Iron Gods:Log/Session 4

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Session 4

The party further explored the cavern, coming upon a junk pile in a small sub-cavern with chalk drawings that Thinghaver determined to be fairly recent, based on a number of factors. They did not approach a cavern full of brown mold that was extraordinarily chilly, instead taking a tunnel where an ominous voice announced that they were surrounded. They called out the sitation and a strange man with chameleon skin who identified himself as Breadknife told them he would take half of them to his leader. Cithreal and Elleigh both suggested that he would not be able to keep them surrounded unless they all came together and he agreed. Sevenknives, upon meeting the party, chastised him.

The leader demanded to know what the party's purpose was. When they explained they were searching for a wizard, she said that she wanted no trouble from wizards because of what happened last time. When they asked what happened, she explained, "I got promoted to leader of the tribe." She further explained that there was a lady with purple hair and pink skin that had instructed and paid her to kill anyone who tried to pursue her deeper into the black cavern, and the tribe of humanoids had been largely successful in doing so, having slain several groups before "the wizard" came and knocked the fight out of the tribe. A large hole in their main cavern was determined to lead to the Darklands (presumably to Nar-Vath) and was from where the tribe of humanoids. The leader implicated herself in killing Parda Garr and Breadknife in killing the priest of Zyphus (who he apparently stabbed in a very straightforward manner of which the leader seemed exceedingly proud). The northern caverns, it was explained, was home to a nest of vicious gremlins. The leader told them she would allow them to pass her domain and show them how to open "the door" (an aperture made of apparently skymetal with a cracked, smoked glass panel in front of it). She explained there was a trick to opening the door, and while Khonnir seemed to "just know" the trick "as if he'd seen it before," she didn't think they would.

The party agreed to clear out the gremlins (which Breadknife described as "annoying and stupid" and insisted they were dangerous because of this), and had a fairly hard-fought fight, thanks in no small part to a bound gremlin who seemed to emanate an aura of foul luck. All the gremlins fled or were slain, save the bound one, which the party determined they would interrogate it. They also noticed another aperture door in the northern part of the cavern.