Chapter 1: Devil Box |
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After
stepping through the gate, the team finds themselves in an open field on
a very green planet. The gate rests on a small platform, with a single
path leading away to the west. As they follow the path, the countryside
turns into thin woods. In front of them and just over the next hill,
they hear the sounds of two small voices. The first voice says “I got
4”. The second voice says, “I got four and two more.” The party
splits up with Cog and Dale moving through the woods and the rest of the
party keeping to the path. As Bak’ku rounds the hill, he sees two
Halflings picking through the remains of a burning wagon. Near the wagon
are a dead human and a dead horse. As
Philen, Roy and Serri move into position around the two Halflings, Cog
and Dale stumble across the unconscious body of a dwarf. One of the
Halflings draws a small katana and threatens the party; the other
Halfling steps in front of the first and begs to talk. At this point,
both Bak’ku and Philen realize that not all is as it seems, the
Halflings are really kobolds in disguise. The unarmed kobold introduces
himself as Raspit and explains that he and his companion, Chupo, must
recapture a Chain Devil that escaped from the Devil’s Box. Raspit
produces a letter that was written by the Chief of Clan Gnuaka that
explains everything. Philen takes the letter and Serri, who is studying
the kobolds, suddenly realizes that Raspit is very clean for a kobold.
When asked, Raspit produces a bar of Kobold soap and offers it to
Serri. He then goes on a short diatribe explaining the benefits of
regular bathing. At
this point, the dwarf wakes up and explains to the group what happened.
Apparently, he was accompanying the Human and his cart back to town when
a small doll in necklaces (the chain devil) and two imps attacked them.
The imps set the wagon on fire and then began to poison both the human
and the horse to death. They had just started attacking the dwarf when
the chest of silver fell out of the wagon. Apparently, the imps “got
real mad when they saw the silver and left”. The dwarf crawled into
the brush before he passed out. Stonty claims the silver for Erasmus’
widow and the party agrees to help him transport the chest back into
town. Satisfied
that the kobolds are harmless and that a miniature chain devil is loose
in Muffin’s Honor, Philen agrees to work with the Kobolds. Raspit
produces another piece of paper; this one is a flyer for the local freak
show and explains that they must free Lumbie first. As
the party reaches town they find the Shackling Festive is in full swing.
Two attractive young girls approach the team and ask if they’d like to
purchase masks for the festival. Realizing that the kobolds might stand
out, Philen orders everyone to purchase a mask. The girls flirt with the
guys and then move on. The
party leaves Stonty at Erasmus’ house and he gives them each 100
silver pieces as thanks. The
party travels on to the temple and checks in with the head cleric. He
offers them lodging for the duration of their stay and gives then
directions to the freak show. Traveling
south from the city, the team arrives at Horatio Quigley’s Festal
Freak Show. The main tent sits in a large grassy field with a covered
wagon and a wagon cage near by. The covered Wagon is obviously the
office and sleeping quarters for Quigley. The wagon cage sits empty.
After scoping out the area, each team member (except Cog) pays 5 silver
to enter the tent and see the show. Cog, sneaking into the tent from the
side, picks up a discarded ticket stub and rejoins the team at the first
exhibit. Quigley, an eccentric entertainer leads the crowd through ten
different displays. At each display he stops for a minute to share a
story of the item. The first attraction is a stuffed Krenshar. Next was
a series of jars. The jars contained a fetal manticore, an unhatched
hydra, a preserved stirge, a dried small monstrous spider and a
mummified rakshasa’s claw (really just a tigers claw). Next was a
giant feather from a baby roc (it was a fake). Next was The Salmon
Harpy. This freak looked real and alive. It has a salmon head and harpy
torso. But the team quickly determined it to be an illusion. Next was a
display of Stone Adventurer Heads. Quigley claimed the unlucky
adventures were turned to stony by the dreaded medusa. Next was a Dried
Darkmantle. The next display contained Lumbie who was billed as the
Reptile Boy. Lumbie is nothing more than a very large Kobold. Quigley
whips Lumbie and Lumbie starts acting very crazy and dangerous. As the
crowed is usurer to the Stuffed Owlbear in the next display, Cog slips
away from the group and into Lumbie’s cell. Cog quickly learns that
Lunbie is very unhappy and wants to leave. Cog ties to free Lumbie but
can’t force the lock or break the chain. Cog promises Lumbie that he
will return shortly and slips back out of the cell and returns the
crowd. The next display is the Two-Headed Frog Girl. The frog girl sits
in a bathtub and croaks out a very soothing duet. The party quickly
realizes that this too is a permanent illusion. The final cell contained
a small cage containing the Incredible Boneless Man. Quigley didn’t
have much to say about this exhibit because he’d just received it and
hadn’t worked anything up. The cage contained a choker that sat and
cursed in Under-common and threatened to kill anyone that would get near
the cage. After
a short discussion of how much the team loved Quigley’s show (ok, not
really) the team agreed that a distraction was necessary so that Cog
could sneak into the office wagon and look for the keys to free Lumbie.
Bak’ku went and hassled the guard at the tent entrance while Cog made
his move. Cog quickly slipped into the wagon and was confronted by Worm,
Quigley’s gnome assistant. Thinking fast, Cog knocked him out with a
sap and drenched him in alcohol. Roy approaches Quigley to see if he can
help work a deal for Lumbie and after some negotiation, Quigley agrees
to sell Lumbie to Roy for 600gp. Fearing it’s taking too long, Dale
joined Cog and the two searched the wagon for the keys. Philen moved to
the tent entrance to “control” Bak’ku and two moved off while Cog
and Dale slipped back out of the wagon and into the tall grass. The team
regrouped to discuss what had happened when Quigley discovered the
unconscious Worm and sent the guard into town for the local Sheriff. Roy
returns to the office wagon and heals Worm. The team decides to return
to the temple. At
the temple, the team hatches another plan. Cog and Dale will return
along with Raspit to the freak show. Cog will create a distraction while
Dale and Raspit attempt to free Lumbie. Raspit feels fairly confident
that he could open the lock. That evening the three return to the freak
show. The tent entrance is shut for the evening and two guards are
posted at the front corners of the main tent. Lumbie is now in the cage
next to the office wagon. Cog approaches one of the guards to “turn
himself in”, hoping to be carted off to town. Instead, the guard
attempts to smash his little thieving skull. As Dale and Raspit watch
from a safe distance, Cog runs into the tall grass and hides. The two
human guards follow but quickly lose Cog because of the darkness. After
spending five rounds searching for Cog in the darkness, one guard ends
up almost on top of Cog before Quigley calls them back to the tent and
the two give up. Cog,
Dale and Raspit return to the temple and the team rests for the night. The
next day, the party hatches a new plan, one devoid of trickery. The team
spends the day acquiring the spells necessary and that evening they
return to the freak show. Serri casts sleep on the guards, Quigley and
Worm. Cog knocks out the guards with a sap and Philen ties them up. A
knock scroll opens the cage to free Lumbie. And the team high tails it
back to town before anyone wakes up. One
the way back to the temple, the team is ambushed next to the local inn
where the path crosses a small bridge. On top of the inn’s roof sits a
wererat with several dire rats. The dire rats attack the group and
manage to injure and infect several before the team crushes the original
six and then three arriving backups. The wererat disappears off the back
of the Inn and slips into the darkness. At
this point, the team decides that the wererat attack must be completely
unrelated to the events at hand and decide to return to the site where
they met Raspit and Chupo hoping to pickup the Chain Devil’s tracks.
Arriving at the site, Philen easily finds there the imps landed, fought
and took off again. Realizing that the imps and the chain devil were all
flying, the team decides to return to the inn and follow the tracks of
the renegade wererat. At
the inn, Philen is able to find and follow the wererat’s tracks to
Muddletude’s Workhouse. Roy spends a few rounds detecting evil and
finds several sources inside the workhouse. The party enters the front
door of the workhouse and discovers a small empty office that contains a
desk covered in papers and piles of dirty clothes. The smell of bleach
is very strong in the air. Serri, Lumbie, Raspit and Chupo are left to
guard this room. Bak’ku opens the door to the main room and is hit by
a crossbow bolt from a wererat on the overhead catwalk. The room
contains six vats in the floor and the smell of bleach is overwhelming.
The party moves into the room and is confronted by two more wererats.
The first wererat fumbles his crossbow and descends a near by ladder to
confront Bak’ku directly. Cog and Philen head up a ladder to the right
to face a wererat and Roy ascends a third ladder to face the remaining
wererat. Bak’ku
delivers several hard blows to the wererat but quickly realizes that his
attacks are not hurting it as much as they should be. Roy realizes that
he can’t hurt the wererat he’s fighting and cleverly decides to cast
Magic Weapon hoping the magic will overcome the wererat’s tough hide.
Cog and Philen dispatch their wererat through a combination of flanking
and silvered weapons. Roy is dropped by the still unhurt wererat he
faces and it descends the ladder before Cog and Philen can flank it.
Bak’ku drops his wererat and moves towards the remaining one. The
wererat moves towards the office. Serri closes the door trying to keep
the wererat out. The wererat opens the door and hacks down Serri with a
powerful blow. Raspit and Chupo try to help Serri while Lumbie closes
the door and leans against it. The remaining wererat runs across the
room to a set of double doors but is cut down by Bak’ku before he can
open them. Roy
and Serri are stabilized and the team moves to the second floor
(bypassing the double doors for now) to follow the only remaining source
of evil that Roy can detect. Upstairs, the team finds an ancient wererat
waiting for the attack in a very posh and clean bedroom. Muddletude is
hacked down before he can cause any real damage and the team searches
the rest of the second floor. The remaining rooms are the dorms for the
workers and the barracks for the wererat guards. The workers tell the
team how they had to move everything out of the basement a few days ago
and haven’t been allowed back down there. The team distributes the
gold they found in Muddletude’s office to the workers and tells them
to run, which they do very quickly. The
team regroups downstairs and turns their attention to the double doors
in the main room. Behind the doors they find the kitchen for the workers
with a table and several benches. Supplies are stacked in front of a
door. The party considers sleeping for the night, but Raspit points out
that the Chain Devil will return to normal size tomorrow and the box
will no longer work on him. The
party heals everyone as best as they can and descends into the basement
leaving the still unconscious Serri and the spell depleted Roy upstairs.
Following a small natural passageway, the group comes to a carved room
that contains a large table and several big chairs. The table is
overflowing with food and drink. Piles of treasure and dead chickens
litter the floor. The chain devil sits at the head of the table facing
the doorway. Bak’ku is the first to enter and the first to succumb to
an imp’s suggestion. Bak’ku decides it’s a good idea to keep his
friends out of the main room. Cog enters the room next and falls to the
imp’s suggestion as well. Bak’ku pushes James back out of the room
and down the hallway. Cog realizes that his suggestion doesn’t prevent
him from attacking the Chain Devil and moves in for the kill. As
Bak’ku is just about to hack down James, he comes to his senses and
his rage passes. In the confusion and now with a clear path to the room,
Lumbie enters the room. The Chain Devil screams in horror as Lumbie
sings his little song and captures the chain devil and the two imps back
in the Devil Box. At
this point, the team decides to return their base and report what has
happened. Philen decides that the Devil Box is too dangerous to leave in
the Kobold hands and orders Bak’ku to take the box from Raspit. Raspit
and Chupo leave in a huff shouting threats of revenge by the whole clan.
With nowhere for Lumbie to go, the team decides to take him back (can we
keep him Mom? Please!). Back at the base, Sergeant Sturge debriefs the
team and makes Lumbie their official chamber boy.
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