Eliza, meanwhile, had a hunch and tried to fire some magic missiles at the amethyst but found out that it was magically protected. The rest of the party finally recovered and they, too, began to focus on the amethyst, but all of them kept missing the tiny, high up target. Finally, thanks to an exceptional show of strength from Res (who conjured a magic thorn whip and used it to throw the construct off balance), they struck the crystal and felled the mighty foe.
The construct got back up, this time not in combat mode, and, after the stairs and platform reappeared, showed them a hidden door in the all behind where its head had just been. They entered hesitantly, with Sorey grabbing the amethyst on the way and found a last diary page. This page revealed that Durthmeck had grown bitter in his old age and had built this massive construct and overhauled his facility as a last act of defiance.
The party then raided the treasure room beyond and then elected to take them golem with them as both its hide and inner workings were quite valuable. After some deliberation and a confirmation from the spirit of Durthmeck, they reactivated the golem and waltzed out of the dungeon, startling a group of enterprising drow cutpurses and saving Sildar's life. Sildar, upon seeing what they had and how valuable it was, decided that, instead of taking them back to Phandalin and tanking their entire economy, he'd take them to Baldur's Gate. After taking some winding passages, they came to an subterranean branch of Baldur's Gate known as the Undercellar. The night guards took one look at the tough adventurers and the massive golem with them, decided that they didn't want any trouble and let them pass, allowing them to find some where to rest for the night in the Undercellar's sprawling inn.