Chapter 1: Devil Box

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.