Cualdron - Jzadirune
Kegan’s shop is an entrance to an underground area built by Jzadirune. Kegan claims he didn’t know about the underground until the inhabitants threatened him and his rat. He claims he knows little about Jzadirune. Appears built by Gnomes, at least the parts he was in. Back at our house, Elwin is met by two members of the Halfling Protection Society and after a brief talk, he departs with them, on ‘HPS business’ More likely a day of parties and mischief. Discuss among the rest of use whether to go to Red Gorge or explore the exciting bowels of Cauldron. Snorri wants to retrieve the dwarven child. Decide to go underground first. Look over the piles of supplies that Snorri bought for the overland trip. Aerrion suggests asking Jenya if she has any stuff we might use underground. Aerrion and Brak drag Kegan to talk to her. She knows some of Jzadirune. Also offers some sunrods and mentions Zanathors might have some more. Kegan is taken by the St Cuthbertians for further ‘discussions.’ Meet back at the house. Decide to explore Jzadirune in the morning. For tonight, food, drink and party. Head to the Growling Bow tavern. Hear a rumor that Kegan Geld was arrested by the Cuthbertians. Word spreads fast here. Will have to mention to the Cuthbertians the leak in their temple. Aerrion attracts the attentions of a human girl named Jil. They dance and talk much of the night. She works for the Iron Crown caravan company, a competitor to our Singing Blades. Hear another rumor about a missing city guard.
Next morning. Have breakfast then head towards Kegan’s shop. Gracie, Aerrion and I carry a couple of small bags of flour rigged for quick tossing. Aerrion’s idea. Might reveal where the hidden ones are during a fight. Worth a try. The body is gone when we arrive and the door down is crudely repaired. Snorri and Brak quickly smash it open again. So much for a quiet entry. Head down. I lead since our expert treasure finder Elwin is still off partying with the HPS. Stairs down lead to a landing then a room. Sounds of chirps, birds and giggles come from 12 masks around the walls. A dim light comes out of a half open door to the south. The markings on the doors are Gnome glyphs. East door is an A. A bunk room. Been a while since someone slept here. While looking at the south door, I sense something behind me by door A. Mention it to Brak. Before Brak can do much, the critter attacks as does a second hidden elsewhere. Aerrion and Gracie toss flour bombs, trying to find the critters. Snorri starts swinging his axe wildly about. I back into the corner and prepare to shoot the first one that dares show itself. Aerrion tosses another flour bomb. This one works, revealing a critter. I shout and shoot it. Snorri also hits it. I shoot and hit a second time, dropping it. Aerrion moves to find the other one. Snorri swings blindly but gets lucky and hits, dropping it as well. We spread flour down two small tunnels. Move to door J. It is locked. There is a keyhole in the middle of the rune. Sigh! Where is that Elwin when we need him? Close door A.
Explore the west passage out of the room. T intersection. Long N/S hallway. S hallway appears walled at end, unlike our map. Several doors in the hallway. Each door as a glyph and is closed.
Examine the hallway. Snorri finds the north end of the wall is actually a pivoting panel. When he opens it, a acrid smell comes out. Looks like a pillaged alchemical lab. A small tunnel leads out to the west. As Snorri enters, a pile of rags strikes at him. Hits for effect and starts wrapping around him. Aerrion tumbles in, trying to cut it off Snorri. A good tactic. Brak uses his barehands to try ripping it away. Snorri strikes at Aerrion with his axe but misses. Crazy dwarf! I guard the hallway since shooting into that mess would most likely strike a friend. Gracie also tries cutting at the rags. Brak yells and with a mighty effort, rips the rags off of Snorri. The tattered remains fall lifeless to the floor. Search the room. Find some alchemical supples. Gracie finds a hidden door at the north end of the lab.
Snorri goes through the hidden door. An E/W hallway. Four alcoves. Makeshift wall blacks the east end. Search the hallway. Each alcove has a mass of gears in it. Aerrion turns one. Noisy. Gears turn, ropes move. He turns them in each alcove. At the west end, a large room. Piles of rubble. Fans overhead are now turning. A large shape is covered by a fluttering sheet. Someone pulls the sheet off. Gears grind and it starts moving. I am looking at the stairs at the south end of room leading down. Snorri tries to hold the thing. It shrieks. I move, shoot and miss. Gracie tries tossing the sheet over it again but fails. I move and shoot again. It shrieks, affecting much of the party. Snorri goes down, Gracie and Aerrion are stunned. Shoot again, this time for effect. When Aerrion can move again, he jabs his rapier into it, dropping it. Heal Snorri and Aerrion. Discuss the merits of dragging the metal critter to the surface. Decide to leave it in the middle of the room, covered up. Maybe no one will notice it’s busted? Search the room before returning back to the surface. Cuthbert places guards around the shop.
Oosana
XP: Kills - 300, Story - 100, Roleplay - 50
everyone gets an action point.
Next morning. Have breakfast then head towards Kegan’s shop. Gracie, Aerrion and I carry a couple of small bags of flour rigged for quick tossing. Aerrion’s idea. Might reveal where the hidden ones are during a fight. Worth a try. The body is gone when we arrive and the door down is crudely repaired. Snorri and Brak quickly smash it open again. So much for a quiet entry. Head down. I lead since our expert treasure finder Elwin is still off partying with the HPS. Stairs down lead to a landing then a room. Sounds of chirps, birds and giggles come from 12 masks around the walls. A dim light comes out of a half open door to the south. The markings on the doors are Gnome glyphs. East door is an A. A bunk room. Been a while since someone slept here. While looking at the south door, I sense something behind me by door A. Mention it to Brak. Before Brak can do much, the critter attacks as does a second hidden elsewhere. Aerrion and Gracie toss flour bombs, trying to find the critters. Snorri starts swinging his axe wildly about. I back into the corner and prepare to shoot the first one that dares show itself. Aerrion tosses another flour bomb. This one works, revealing a critter. I shout and shoot it. Snorri also hits it. I shoot and hit a second time, dropping it. Aerrion moves to find the other one. Snorri swings blindly but gets lucky and hits, dropping it as well. We spread flour down two small tunnels. Move to door J. It is locked. There is a keyhole in the middle of the rune. Sigh! Where is that Elwin when we need him? Close door A.
Explore the west passage out of the room. T intersection. Long N/S hallway. S hallway appears walled at end, unlike our map. Several doors in the hallway. Each door as a glyph and is closed.
Examine the hallway. Snorri finds the north end of the wall is actually a pivoting panel. When he opens it, a acrid smell comes out. Looks like a pillaged alchemical lab. A small tunnel leads out to the west. As Snorri enters, a pile of rags strikes at him. Hits for effect and starts wrapping around him. Aerrion tumbles in, trying to cut it off Snorri. A good tactic. Brak uses his barehands to try ripping it away. Snorri strikes at Aerrion with his axe but misses. Crazy dwarf! I guard the hallway since shooting into that mess would most likely strike a friend. Gracie also tries cutting at the rags. Brak yells and with a mighty effort, rips the rags off of Snorri. The tattered remains fall lifeless to the floor. Search the room. Find some alchemical supples. Gracie finds a hidden door at the north end of the lab.
Snorri goes through the hidden door. An E/W hallway. Four alcoves. Makeshift wall blacks the east end. Search the hallway. Each alcove has a mass of gears in it. Aerrion turns one. Noisy. Gears turn, ropes move. He turns them in each alcove. At the west end, a large room. Piles of rubble. Fans overhead are now turning. A large shape is covered by a fluttering sheet. Someone pulls the sheet off. Gears grind and it starts moving. I am looking at the stairs at the south end of room leading down. Snorri tries to hold the thing. It shrieks. I move, shoot and miss. Gracie tries tossing the sheet over it again but fails. I move and shoot again. It shrieks, affecting much of the party. Snorri goes down, Gracie and Aerrion are stunned. Shoot again, this time for effect. When Aerrion can move again, he jabs his rapier into it, dropping it. Heal Snorri and Aerrion. Discuss the merits of dragging the metal critter to the surface. Decide to leave it in the middle of the room, covered up. Maybe no one will notice it’s busted? Search the room before returning back to the surface. Cuthbert places guards around the shop.
Oosana
XP: Kills - 300, Story - 100, Roleplay - 50
everyone gets an action point.
