When last we left our intrepid heroes, they had set up camp on the storm-locked island of Brythwin, clashed with and murdered some of the locals, and scouted and mapped the surface ruins and buildings. More and more the various entryways down into the underworld beckon - but first, the Swallows decide to send a diplomatic delegation to the local cat population, whose base they had discovered on their arrival to the island. Curiously, in the tumult of the storm, a perpetual sunbeam shines down in the vicinity of the cat fort - what might lie at its terminus?
The away party, which leaves in the afternoon of the second day, consists of Gwynnfain the Errant, Deaths Adorn Her the Terror Bird, CCC the Cat, Yseult the Mentat, and 'Professor' December August, the Academic. They prepare food for offerings of peace, and trek into the northern swamps of the island. The going is arduous and boggy, but they make decent time - as they approach the northern shore, they realise that they are being tracked by four cat braves. CCC challenges them, and they bicker amongst themselves before disappearing back into the long grasses. Deaths Adorn Her decides to scout up ahead as the party continue their way, and breaks the vegetation line on the shore - a welcome party of cat 13 warriors, one quite a bit larger than the others, with its face dipped in blood. Behind them, the sunbeam terminates on a large outcrop of rock, and atop the rock is a huge house cat (like lion sized), apparently snoozing in the warmth. The good Bird leaves rations as a gift, and returns to the party to make her avian report. The rest of them emerge from the grass-line about ten minutes later, and take in their welcoming party.
Negotiations open with another gift - this time one of the smoking hookahs from the camp, which was bought for the purpose. There is a general feeling in the party that if they can get the cats smoking amphetamines or similar, they will be in a good position. Sadly they never get to explain the use of the hookah; the larger blood-faced cat yells a challenge, and CCC answers it: they are here to parley, to broker peace.
This actually goes pretty well despite some braggadocio and insulting swagger from the cat side, not to mention tittering and silliness from the scatterbrained braves assembled behind their leader. The gifts are accepted, and terms of non-aggression agreed to. Buoyed by this success, CCC tries to push the discussion in more abstract and human-accepting territory (the cats of the island seem to hate humans), which does no go down well at all. The cat leader tells them to leave and sends for reinforcements - not wanting to risk open confrontation, the party retreat back into the reeds and make back towards the camp.
On the way they are ambushed by an enormous cocodril, which erupts from the water of the marsh and tries to catch the errant Gwynnfain in its jaws. I make an error here and add the wrong to-hit bonus - it should actually have hit and done 2d6 damage, enough to take off a limb or even put the errant in the ground - but instead, in our reality, it misses and is swiftly dispatched by the crew.
They return to the camp cautiously optimistic about the success of the mission, and with a good deal of information about the forces and disposition of the cat enclave, as well as valuable intel about the sunbeam.
THIRD DAY
The next morning, it is decided that they will venture into the underworld proper. A really large party are assembled for the purpose, ten all told, consisting of: Ganzorig, Leopold, Maud the Fighter, Deaths Adorn Her, Gwynfainn, Glaumring, the Professor, CCC, Hyacinth the Fairy, and Yseult. It was an experiment on my part for running large groups - more on how it turned out at the end of this section.
The first order of business was dealing with the two gigantic crystal mannequins inside the northern panopticon. The party designed and produced rope snares for them, and, after scoping out the area as best they could, entered the Panopticon proper for the first time. The statues prove inanimate, although a magical once-over by the Professor reveals that they are 'absent', whatever that means. The Professor then allows one of xir entities to possess their body briefly to look for secrets - which goes smoothly - after finding nothing, the entity leaves of its own accord. As a side note, I am absolutely thrilled with how Barony entity magic is working out in play. I genuinely wasn't sure what to expect, but managing the stable of NPC spells and personalities in concert with Zmia has been a joy.
Seeing no danger, the party tie the statues up securely, and thoroughly search the interior of the panopticon. They find it disappointingly empty, save for some strange machinery at the top of the central iron tower: a for of vertical point cannon barrel, with four broad slots in its base. They try to fiddle with it or turn it on, but there don't seem to be any controls really, so after a few minutes they leave it be. They also find a large drain hole in the centre of the floor that leads down into blackness (and inside which they can hear running water), but decide to leave that too, and make for one of the external staircases down into the earth.
Once underground, they discover what is essentially a very large, white-tiled drain system of rooms and corridors full of fast-rushing water. In the map below (produced by the players), they begin in the small, north-most room. They discover many locked iron doors, and also a shaft that leads further down (the first branch to the south), with what appears to be complicated elevator chains and machinery. They drop a lit torch down this shaft and it falls for nearly 200ft before bouncing off something and extinguishing.
In the large circular room to the left the look up to see the underside of the panopticon, and graffiti that reads: WE ENTERED HERE. ALL IS WELL.
| The mapped portion of the drains. |
They continue further to along the system of drains, until halfway down the southern corridor, when they pass by a room that is richly furnished, lit, and kitted out with perfume braziers. It's still a white-tiled drain room, just full of nice furniture (it appears to be some sort of dining room). The iron-bar door to this room is locked, and as they think about what to do about it they hear something moving along the corridor towards them from the west.
Emerging into the light are 14 horrible, pale, segmented worm-like centipede creatures: 8 on the raised walkway that the party are standing on, and 6 more in the water. As they come on, Gwynfainn fires a gout of burning fuel from his bulky flamethrower Sunset and Evening Star, and kills three of the creatures, while Maud fires her pistol but narrowly misses. The corridor is filled with gun-smoke. The Professor uses a webbing spell to slow the advance of the vermin and allows another round of ranged fire, which Gwynfainn takes advantage of to fire the flamethrower again. Another two of the insects are burned to nothing, before those that survive crash into the party and start trying to overwhelm them. Vicious melee fighting breaks out, and the heavy plate armour of the front line fighters saves them from taking damage. It take a few rounds, but the creatures are dismembered without too much fuss. In the final seconds of the melee, Deaths Adorn Her looks back through the dining room door and sees something unexpected: a large, muscular man in a tuxedo, with a panther's head, holding two pistols, which are pointed directly at her her.
The imperious Terror Bird lets out a scream, trying to intimidate this strange figure, which works - his morale breaks, and he fires both guns at once, one the bird, and one at Maud, who is tanding next to her. The bullet passes cleanly through Deaths Adorn Her's wing, instantly reducing her to 0 hit points - by the rules we are following, this does not down her, but she is in a very bad way. The second bullet is deflected off Maud's plate. More billowing smoke fills the room, and the panther-man escapes into an adjoining space. The party quickly apply a vial of acid to the lock on the door, and hear the pistoleer yelling a warning to someone he calls 'you Majesty'.
| Ripped Panther guy with pistols and tux |
The fairy stealthily flies into the second room where the cat-man in the suit is busy reloading his pistols, and where he sees a second figure join - an even bigger, more ripped, more fierce looking specimen, with a tiger's head, a crown and costume worked with gold and jewels, and a great and terrible white sword.
At this point we had been playing for nearly four hours, and it was nearly 3am for some of us. Some of the group were finding it difficult to keep up with what was happening, and we had a quick discussion about how to end the session - should we simply cut and hope that everyone could make it for the next one? Something else?
After a bit of back and forth, I had the tiger-headed king take the situation in hand, and offer a ceasefire, an apology for his man Senechal's jumpiness, and a formal invitation to dinner in the future. He also bade the adventurers beware the 'King of Serpents' and the 'King of Vermin'. The party, who have been sorely starved for loot and XP in this game, all 👀 at the crown and other finery, but they also agree to retreat for the time being.
Back on the surface, they cart the statues back into camp for a paltry 25 XP apiece. Still, lots of mapping done, the panopticon cleared, talking NPCs met and parleyed with, tangible loot located, and no one dead - the first foray into the underworld a success by most measures! They decide to bury the statues in the earth, to forestall any difficulties if they start walking around.
FOURTH DAY
The fourth day sees a smaller party, composed of Leo, Deaths Adorn Her, Ysault, and Hyacinth, return to the barracks building where Euphemia the bravo was nearly burned to death last time. This time they take hands form the camp - five attendants, with digging tools - and the mannequin soldiers they picked up with their requisition before they left.
They decide that they would like to try to dig into the 'gnome shaft' that they saw last time, but after some difficulty trying to use sledgehammers to break open the concrete slab that the brick building rests on, they come to the conclusion that this will probably be more trouble than it's worth.
Hyacinth the fairy does a scouting fly-through of the interior, and discovers that more of the flammable hallucinogenic sludge has been applied throughout the building, and also that the XP-giving fruit in the central garden has been mostly stripped away. More importantly, Hyacinth discovers two more small humanoids, waiting in the tunnel with tallow candles, ready to set the mess alight.
There is some discussion around what is going on here. Do these beings just sit around all day waiting to burn strangers? Are these guards? What is this hole? The party decides to send Bellaphon, the iron mannequin soldiers, in through the front, and, seeing that he meets with no resistance, quickly follow him inside. Having been debriefed by Hyacinth, they know the location of their enemies, and decide to throw bottles of petrol into the hole and hope that the candles carried by their foes will ignite the mixture.
They do so, successfully, and burn the unfortunate things to death in the hole - then they set about making the space secure, searching all of the rooms (they find a large mirror and a bottle of petrol in one room, but no other loot), and opening the front doors such that Deaths Adorn Her can join them. Then they decide to inspect the hole, and the corpses in it.
The corpses appear to be small, four-foot-tall humanoids of some kind, with long white hair and red eyes. The tunnel, which is extremely tight, drops away at a 45 degree angle into blackness. Hyacinth the fairy, carrying a lit match, can get about 50ft in before the light source goes out. The party decide to send the second mannequin, Selinae, who is made from cloth, in with him, holding the lantern for light. The two of them do this easily enough, and discover that the shaft zig-zags back forth, always heading down into the earth. After about 300 metres, Hyacinth hears something ahead of him - a hum like a high voltage power line. Then he sees something horrible. It's like a small face nested inside a human-sized head, which it has drawn around itself like a skin hoodie. This face sits just at the edge of the lantern light, staring horribly and blocking off the tunnel in front of them. The humming is very loud. The fairy and the mannequin start to retreat back up the tunnel, and the horrible head/face follows them, keeping pace at the terminus of the light.
After 40 minutes or so, Hyacinth emerges back out of the tunnel and tries to tell the party what he has seen. They gather that there is something horrible and dangerous inside the shaft, and start to talk about what to do before they start hearing the humming noise rising up from the depths. Hyacinth starts freaking out, and the rest of the party, thoroughly spooked, leave the building as fast as they can.
Once outside, they gather together to plan what to do. Eventually they decide that they want to block the tunnel mouth with the mirror (entities are frightened of mirrors), and quietly head back inside, where they can still hear the horrible hum coming from the kitchen where the shaft terminates. They look inside at for a brief instant see the head/face for themselves, popped up out of the entrance, staring at them. Then it disappears back down and is gone. The humming grows softer. The party decide that they don't want any part of this bullshit, and immediately empty 10 INV of petrol (extended to 30 INV by mixing it carefully with the flammable and soluble residue that these things seem to use for traps) down the hole, and setting it alight. It burns fiercely and starts filling the room with smoke - a few minutes later they hear a strange, loud, sharp BANG from somewhere within. Then they decide to head back to camp.
Yseult, who does not need to breath and as such is not perturbed by the smoke, stays behind with Bellaphon for a few final tasks - he blocks the mouth of the tunnel with heavy steel and furniture, and, using a bola, affixes a rope to the ceiling of the two story building, which will make climbing to the roof easier in future. Then he takes a vantage there to see if anything in the ruins is responding to the smoke, and sees nothing moving.
Back at camp, they perform autopsies on the diminutive corpses, and find them distressingly human...