24/05/2010

CHAPTER TWO - The Claw of Yshtamar

Far, 6th Dravago

After a brief discussion about where they can find lizardmen in the city, the group set out into the dark streets of Khybersgate hoping to find any word amongst the monsterous races. Lorric suggests that a good starting point would be the most popular place here, the tavern known as “Shamukaar”. This is the regular haunt of many monstrous races including, minotaurs, ogres, ogre mages, goblinoids, orcs, harpies gnolls and ogre magi.

Khybersgate
This is an actual city beneath the city, with homes and shops carved into the walls of the Cogs. It is still a maze of passages, but the “streets” are a little wider and the ceilings rise higher. The heat is far less intense that in the industrial district, but the air is still filled with the stench of smoke and garbage.
Khyber’s Gate covers the distance between Ashblack and Blackbones. Due to the lack of lava streams, it does not have any of the heavy industry found to the east or west. For the most part, Khyber’s Gate is a tenement district, filled with tiny houses carved into the tunnel walls. A great many of the monstrous immigrants from Droaam have settled in Khyber’s Gate, using strength or supernatural abilities to drive the original residents away. Beyond these monsters, the vast majority of the inhabitants are goblins. The other inhabitants of the Gate are drawn from all races, though they share a common desperation; an elf resident of Khyber’s Gate has little in common with one of the haughty inhabitants of Shae Lias. Many of the nongoblin inhabitants of the region are criminals who have fled from justice. Some people have established businesses in the depths, while others travel up to the surface and make a living by begging or stealing. While the vast majority of the trades and services offered in Khyber’s Gate are illegal, there are a few people who practice useful mundane trades. Khyber’s Gate is a community of sorts, and brewers, tailors, and cooks are just as valuable as burglars and assassins.
Khyber’s Gate is an extremely disorganized region. There is no central authority—it is simply a question of who has the power to enforce their desires.

Shamukaar
This is the largest and most successful tavern in the region. Shamukaar is simultaneously a slaughterhouse, a butcher shop, a restaurant, and a tavern. It caters to Droaam immigrants, a category that includes many different species; ogres, gnolls, harpies, minotaurs, and even medusas can be found at the bar. The goblin chefs can prepare an astonishing assortment of meals, all of which share one thing in common: they are disgusting to humans.
Despite the monstrous nature of its patrons, Shamukaar is one of the safest places in Khyber’s Gate. Unless provoked beyond measure, a resident of Khyber’s Gate will not start a fight in Shamukaar. And if anyone does start a fight, all other patrons unite together to subdue the aggressor.

The group arrive at the strange tavern and enter with caution, unfamiliar with most of the resident races here, but it does not take long for Lorric to integrate himself with the locals.

*Ajax comments
Ajax mingles but learns little , although he does get offered a very good price for Katerina.

Taking great joy in speaking with gnolls, harpies, ogre-magi and the like Lorric gradually pieces together bits and bobs of information, mainly that the lizardfolk are reclusive and untrusted, but it is his final conversation with a medusa calling herself "Lady Viper" that holds the most information. She informs Lorric of a broken steam-pipe near the southern-most point of Khybersgate, in a side alley by a goblin grocers shop. The medusa tells Lorric of the mysterious force behind the lizardmen, known as the "Caliginous Dyad". She explains that there are several species of lizardmen, the Poison Dusk - a smaller species that prefers to attack from hiding, the Blackscale - a species of large bulky brutes, and finally the Cold Sun tribes lizardfolk - the most common species. Lorric is also informed that the lizardfolk outside the city are of a species known as the Dark Talons, they loathe cities and prefer to remain at the borders.

The party head back out into the dark streets, heading south. Following the medusas instructions the group come across the area that was described to them. The area that the party are directed to is a dead end alley, thick with warm fog. There are signs of regular passage through this alley and a ten foot wide pipe stands with a large opening smashed into one side. Steam continually drifts up from this opening and into the alley.
After a few moments of trying to determine whether or not the steam will scald them the party decide that it is safe to travel down the pipe. Looking down they can see a ladder affixed to the inside wall, heading down, looking up the pipe narrows leading Anvil to begin a rather one-sided discussion with Kapek about steam pressure differences as the carrier pipe narrows. Kapek stares blankly at the artificer in response. They soon realise that this is where they need to be and Anvil and Kapek have to return their mounts to the upper levels of the city so they are not stolen or injured, the rest of the group take this time to head to Morgrave University to study more about lizardfolk.

2.00 p.m.
The group return to the ruptured steam-pipe and decide to head on down, unsure of what they will encounter. they descend down the pipe.
The sturdy ladder leads down some 100 feet before it once more opens into a ten foot wide corridor/ledge. The pipe continues down but the ladder stops at this opening.
The ledge is about 10 feet wide and 20 feet long before ladders head down another 50 feet or so and a corridor extends ahead.
The corridor is dimly lit with a ruddy glow that has no discernable source. As they move ahead figures can be seen moving in the dim light, the group comes to a halt and they make their presence known, in response a voice, obviously unfamiliar with speaking common, responds to their every comment with "Get out!". And in short order the corridor is filled with arrows flying towards the intruders. Anvil's mighty shield blocks this assault and the group decide it is time to move forward. Anvil charges forward. His first few steps towards the assailants are interrupted as a magical rune in the floor flares into life filling the corridor with a burst of electricity, Anvil takes the brunt of the force but the rest of the group are injured as it arcs from his metallic body. As the rune on the floor fades the rest of the group charge past it before it resets, they are faced with a small group of lizardmen, most of which fall quickly to their attack.
Anvil decides to head back to the trap once the guards are dead, in order to clear their escape route of any obstacles. Unfortunately by this time the trap has reset and he once more triggers the electrical burst, injuring the group once again. He takes a few moments and renders the trap inert.

The group move on, following the main corridor east, past the pool of fresh water and around the wall that blocks the way ahead. Anvil comes across a wooden figure set into a recess in the wall behind the pool of water. He studies it with intent and soon comes to realise that it could be some kind of wood golem, it is however, inactive at the moment. Meanwhile, Kapek notices that in a room to the north there are two large Blackscale lizardmen in some kind of meditative state and once more the alarm is raised. Lorric, Ajax and Kapek move into the room where the Blackscales are meditating and begin to attack, as they do so their opponents begin casting spells, Lorric succumbs to a Command to lie prone and the others are subjected to offensive spells such as Burning Hands. The adepts soon fall to the blades of the warriors. Meanwhile, as Anvil decides to join the fray with the Blackscales, the golem before him stirs into life kepping him more than busy for the duration of the battle.

As the party are regrouping, doors on each side of the corridor open and more lizardfolk emerge, but these are no match for the might of the Crimson Fist and once more the party are surrounded by the corpses of their foes. They begin to investigate their surroundings.

They head down the main corridor to the east to find great metal double doors that seem to slide into the walls when they open. There are no hinges or locking mechanisms that are visible, infact the point where the doors meet in the middle is so perfect that the group assume that they are water, if not gas, tight. Four crystals are embedded into the wall above the doors, some 20 feet up, all seem dull and lifeless. Ajax takes some time to expertly climb the walls to further examine these crystals. He can find no clue here as to their purpose.
The group decide to return here once they have investigated the rest of their immediate surroundings.
After some uneventful searching they finally end up in the room where the guards appear to have been recently eating. A corridor heads north from here but Anvil determines that the entire fifty feet of this corridor has walls that close in on any intruders, a door stands closed at the far end, a discussion commences about how to get through. Ajax suggests running as fast as he can but the others warn against this course of action until they have further investigated. Heading back to grab a lizardman corpse they first hack a leg off and toss it down the corridor, several body-parts later they figure out that the trigger is halfway along its length. The group are shocked at the speed and power of the trap as the entire length of corridor slams together with a deep resonating boom before opening once more as quickly as the clapping of hands. Lorric finds this highly entertaining and quickly starts gathering lizardmen corpses to throw down the corridor until there is a thick viscous coating of blood and ichor at the centre point of the trap.

*Ajax comments
Ajax finds Lorric's entertainment gruesome and the glee with which he goes about it rather disturbing. Particularly he finds it difficult to concentrate on the problem at hand with the disturbing squelches and crashes it causes.

*Lorric comments
Lorric kept throwing the corpses down the corridor, as he thought it likely the trap would run out of charges or whatever at some point! (He really doesn't know very much about traps!)
"I'm not saying there wasn't a certain fascination with watching such a formidable trap going off (without injuring us!) and a certain delight in watching the beasties being squished by their own trap!".
But Lorric did think the trap would wear out in a bit!

Despite their best efforts the group can not find a way to diarm this trap and so they begin to search for another way through the huge metal doors. They spend nearly an hour searching in vain for any levers or mechanisms that would open them before once more turning their attention to the trapped corridor.
With a moment of insight, Anvil decides to once more investigate the draconic statue (area 3), and with utmost concentration he studies the figure. As he does so he realises that the head turns slightly, he moves it to face north and the head gradually clicks back into place over the next couple of seconds. He does this again and as he does so Lorric throws another corpse down the corridor, this time the walls do not slam together until the dragons head is back in its original position.
Ajax offers to run the gauntlet and with trepidation he waits for Anvil to give him the signal that it is safe. He charges down the corridor to the door at the far end and finds that the the corridor turns sharply to the east and safety. He finds a lever on the wall here that seems to move in unison with the dragons head at the far side of the corridor, allowing the group to travel safely in either direction.

1. The Trapped Hallway
A rune in the floor is infused with some kind of electrical spell, but further investigation does not reveal which spell. the knowledge is beyond Anvil's expertise.

2. The Guards Sleeping Quarters
These quarters are geared up for two medium-sized lizardmen to rest in. Damp straw beds show recent signs of only one in each. Two lizardmen came to attack from this area.

3. The Draconic Statue
This statue is in the likeness of some kind of dragon, it is coiled around a pillar that has been carved with ivy leaves. The joints of this statue seem to articulate, there are definite hinged points although it seems as though it has not moved in many years.

4. Guards Rest Room
This room has signs of recent occupation. Half eaten "food" still lies on the table and chairs are overturned as though the table was left in a hurry. Four lizardfolk came from this room.
The entire stretch of this 50 foot long corridor has walls that rapidly move inwards, crushing anyone that would wish to head along it.

5. The Lure
A shallow pool of reasonably clean fresh water stands at the base of a wall painted with draconic images. Many seem to relate to Q’barra and the flora and fauna that dwells there.
There are four guards here whose job it is to lure unwelcome visitors through the trap in area 1. This guard unit is composed of 2 lizardmen, 1 poison dusk ranger and 1 Blackscale.

6. The Adept Room
Two Blackscale Adepts are meditating in this room. They rely on the guards to combat any intruders, but will attempt to fend off any threat that comes their way.

7. The Sunken Golem
This wall is finely carved with the relief of a Wood Golem, painted to appear as though it were a part of the wall. It is humaniod in form but has several physical similarities to a reptile.

Further down the corridor…..
The 10 foot wide corridor continues some 60 feet before it is blocked by a door. Four crystals are deeply embedded in the wall above the door, all dull and lifeless. There is no key or opening mechanism present on the door itself, and there are no visible hinges.

8. The Prison
This is where the reptiles keep their prisoners, also known as potential meals. There are only half eaten corpses in here at the present moment.

9. The Guard Captain
This room is filled with hot air and infused with steam. A large chair sits opposite a furnace where hot coals are continually dripped upon by a slightly leaking water pipe in the ceiling..
This is where the Lizardman Captain dwells. This uncharacteristically powerful lizardman is arrogant and believes that he can overcome any threat posed.

10. The Well
This well descends 20 feet before it reaches the dark waters below. A tunnel connects it to the pool in area 11.

11. Natural Cave
This "natural" cave has an open pool of dark water in one corner. The pools water level is 20 feet below the cave floor and there are signs of clawed hands and footprints that would indicate reptilian passage through the water.

12. The Stores
This room has several barrels and crates containing traditional Q’barran spices, dried fish and insects and the occasional bag of dried plant matter.