Mayhem in the Dwarven Mines
Summary
Adventure: The name of the adventure
GM: Miles J
Season: Summer 806 WK
- Party
- Robert – Mind Mage (Human)
- Dirk – Namer (Dwarf) and Shadow a wolf and a Phoenix
- Theodonna – Namer (Human)
- Tolmar – Earth (Elf)
- A (Sarah) – Wiccan (Elf)
- Brundar – Binder (Dwarf)
- Time on adventure
- tbc 826 WK to tbc 826 WK
- Employer
- Grey Wolf Chief of the Renegade Clans
- Mission
- Find what happened to the young persons of his clan members who went off to start mining near the Free Trade City.
- Original Scribe Notes
- Media:Snsu0601.zip
Scribe Notes
Contract To find out for Grey Wolf Chief of the Renegade Clans hat has happened to 30 to 40 of 3rd and 4th born young persons of his clans members who went off to start mining near the Free Trade City. Has already sent Chlorox a Sharman to find out what has happened to them, but he has not sent word back and Grey Wolf is a bit concerned. Will pay 5000sp to each Adventurer and bonus for a number of missing young people brought back. Grey Wolf can supply some weapons and armour and Greater Enchantments for people ho need them. The weapons and armour can be brought at the end of adventure if you want them. 1st Meadow The Party met with Grey Wolf of the Renegade Clans (a Dwarf) to go and see what has happened to some members of his clans that were starting a new mine up near the Free Trade City underground. He has lost communication with them. We have accepted his contract and the party asked many questions to find out about the area that we will be going to and find out any other relevant information that we may require. Also there was mentioned that there maybe a Dwarvin artefact that may need finding or retrieving in the area that we will be going too. Plan to bring in goods to the Free Trade City to sell off for a profit, made a deal with a merchant. (Dwarvin luxury items) eg Dwarvin spirits, Mail delivery, fresh fruits and vegetable, etc. Dirk has mentioned a place where e can get some potions and other things to help us with our contract. We will be flying up to see Karacass tomorrow night after we have the trade goods and other things organised. The mines are 2 ½ days boat trip, plus 7 days by foot from the Free Trade City. Dirk is the Party Leader. Robert can do some Healing. 2nd Meadow We organise the trade goods that we will be bringing along, this takes most of the day. We fly up to Karacass this late afternoon/early evening. There are two 18 foot golems tending her herb garden outside her cottage and there a couple of sets of empty Micholine armour propped up on her fence. We wait to see sign of life from inside her cottage before we go up to the door, bearing gifts. For the potions and other things Karacass requires us to do a small favour for her. There are two Ogres that need to be taken care off as they are interfering with what she is doing, they are down the road. She says one a fighter and the other is a Bard. Dirk talks to his Phoenix that seems to be staying here when he is away. The Phoenix may come with us if there is a library down there. Karacass seems to have taken an interest in Robert and he has also taken and interest in her. She must be using magic for this. 3rd Meadow We go off to sort the Ogres out at dawn this morning. They are about 2 miles from this cottage, behind a waterfall. This is the best time to sort them out as they will be sleeping during the day. When we get there we use one of the crystal balls of vision to see what is in the cave entrance behind the waterfall. There are two big dangerous looking dogs guarding the entrance. We are able to get to the top of the waterfall from a different direction to plan out ho we are going to sort the Ogres out. When we are near the entrance to the cave Tolmar uses Summon Dog to get the dogs out of the cave, we are able to incapacitate them. The Ogres are still sleeping. There were various magical traps and other traps in the cave where the Ogres were. One was a Bard and the other seems to be a Wiccan. We are able to capture them. They had lots of various skin changes which will only last for three months, and a couple of them were human. There was a little doll and a lump of rock which does earth shaping. We will trade some of the skin changes to Karacass for some more potions and things. For sorting out the Ogres, Karacass gives use some Greater Enchantments that will last 3 months, they are at different ranks and they have different side affects. Dirk gets a Rank 11 and loses all his hair, which he did not have a lot to begin with. I got a Rank 17 and I got BAD BODY ODOUR. Robert got a Rank 15, with no apparent affect. (Later we find out that he has 1 in 3 chance of spell rebound). Tolmar got a Rank 13 and his skin has turned violet. Brundar got a Rank 13 and his MA went up one and PS went down one. Sarah got a Rank 11 and her WP went up one and AG went down one. Shadow also gets a Greater, a Rank 17. Everybody seems to be keeping there distance from me and they sometimes look a bit green in the face. Also there are comments being passed around. Dirk divinates some of the items that we got from the Ogres cave. The lump of earth and the doll. Karacass also gives us some experimental potions to have as well and some black tablet, one for each of us, to use on the adventure. Karacass give the Phoenix an amulet, but does not say what it is, as Phoenix will be coming with us. Dirk tells us a bit of the history of the Free Trade City, with its very strict rules of trade. Also he has a small bounty on his head to do with something he did not do. There also used to be the Abomination’s near the city as well and we get a little of the history about that as well, they seem to have be driven out recently and they do not like Dirk either. Karacass tells us to see Drassic at the Free Trade City. When we arrive at the city there is a 10sp per person for coming into the city. Rough area is around the docks. Also the higher up the cliff you are the richer you are. There is a Gentlemen’s club which has a fight club, (Lord Degrease). Dirk has a Beast mastering business in the Free Trade City. While finishing things up at Karacass’s we think of a rough plan and cover story for when we are at the Free Trade City. At 8pm we leave Karacass’s cottage and activate the rune stick portal 500 feet away to get to the Free Trade City. Dirk goes through the portal first and then the rest of us follow. We all get a dunking in the underground river. This seems to have helped with lessening the smell that is coming from me until I use the drying spell to dry myself. This got rid of some of the laughing on lookers. We got to the ‘Spit Roast Hobbit’ to get a couple of rooms for the night and make contact again with Grey Wolf. On the way to the inn we are followed by a street urchin who has a blood oath to the Thieves. Grey Wolf has had contact with Clorox, which was a one way message, about one of the mines which has been totally cleaned out. We can pick up the armour and weapons in the morning. Dirk takes me to a perfumer to get something to cover the smell. It is powerful perfume. We offer to find any ingredients the perfumer may require which we may find in our travels, the perfumer gives us a list. Dirk uses his contacts to try and get us a meeting with Lady Areilstile and also to find out any other information that we may require and to get us transport down to where we are going. He takes Brundar along for the meeting. We will need to go to Gloria’s pub outside the city at the top of the channel to meet a blue skinned person and we will also need to use a lift system when we are near the mines. When we all get back to the rooms there is a letter for Dirk about the meeting time and place for us to see Lady Areilstile. The letter had an acknowledgement spell on it. We go and see the Lady Areilstile and get information, tell her about the mines and the Phoenix gets dropped off there to see the libraries. The Phoenix gives Dirk one of its feathers and says it will come apparent when needed. Dirk is sad to see Phoenix is staying behind. We also get 2 tomes about the mining laws from her. On the way back from the meeting were are followed again, two drunks as cover and a not so drunk goblin oathed to the ‘Hand of Blood’, and the two Ogre that were skinned changed into mice are missing with some sp from Dirk, he was picked pocketed. When we are back at the in, at 10 in the evening we have a knock on the door and it is a Kobold boat Captain. The Captain, Gorix, offers us passage on his boat (70sp per head) for the trip down near where we are going and also for the stop off that we need to do. This captain seems to like speed, he also seems to be a little mad. Dirks piles the captain with drink and later divinates him. The captain says he had a passenger a little while ago, and it was a very young dwarvin girl from the mines that we are going to be investigating, the only survivor of the attacks. She will not be able to tell use anything as she was in a town when the attacked happened. Also Lady Areilstile has the girl now and is keeping her safe. I get a room to myself with some golems for protection, as they will not mind the smell. 4th Meadow A note is sent to Lady Areilstile, asking about the little girl. We receive by official messenger an official scroll with magical seals. The seals are from the different heads of the renegade clans, and if a seal is destroyed or tampered with on purpose bad things will happen to that person. The scroll is the Claim deed for two mines, this is the dwarvin girls’ inheritance. The Lady is the girl’s guardian. Being in possession of this deed we are able to mine in her mines to keep her claim on the mines valid. Anything that we mine from her mines we will have to give her a percentage of it. Also we can legally maintain her mine for her. A little later we pick up the armour and weapons from Grey Wolf. Some kind person gives me a bottle for my odour problem, all I need to do is spray it on and concentrate on a pleasant smell that I would like to smell like and this smell will last for a day. The bottle contents will last for 3 months. I spray it on and think the smell of freshly baked cookies, and everybody starts to drool. Before we go Dirk D/A’s all of use for the last magic to impact and finds out that we have all been Geas, except for Shadow. Dirk does a divination and we finds out that we cannot return to the city if we are being chased by hostile forces. During the night it seems we were visited by someone as Brundar notices a visible mark on one of his golems. We will be keeping an eye out now. When getting ready to go some of noticed we are being follow by a Beggar. D/A’s go a flying. It is an elf of the wicca college and it oath bound to the Claw of the Abyss. Fed up people following so we decide to question the Beggar, when the Beggar notices that we have spotted him and going after him, he sheds his Beggar clothes and attacks us, under the clothes he is wearing metal chain mail. Dirk gets the brunt of the attack when he goes after the elf, the elf throw a gernado filled with iron filings into the skin. Brundar manages to get a spell off and the elf armour and bow drops off him, while this is going on Robert is getting magic thrown at him from a different source. The elf gets away. We D/A the armour and bow, they are both non-magical and they do not have any traps on them, and they seem to be of fine quality. We sell these items down here. Before we sell the items a note is sent to us from the elf wanting to buy back his bow, and to have a small talk. There are two elves, a male and a female, Thorox and Esmay. They are following us because of Dirk, this is because Dirk brings trouble and they want a little of the action. Dirk asks them about the gernados and where to get them as they could come in handy to some people at a later stage, they only give us a little bit of information about this, Dirk hands them the iron filings that have been extracted back to them. Dirk asks them if there are any Healers for hire. They know of a Goblin Sharman that will need to get out of the city soon, (something about him selling tribe items that are not supposed to be sold). Also they say there are bets to how long we are going to survive down in the mines, (5 to 1 to survive down in the mines for a week). The Elf buys back his bow for 1100sp. Robert also has a curse on him from the Greater that he got and it is not a nice one. The Elves directs us to a person who can remove the curse for Robert and Sarah (not sure with Sarah at moment, will find out soon). The elves are not elves, they have a disguise illusion on, can not get more of a reading than that. The elves also did a bit of drooling when they got a whiff of the freshly baked cookies smell. We go to the boat and met up with Gorix to begin the trip. He has some wooden golems and they seem to be melded to the boat. We D/A some of the items he has got on him. His goggles are for farseeing. His boots are for gripping. His mace gives him strength of stone. We decide that it may be wise to tie ourselves to the boat as he said he will be going pretty fast. Dirk tells him of the stops that he will need to make on the way down, one to pick up the Shaman Goblin and the other at Gloria’s pub. Shadow will be put in the hold so we do not lose him on the way down. The rest of us will tie ourselves to what we can. Gorix starts his engines and makes the way speedily down the channel toward the pick up of the Sharman goblin. On the way down to the first stop Gorix hits a slow boat, but we are okay, narrowly misses something else and then does a glancing blow to the wall of the channel, at this stage the boat starts to disintegrate, also Shadow was not properly tied down in the hold, so he is being knocked about. The knots were not secure enough on Dirk and on the last navigation error he was thrown. Dirk went flying and hit the ceiling of the channel, rebounded and lands nimbly on his feet on the boat, but looking a bit dazed. On the docks a goblin is laughing his head off at our expense. It probably is the Sharman Healer. We all get off what is left of the disintegrated boat, Gorix tells us not to worry as the boat will start to reform itself. Shadow has been really hurt on the way down, the goblin steps in to help and get him stable. After Shadow is sorted we get some introductions, his name it Angus, and he is the one we were to pick up. Angus wants to negotiate a contract for being here, even though he is the one in trouble in the city. (Trouble with another goblin Sharman about the direction the tribe is heading, (different to what the two elves said)).
Contract:
12 th share of the profits in exchange for doing: healing troll skins armour of earth astrology readings and possibly any other helpful magics that might arise. He gives Dirk a potion to heal him as he as a little bit hurt as well. Dirk drinks the potion and starts to feel better already, he also starts going hairy from the neck down. Angus finds out that some of us cannot see in the dark. He brings out a pair of Elf eyes. He can exchange these eyes with a person eyes and the person will get the powers of Elf vision from them, the operation is reversible as well. Robert goes for this, the operation is carried out and he will be blind for several hours after it is done. Dirk asks permission to Divinate Angus and he agrees to it. Also we D/A his staff and it has powers in both spirits and animal spirits. The Divination reveals Angus did an animal sacrifice about two weeks ago for a pacting exercise, to the Goblin God of Death. Also Dirk is able to get two new counter spells, this is for Sharman magic, the General and the Special. Dirk is not happy with him being pacted and confronts him about it, in case we might be harmed by it. Angus cuts his hand and does a Blood Bond with Dirk so they cannot wilfully harm each other. While this is going on Brundar hear some squeaking. There are lots of rats coming down a tunnel towards us, they have smelt the blood that some of the members of the party have shed recently. One of the rats has a Rat Pixie riding on its back. Dirk is able to put a wall of Forbidding up to discourage the rats, but a few get through, one of them is the one with the Pixie on its back, (it looks as if the Rat Pixie is controlling the rats). Sarah tries to cast Fear, but they seem unaffected. It looks like the Rat Pixie cast something as well as Sarah, Dirk, and Brundar start to dance. We are now being attack by the rats. Gorix helps by throwing a few Molotov Cocktails at the rats to burn and scare them. This does help. Angus conjures to big Shadow Cats which go after the rats as well. While this is happening Tolmar, Brundar, and Boris the Golem fall to the floor and can not seem to get up. In the end after little more fighting and throw of the Molotov Cocktails, the rats run off. The party members who fell to the floor were hit with increase localized gravity and it wears off pretty soon. But the dances of the party are still dancing, seems that they were hit with a minor curse. Angus is able to cure the minor curse on the party members. He dispels his two Shadow Cats. After this Angus is a little bit drained. He changes into a Wolverine to recuperate and also to finish the boat trip to the pub. As by this time the boat has reformed itself. We get to the Gloria’s pub, at the docks here there are to laden boats. One is more laden than the other. Angus changes some clothes so not to be as recognisable. There are two females working behind the bar, one is blue skinned and the other we find out from Dirk is Gloria. At the pub there is a group of Orcs and there is a green skinned person who seems to be in charge of them with there happy celebrations. A group of Drow, who seem a bit under the weather, and a pale skinned elf who looks apprehensive and worried. We are able to D/A the green skinned person, who we find out a little later is called Schnider. He has a GTN of Dragon spawn. His most powerful spell is poisonous fumes and he had teleported somewhere for last magic to impact. He is bare-chested, wearing a black roman style leather skirt, with a two handed sword across his back. He has a horn at his belt that D/A’s as formerly living, with a shattering and petrifaction magic once a day. His boots are light in colour and they improve his TMR. One of the Orcs comes up to speak to Dirk, (Ganash), a little later another Orc comes up and he is Tolric. Dirk asks question about the mines and any rumours. Seems that Schnider helps them find silver in there mines. There boat is filled with ore. Rumour about the mine down there is that they vanished one night. Information about the mines, where they are and other things. Accommodation is very expensive down there, best place call the Old Sea Hag, 100sp per night. Beer is very expensive, 5sp per pint. Food is expensive. Basically everything in that area is expensive. Need to get the Trolls near the hole to the area to lift us down to get to the island in the middle of the lake in the cavern. Dirk talks to Gloria to find out other information. The group of Drow are not happy as some of there ore was stolen the two nights ago from there mine and a couple of members from there group were killed as well. The pale elf is an archaeologist and is unhappy about something. Also the blue skinned female wants to speak to him in the back room. Dirk comes back with a bit more information. What is happening in the mines is not supernatural. Bandits that are very well organised and that they are made up from many different races. Also the contact, (Dressic), can disguise people very well, if we need a disguise. The contact can also do all the party. Dirk goes and sees the Drow to find out what has happened. He also offers our help with there misfortune. They would like a head. One of the Drow does the five second intent stare, and seems to be a bit surprised about something that he finds out about Dirk. Asks for any information that may help us. If we find information concerning the job we do, we will have to contact Alfrec at the Old Sea Hag Inn. Some of us are able to D/A some of the Drow party. The leader is a Greater Summoner and he last summoned the demon Fornost. Another seems to be a Namer. Sarah is asked to talk to the pale elf to see what his predicament is. Well he got kicked out of the mining area because the people down there have labelled him a scare monger. As there is a ruined city and a temple down there, and he thinks it is responsible for the missing Dwarvin miners and the dead Drow. The temple is somewhere on the island and he has tried to find it but cannot access some of the buildings as they have been sealed. The temple is to the Sea Hags. He also thinks there should be a Dwarvin Belt in the temple and loot. He has seen zombies down there. He also has the Schnider the green skinned person, who has a friend and she is nastier than Schnider is, she skins humans. She is a black skinned person. Gildor, the pale skinned elf, gives Sarah a small map which he had found on a wall and copied for later use. He is definitely an elf and he has some sort of earth magics, but not our type of earth magics. As a party we think it maybe helpful to have the elf come with us if he agrees. We should be able to ask Dressic, Dirk’s contact to help sort this out. Gildor agrees to this. He is now a Golden haired elf with a PB 24. After this we say good bye to Gloria and make our way further down the channel in Gorix’s boat. Only taking a mast off another boat on the way down, no damage to us. At the docks, the stock is unloaded, and we lose 10% of it (taxes??). Dirk sells the rest of it and we are able to make a little bit of a profit from it. The merchants give us gold pieces instead of the normal silver pieces. After this we go the Old Sea Hag Inn, which is six stories high, to have a listen to rumours and such things before making way to the mines. While at the Old Sea Hag Inn, there is a commotion with a very angry 11 year old boy who was wearing oversized clothes and handling a black staff. We are able to get some D/A’s off on him and the some of the things that he is wearing. He is a shape changer. His black boots are for leaping, he ha a belt of strength. His Black Oak staff deal with various magics and one of them is death. His dragon teeth necklace is able to summon lesser dragons, cannot get an answer on the counter required. His feather cloak does shape changing as well. And last but not least he has a cold iron ring on each hand, which are magical and they give him a wish each. The 11 year olds story is, he used to be an 80 year old person and he made a deal with a Sea Hag that appeared on the island about two days before, to be made younger, he did not specify how young. The Sea Hag has now cursed him to be an 11 year old and he can only age naturally to the time from a certain area on the island. He has tried a few things to try and age himself but they have not worked and they will not work because of how the curse as done. The now 11 year old is known around these parts and his name is Khyber. Khyber would like the head of the Sea Hag to help him in his wait to get old enough to have sex, which he had been looking forward to when he made the deal to be made younger again. He gets drunk on one drink and a couple of his friends take him out. Once he gets outside there is a flash of red light as he lets off a red fire ball at one of his friend. He is a Fire mage. (Rk 20 fireballs, Rk 20 weapons of flame, Rk 25 Dragon flames) There are some out of work Dwarvin miners (six altogether), here looking for work, after a little background on them we decide to hire them to help us mine the mine. (they are hire on either a % or sp per day, as far as know not decided yet). Officials come while some of us are talking to the miners. Dirk gets to deal with the officials. He gives him the false names and story. The main official is a Namer and his name is Altshome, he is the owner of the Old Sea Hag Inn and he has many other duties including what comes in on the docks. They talk a bit about the ins and the outs of the mining laws. Finds out there was and bit of an investigation into the Drow mine and the deaths there and also the mines that the Dwarfs had. Dirk shows him the deed to the six year old girls mine, and it slightly frightens him because of all the seals on it and that Lady Areilstile is the guardian of the girl. Dirk will be able to store the deed here and it will be safe, only Dirk will be able to retrieve it. For an ore that we bring up there will be a 10% tax on it, (basically a 10% tax on everything). We will need to bring up 5 pounds of silver or 5 tonnes of ore. The mine had three entrances, but it only has one now, the other two are filled with stone. Word would have already gone down to anybody already in that mine that a party with the proper deed and that we can do anything with the people we find down in that mine. Gorix the kobold captain offers us a boat for hire. 20sp a day and 5000sp if destroyed. The boat can be commanded by simple command words in his language. This is taught to Brundar so he can control it. At the moment it is a medium size block of wood, it needs to be inflated to proper size, which is about 15 foot. If we are transporting ore on this boat will need to make at least 10 trips on the boat. Plan at the moment is to go to the mine which is roughly a two hour walk away, as not everybody will fit in the boat. At the mine we are going to get rid of any body or thing that is at the mine and sort out what needs to be done there, then we will get on with the other things that we need to do. (six party members, Shadow, six miners, Angus the Sharman and Gildor the not so pale elf equals 15 people) When we get to the mine, it seems to be inhabited by something that D/A’s a Owl Bear, and it is a family group of them as well. We use the crystal balls to look at the entrance of the mine to find out how many there are. They look like small bears and they have beaks to bite people, and they are able to mesmerize people with there eyes. We are going in for a fight. I put a counter mind on the front row of people who will be doing the fighting of the creatures. Walking unseens are put on the people who will be going down there to sort them out. As it turns out the walking unseens turned out to be not very good as they could smell us before we got to close and then they see us when we get into a 30 foot range. Sarah is able to Fear one and it goes berserk on us. Boris the golem takes quite a bit of damage from the berserk one and will need mending. Robert is able to get a few mental attacks off on them. Vicious fight ensues, with Dirk getting part of one of his arms taken off because they are able to do three attacks to our one. The front line all gets a little hurt, some more than others. When the fighting is finished, Angus comes to get body parts from the dead Owl Bears and to skin change the unconscious ones into mice. Robert butchers the dead ones for meat, which will last us about two days. Dirks injuries will take a little while for Angus to heal up properly. While Angus is sorting out Dirk some of us check out the entrance to the mine and we find a dead orcs which has two sacks of ore. Also a big party has come through here recently. Also Dirk has been thinking, that the attacks have been taking every two weeks so far, and it seems that the round trip to get ore to the Free Trade City takes two weeks as well. One of the suspects at the moment is the Schnider the green skinned Dragon Spawn. The Orcs have silver ore in the bags that they are carrying, (50 pounds altogether). The mine has a six inch oak door. Brundar compacts the boat. We open the door to the mine. The Entrance is 15 foot wide with a 30 foot passage before the passage bears right and goes down to a 5 x 6 foot very square passage. This passage is unusually smooth. Even the miners think so and that normal passages would not be this smooth, but the ceiling is not as smooth as the sides of the passage. The passage has recently redressed by something with finer tool work. We bring in Shadow to see if he can identify any smells that are around, he can smell the Owl Bears and the Orcs and he can also smell something that he cannot identify. There is also a passage that leads down to a smaller mine, this has also been recently done as well. We go to the cavern, which is further down the passage. Robert’s danger sense goes off, and this seems to be the area which the Orcs were living in. Near the entrance of the cavern there is litter on the ground and there looks to be a visible trap in the litter. Dirk throws a rock at the trap to deactivate it, we here a clonk and one of the miners looking at the ceiling says it looks strange. The ceiling of the passageway comes down on top of us. The roof has tiles that we now can see and we assume that the reason that the walls were smooth was to help the roof come down. A couple of the miners were a bit slow in getting out of the way of the falling ceiling and get trapped in the rubble, we get them out. We check the litter again, the trap was meant to be found as it was and to be activated as it was. A few of hear squeaking. There are about 20 rats coming toward us. Dirk and I D/A them and they are Chaos Rats. Dirk, Theodonna, Boris the Golem, Tolmar, Robert and Brundar are going to be the front line against them. I get hit by one but I was able to resist. Tolmar gets hit and he changes places with Robert. Robert multi hexes his rats and kills two but not the third. He gets a death buzz. Tolmar gets hit again but no effects. Boris gets hit and changes into a Flesh Golem and Dirk changes into a Clay Golem. The rats not charging us start to form a pyramid. I get hit again while changing to a magical weapon. Able to resist the magic again. Sarah’s shoes start to shrink fast, and she gets them off her feet. Robert’s helmet starts too expanded after he gets hit, but he is able to kill one. Boris gets hit and he starts to shrink while it seems that the Angus is getting taller. Dirk go towards the pyramid to knock it down, as he is doing this he gains 50 pounds and loses 5 MD, but he is able to distract the pyramid. With the pyramid distracted the chaos rats flee. Dirk puts up a wall of forbidding and Sarah is able to Fear them before they get to far away. They come running back toward us and as they go past we splat as many of them as we can, but six get through and bolt down rat hole further down from us. The dead chaos rat bodies have become black slime. We go back to the entrance way and Dirk is able to Divinate himself, the duration of his Clay body effect is until the Chaos Rat Queen is killed. Sarah attempts to talk the one of the dead chaos rats. Information that we get from the dead rat. The Chaos Rat Queen is bigger than the average chaos rat and she is within 100 feet of us. The chaos rats came here in the last 2 weeks. They fear fire. She does have not any other physical attacks. There are 6 traps in the area with either trip wire, pressure plate triggers and the orcs created the traps and they are along the corridor to the other mine and at the moment 10 feet away and some of them are also magical. The Queen ordered her rats to attack us and she can cast spells, and she has special magical resistances. At Queens’ death it will take more than an hour to sort out a new Queen, but less than a day. When this happens the other rats will not fight and if fighting at time will stop fighting. Near the end of the questions, someone in the party notices a rat running away with something in its mouth, something silver. Someone is able hit the rat and it falls over. Another rat comes and picks the thing that it had in its mouth. While this is happening Robert is being talk to in his mind. Dirk tries to throw some darts at this new rat but hits everywhere else. I, Theodonna, go charging down the corridor trying to be out of Dirk direct line of fire chasing after the rat with the silver thing in its mouth. I am able to get past three of the traps before I finally step of the forth trap and set it off. The trap does not affect me, because it triggers a fire trap in the passageway where the other party members are. Dirk is set alight a little bit and has to do some quick manoeuvres to put himself out before he becomes a pile of ash. All the party members move out of that area where the fire trap is, into the area where the first set of traps are. All the party members freeze in place except for Shadow. I am not moving from where I am. I am slightly around a curve in the passage and I can see a larger rat in a cage with a silver collar around its neck. The smaller rat with the silver thing in its mouth is trying to open the cage, so it must be a key. At this I get the rope and grappling hook and throw it at the cage, I am able to knock it down to try and stop the bigger rat getting out. This only delays it a bit as it is more dexterous than the smaller version is. This is the Queen Chaos Rat. One by one the party members are able to free themselves from the solidified air that is surrounding them. But one of the miners dies trying, but the Angus the Sharman is able to resurrect him. Make deal with the Chaos Queen rat, I lose a point of Fatigue. Her name is Shianna, she thought we had something to do with the Orcs. She had been captured by the Orcs, to be used by them. The traps laid here are of her magic, and she stops all the effects once the deal has been made. Sarah shoes go back to normal size, Dirk and Boris return to there normal forms. She will give us information for a growth potion about things that are happening recently. She know there are to Dragon Spawn down here, they are the green skinned one and there is also a blue skinned one and she thinks they are evil bastards. The Rat Queen can talk to any of the rats down here. The only secret way up is through rat tunnels, so we would have to shrink our selves to use them. Also the Orcs will be coming back in the next day or two, and the Chaos Queen Rat wants to deal with them. Dirk and I am able to get D/A’s off on the Rat Queen and she is definitely a Chaos Queen Rat and last magic to impact was Shadow walking. The answer to why the rats were building a pyramid was because the bigger the pyramid the more effect the chaos magic would have been. For more growth potions she will come back with some information that we are looking for and any other interesting titbits that she might think that are useful. We explore the area further. The miners are check out where the best place to mine will be. We find a room and passage that looks as if it belongs to a temple. In the room there are eight pillars. We D/A the Temple entrance, there is a weak magical aura, it is very old. The being once consecrated to, was Loth. We check out the corridor and the room for any hidden traps and any secret doors. There is one in the corridor, a secret door, and it needs a magical activation to open it. Dirk divinates it and finds out that it needs the proper words in a certain language to open it up. There may have been Scripture on the walls but they have been stripped clean. I am checking out the pillars for hidden compartments and I find one, when opening it I felt something hit my hand and start to feel instantly sick. I alert the party straight away. Angus come up to me and checks me out, he goes pale and before you know it he chops off my hand. He just chops it off at the wrist, doesn’t tell me he is going to do it. He checks to see that it has not spread further, which it has not. The hand is on the floor and it shrivels up and looks mummified. We ask Angus what that was all about. The poison is of legends, he has not seen it before. D/A on the hand, GTN undead hand, it is now an entity. While we are watching the hand it starts to grow an arm (Greater Undead). In the compartment there is a scroll, old and yellow, and we get a D/A on scroll, the scroll is around 20,000 years old. The scrolls purpose is enchantment. The compartment where the scroll was kept I silver lined. Before the hand and arm gets to big Dirk use his two battle axes to put the arm in the compartment in the pillar. The arm is also draining fatigue from us. We move out of the range of the area of effect of life drain. Boris does not seem to be affected by this. He is left there to secure the compartment with things so the arm can not get out. Angus gives me a choice of hands from his little bag of spare parts. I get an Orc hand and it increase my PS by one, but reduces my PB by one. The hand also changes a bit to look more like a human hand. Dirk Divinates the scroll: Memory enchantment – memory of a Drow Priestess If scroll is read, then that person has the memories of that person. It gives temporary knowledge of ritual and language of the Drow. Ritual is related to Loth. Can teach if have Drow language Scroll will not be as effective as it once was because of it age. The scroll starts to disintegrate, so Dirk reads it quickly. He now has temporary and partial knowledge of the Priestess Lindera, she was a High Priestess to Loth before the Sea Hags came and took exception of Loth supporters and wiped them out. Dirk has a memory of a map in the shape of a spider. There is a Temple, but Dirk does not know where and there is a password to something important, but it is not the door down the corridor. The High Priestess was going to see the Calamari to get help to sort out the Sea Hags. Loth is a Demon Queen of Spiders. We bed down for the night away from the room with the undead arm in it. Though we can hear knocking from down there all through the night.