Session 5 - What Evil Below

After spending the last few hours of the day and a few moments of the next on some last minute details, you headed back to Thisltetop. The trip there was uneventful. You attribute that to having decimated the goblin tribe. Exploring the rest of the lower level, you came across a man, passed out on the floor of his quarters surrounded by wine bottles. You roughly woke him after removing his weapons from reach. His name is Orik and he has apparently been sleeping off several bottles of wine from the time of your fight only a hallway and room away. Turns out he was hired by Nuallia for security but hasn't been paid recently. Tsuto came in yesterday and told him to prepare for a fight. He refused without being paid first. He also told you where to find the secret door to the next level. You stripped him of his possessions, locked him in one of the torture room cells and finished searching the area.

In one room you encountered a large, round, floating, fleshy orb with several tentacles, two of which were much longer that the others. One was covered with suckers and that grappled Wolfgar. The other had a stinger and connected with Wolfgar, Henrik and Bach. Only Henrik was unable to completely fight off the poison. A quick spell from Edwin solved that problem.

Descending to the next level, you found many more depictions and statues of a man with book and glaive. Pressing one, Bach triggered a trap that had scything glaive blades swinging at him while he was trapped between two portculli. He doged the blades as best he could while all worked to lift one portcullus. You were able to prop open both with loose statuary which disabled the scything blades for the time being.

The next room had the woman/beast you have been looking for. She was flanked by two yeth hounds who immediately bayed. All resisted the otherworldly noise. Bach charged only to discover two zombies on either side of the doorway that had not been seen before. She had apparently had time to prepare for the fight and due to the size and shape of the room and the number of occupants it was difficult to get more than two of you in the room at a time. Bach fell first. Wolfgar and Henrik were next in and Malloric fired arrows. Others positioned themsleves in the hallway for periodic spell casting and missle fire. The zombies appeared bolstered after an attempt to turn them from both Wolfgar and Edwin failed. You eventually beat the zombies, then Nuallia, then finally the hounds.

Healing up you decided to move on. The next room had several standing sarcophagi and another now familiar statue. Before Henrik could communicate the presence of evil, four shadows attacked. They were turned, but not after inflicing some strength damage top the party. A minute of hacking with magic weapons and missles from the wand and they were destroyed.

Further on, you found a throne room with an illusion of a man addressing a crowd. The image appeared to be stuck in a repeating loop. Ishan cast comprehend languages from a scroll an wrote down what the image was saying. The next room was a tourture chamber. In here, amongst the macabre implements was an odd disk with a seven pointed star. The star itself had bits of metal that protruded from the surface - like a key of some sort. It didn't take long to find where that key fit. The next and last room had a huge set of smooth, stone double doors. There was no handle. In its place was an indentation of a seven pointed star with even deeper cavities that clearly matched the object you had just located.

Henrik concentrated as the key was fitted. He said prepare for a tough fight. The doors were swung open and the smell of burnt hair was carried on the warm air that poured from the room beyond. On the far side of the room, on the other side of a roaring fire stood an eight foot tall, bipedal wolf-like creature. It asked,"Can you release me?" Ishan wanted to discuss this as the others grabbed him and slammed the door shut.

Figuring that might have been way out of your league, you gathered Nuallia's body (and head that Wolfgar had been so keen to remove) you headed back to town, collecting Orik on the way.

Back in town you again debriefed the Sheriff and Mayor and discussed Orik's disposition. AS well as started to think what your next steps will be.

Session Four .2 - A Horse of a Different Temper

The next morning after finishing curing you continued exploring the stockade. The first event was the discovery of an open courtyard with four dead dogs and two dead goblins. The goblins had been dead for a few days and had their skulls crushed. The dogs were more recently killed from piercing blows. Many tracks could be found, but none that provided any clues. Inside a storage shed you discovered a very mistreated, malnourished, and large jet black horse. With some magical aid from Edwin, Ishan was able to soothe the beast and make it friendly enough that you were able to lead it back out of the stockade and to a grassy area where you left it.

After descending some stairs you found a room with a large table and several chairs. On the wall was a large piece of slate with drawings, lines, arrows and other scribblings - all on top of a sketch that you recognize as Ardrinn. Exploring further you came to an ornate set of double doors. Henrik paused and said to prepare for a tough fight. He explained that he could tell there were two creatures with moderately evil auras in the room beyond and that that meant they were likely going to be a challenge. Both doors were tried but only on opened. The group filed in through the open door. There were two thinnish wolf-like creatures at the far end on either side of an alter. Ishan cast grease at one of the beast's feet. It retained its footing. After a number of the group moved in, one of the creatures bayed. It was deafening and not of this world. Fully half the group was overcome with panic. They dropped everything and started to run. Edwin was able to reach the open door to block egress, but not until after Bach bolted through. That left only Wolfgar, Henrik and Pirozzi to fight the beasts. One charged Pirozzi. Henrik and Wolgar took swings and realized that their damage was significantly reduced. Henrik pulled a silvered dagger and set after one of the beasts. Wolfgar went to help Pirrozi who was playing cast and run with the other. The second beast bayed. No one else became panicked. You were able to defeat them but were quite hurt. Pirozzi managed to defeat one with arcane damage alone. But he was now spent. You cast a few remaining cures and continued.

The next area explored was included a torture chamber, prisoner cells, and what turned out to be the jailer's quarters. One goblin and two humans were in the cells. You didn't learn anything immediately important other that the fact that the jailer was a bugbear. One of the humans was at death's door. It took a group effort and some magic to stabilize him. Golian unlocked the two cells and you left the conscious human with a goblin knife for defense and assured him you would be back. He was in no shape to protest.

You moved through a short hall and Bach opened a door at the end to find himself face to face with a bugbear. With one blow, Bach almost dropped the creature. That blow was followed by a lightning bolt that ripped through the bugbear and nearly the entire party. A few people dropped unconscious. Edwin set about searching for potions and feeding them to those who needed healing. Bach, Wolfgar, and Henrik moved into the room to face a female wizard (all four of her), another even larger bugbear with a very large bow and several female goblins. The bugbear started peppering people with arrows. The wizard cast a ray that greatly reduced Bach's strength. As Henrik moved up to the wizard, Tsuto stepped out from a stairwell and tripped him. The monk proceded to pummel Henrik into unconsciousness. Wolfgar could not battle through the female goblins and took a lot of arrow damage. The bugbear eventually ordered the goblins to leave. Right before he unlimbered a heavy flail and dropping Wolfgar. Malloric had regained consciousness and moved up to help. Things were not going well for the group until Bach scored an opportunistic blow on Tsuto. The monk backed out of combat and ordered the wizard to "finish them." He fled. The wizard and bugbear dropped and almost killed all but Malloric and Ishan before they finally fell.

The two standing looked after your fallen comrades and bound them as best you could. Malloric recognized the wizard and found that she was not dead, just unconscious.

Welcome to 3rd level.

Ishan was able to cure Edwin who regained consciousness. After a quick prayer to Pelor he realized he could do more to aid the group. Shortly all were mobile, but very hurt. You tied up Lyrie and gathered the two freed captives and made you way back to your horses. Unfortunately, they were no longer there. Malloric searched while everyone else rested. He reported some wolf tracks and that it looks as though the horses ran off in different directions. You resigned yourselves to the long walk back to town.

You reached the road about mid-day and stopped for lunch before being on the move again. A short while later a couple of merchant carts approached from behind you. They agreed to carry the freed captives. You made much better time. You arrived in Ardrinn with a few hours of daylight left. You agreed to split up to accomplish many tasks before the shops started to close.

Session Four .1 - Enter the Goblin

Golian started off sneaking across the rickety bridge, closely inspecting everything along the way to discern its stability and to avoid any scouts or archers that might be on the other side. Once across, he realized there were more ropes than needed and the 'extra' set was knotted at intervals. He figured the bridge was once able to be rigged to intentionally fall but was not currently trapped. He tied off the extra ropes hoping they would add strength to the bridge. The party crossed one by one anyway, all the time keeping an eye and ear out for goblins. Gathering on the other side near the entrance to the stockade, Henrik thought he heard some goblin voices. Straining an ear further all anyone could hear was the sound of the surf below.

The group entered the stockade and started exploring to the west. Someone pointed out that the goblins that Henrik thought he heard earlier were toward the eastern tower. The group turned around and went in that direction. In the eastern tower, the group lined up behind Bach who was at the top in front of the trap door to the roof. He threw it open, surprising four goblins who were in the midst of a card game. Half the party was able to gain access to the roof before the goblins fully realized what was happening. It must have been the cramped quarters that caused the main fighters to struggle to beat the beasties down. Ishan made it to the roof and skewered the second to last goblin standing, dropping it with one blow. The last one jumped off the tower onto the stockade roof and started to run north. Malloric missed with a clumsy shot. You all started to think about being swarmed by goblins as the alarm would be raised. Pirozzi, who finally made it to the roof, stepped up the the edge and with one shot, dropped the fleeing goblin. Ishan thought (out loud) that is was quite humorous that the sorcerer and bard had half the kills. Bach grumbled a bit and headed back down the stairs.

Moving north, you came the end of a hall with two doors. Henrik held the group up and asked if anyone else could smell something odd. Concentrating it wasn't too hard for anyone to notice the smell. Whatever it was, it wasn't good. Opening one of the doors revealed the source. Flanks of poorly smoked and salted meat hung and sat in heaps in the room. The meat was mostly dog and horse. But there were some human hands and feat that could be seen. The door was quickly closed. Many of the group were more resolved to punish the goblins for this.

Bach threw his shoulder into the last door and had to take a step back and try again. Once open you saw a large room with many goblins. Bach raged and started a charge. He was interrupted by a big goblin mounted on a giant gecko. The gecko ran along the wall and over the door that Bach had just entered. The goblin in the saddle struck Bach with a wicked blow as he rode by. Bach completed his charge and met the roder and mount where they stopped and proceeded to cut the geckos's head off. Bach faced the goblin leader alone as the rest stumbled over each other in the hall while trying to enter the room.

The goblins formed a arc an invited you to come and get them. Two goblin archers fired into melee with great precision. A goblin warchanter countered Ishan's inspiration with her own. The leader dished out much more damage than Bach could deliver. Bach fell to be stabilized and pulled out of harms way by Edwin. The goblin bard cast sleep and only affected Golian. Henrik called for Ishan to rouse him as he continued to press the other goblins. Wolfgar took Bach's spot and Malloric maneuvered around to the the other side of the leader fighting all the way. The leader went after Wolfgar after he scored a heavy blow. Malloric and Wolfgar inflicted most of the damage on the leader and took some in the process.

By the time the leader fell, only one regular goblin remained as did the two archers, but their moral was broken. They started to make their way to the double doors leading to the entry courtyard. Only one made it. The group chased after it. It ran into the hall leading to the tower that the group had already been in. It pounded heavily on a door and took a defensive stance. Malloric heard the goblin was running and went around the other direction.

Malloric opened the door and you had the goblin surrounded when the door it pounded on opened with six more goblins on the other side. They were unarmored, but willing to fight to their death. Henrik battled them in the doorway but was forced to retreat. After almost another minute of fighting all the goblins were dead with nearly everyone having taken some wounds. Enough that you were in no shape to continue onward. You looted the bodies and moved them into the tower room.

After resting for several hours, you started to make preparations for the night when someone smelled smoke. As a group you went up to the tower roof and could see slight wisps of smoke coming from the main doors. Going back down to the courtyard you found the other set of double door on fire. In front of the doors was a dancing goblin with a flask of greek fire in one hand. You charged and cut it down quickly. You quickly saw that the flask was actually tied to the goblin's hand with strips of cloth. The beast itself had a rope tied around it's waist with the other end tied to a stake pounded into the ground at the base of the burning doors. The fingers on its free hand had all been broken so it could not free itself from either the rope or untie the flask. You quickly put out the fire.

Searching around, no one could find any signs of comings and goings other than than the myriad tracks you attribute to yourselves. You decided to spend the night here anyway.

Session Three

After spending the rest of the day and the better part of the next morning and afternoon talking to town officials and leaders about what you discovered and training, Edwin was approached by Father Zantus who asked if it was safe to venture into the smugglers tunnels. Edwin informed him that the group had not fully explored the area yet so that was doubtful. Zantus expressed a desire to examine the shrine where the quasit had been. The group reformed and escorted Zantus to that area and locked him in while heading off to clear the rest of the complex.

Exploring one hall you entered a room and were not surprised, but the vargoule in the room got the jump on you and shrieked. Luckily most avoided the paralyzing effect and beast was quickly dispatched. That hall ended at a descending stair. A collapse a short distance down blocked passage. Malloric concluded nothing had come or gone from here in some time.

The other direction took you to a old prison room with an elevated walkway. Inside were four of the beasts the quasit had been 'creating'. Some of the group suffered a few wounds, but by in large they were no match for the now 2nd level group. Past that was a room that looked to have once been used for experiments/torture. A small study just off this room had three cells. In each was the skeletal remains of some creature - badly misshapen.

As you approached the next room, a few heard low moaning. Not pain, but deathly moans nonetheless. The most striking feature in the room was eleven not so carefully hidden pits. The rickety and rotting wooden covers didn't look like they would support much if any weight. At the far end of the room was a goblin, or what might once have been a goblin. It looked very much like a burly goblin (if there ever was such a thing) and wore only a dirty loincloth. What made it entirely not like a goblin was the fact that it had four arms, and wielded weapons in three of them. The group charged as best you could while negitiating the patchwork of pits. Henrik closed first. The beast was ready. It lunged and grappled Henrik to only maneuver him the next round over a pit. He fell in to find a zombie as company. Some attacked the goblin, others aided Henrik. The beast was very effective when he focused all his attacks on one target. He dropped Golian and one points and heavily wounded several others. Eventually it was killed.

Zombies were discovered in each of the other pits and destroyed.

The last couple of room were a ascending stair - also fully blocked by a dead fall. and a spherical room. You entered the spherical room at the equator. Inside were several floating objects: a bottle of wine, a wond, a book and a dead raven covered and surrounded by floating maggots. Ishan used a quick spell to 'pull' the desired items out of the room. The inside of this room was covered in a metal - probably some sort of steel due to the partial rust. But on, or maybe in, the metal of the walls were flashed of 'energy' that seemed to periodically coalesce into a shape, or image, or maybe rune. There did not seem to be any pattern. Nor could the 'images' be ciphered. So you gathered Father Zantus on your way out and reported to the Sheriff and Mayor.

The next day took you north into the Nettlewood. After having to leave your horses along the stream, it took you another couple hours to hack your way through and find what you thought was most likely the goblin camp - an overgrown mass of thickets with 'tunnels' leading here and there. They wer at most four feet high wich made for very slow going.

You stumbled into one area with about a dozen goblins huddled around a small fire. Again, with the new found skills, they were much easier than those you encountered in the Glassworks. Another 'room' was a kennel for less than a half dozen dogs. They weren't much trouble but did cause a lot of noise. This drew the attention of a nearby leopard and its druid master. The leopard got in a few attacks and then pulled back as the druid entangled the entire rear of the party. This was enough no nearly disbale a few people as not only did you have the rough terrain to deal with but also the grasping vines. The druid had few ranged spells or weapons and closed (into his own entangle) He was quickly beaten down. Instead of fleeing, he changed form into a bird and started to fly away. Malloric was able to bring him down with an arrow. The leopard fled.

A little further exploring brought you to the edge of the thicket and a cliff. A well-worn rope bridge connects the mainland and and an island. Even to untrained eyes, the sixty or so feet could be treacherous as the ropes and wooden planks on the bridge look as though they've taken a beating from the salt spray from below.

The goblins appear to have constructed a one story keep on the island out of reclaimed shipwreck wood and other scraps.

'till next time.

Session Two

Heading down the stairs by torchlight with Henrik in the lead, you heard goblin voices ahead shouting "Longshanks! Longshanks!" followed by padded footsteps moving away from you. There was a bit of a jumble as people tried to jostle past each other on the narrow stair to be the first to skewer a goblin. Order was maintained and by in large you all moved down as a group. The main hall went straight where you saw four goblins waiting. Henrik, Bach and Wolfgar headed that direction. To the left was a narrower hall and Golian and Ishan went to check it out. Right around a corner Golian confronted a goblin in the very narrow hall.

The first two goblins dropped quickly. The rest were significantly tougher. Several rounds of blows were exchanged and the goblins looked like they were gaining the upper hand. Malloric and Pirozzi were moving from side to side trying to get angles for missile fire and spells. Wounds forced Golian to withdraw and the goblin he was fighting was ordered by someone in the darkness behind it to press the fight.

Bach fell and was stabilized by a quick spell from one of the clerics and the group finally started to gain ground, even in spite of a goblin warchanter harrying you with spells and aiding his fellow fighters. He moved into a dark hall and you followed. The other side finally dropped that goblin after Malloric joined the melee with his greatsword and moved in from the other side.

You converged on the one last goblin and a man in fine dress with a short bow slung on his back. Henrik dropped the goblin and the man quickly stepped up, tripped Henrik and then punched him hard. He dared Henrik to get up. No one on the other side really wanted to press due to pretty significant wounds. A few shot were taken and Henrik got back up. The man looked around and said "My work here is done." and ducked into an open door. Following him into the room you found a section of wall that had once been bricked up and a tunnel beyond. Most of the group gave chase but you soon realized you were not going to catch him. You did find another side passage that had also been bricked up and recently re-opened.

Examining the few other rooms in the basement you found what must have been the monk's quarters. In a desk you discovered a journal he had been keeping. In another room you found Amieko, the owner of the Rusty Dragon and the reason you ventured into the Glassworks. Considering the devastation above and the extent of your wounds, the group decided to regroup and inform the Mayor of what had happened. Edwin went for Father Zantus and Pirozzi went for the halfling barmaid that informed you Amieko was missing.

You showed the Mayor the mess in the Glassworks and had to escort her back out. She ordered guards to board the place and not let anyone in or out. You discovered in the journal that there may have been a different motive for the recent goblin attack and Ishan asked about it. Turns out Father Tobyn's grave was in fact robbed - his body was taken. This had been kept quiet by the Mayor, Sheriff and Father Zantus. You confirm the glass covered body to be that of the head of the Farfaren House in town. The monk was indeed Tsuto, Amieko's half-brother. There was no love between Tsuto and his father. There is also information pointing to Thistletop (home of one of the local goblin tribes) as well as the catacombs beneath the town where a quasit and her freaks are found. It seems there is some attempt to get Tsuto, Nualla and the quasit to join forces to destroy the town. See > this document < for more information.


You entered the first room and someone spied a misshapen beast lurking in the back. The front of the party charged in and killed it with a few blows from each. You noticed that it's wounds rapidly healed, but stopped after it was beaten down enough. See > this map < for details.

Continuing along you came to a small shrine with an alter on a raised dias (B12). The alter was filled with murky, foul smelling water. It was unclear whether is was merely old, naturally fouled water or intended as part of some ritual. After opening the stone double doors to the SE, you entered a large shrine. Apart from the natural features, there was another of those deformed creatures on the other side of the pool of water. Shortly after combat started, a small, winged demon/devil appeared hovering above the pool in the rear of the room. She cast sound burst, damaging a number of you and stunning less. She proved very difficult to hit and when you did, your weapons did not even do full damage. She healed even faster than the other beasts. In the course of the fight, she summoned a a couple of fiendish spiders and periodically sliced her palm and let a drop of blood fall into the pool below her. After hitting the liquid in the that pool, the drop of blood began to coalesce. One round later, another of these deformed creatures would crawl out and join the fight. It was nearly all you could do to keep their numbers down.

After a few lucky blows on the quasit, she turned invisible and you lost track of her. Rounds went by and Henrik determined that she was still in the room flying high out of reach. To goad here into action, some of you started to destroy the room by breaking off some of the stakes with skulls on them that were arranged in a circle in the first pool. That seemed to work. She reappeared next to Henrik as she touched him. He was racked with pain and wounds appeared all over as he fell unconscious into the pool. Wolfgar ran to his aid, cast a minor cure to stabilize him and pulled him from the water. Bach and others charged and tried to beat her down. It was even more challenging to land weapon blows on her now.

With flash of insight, Bach tried to grapple here as she hovered near chest height. She manged to fend him off. Henrik had been cured and was back on his feet. He tried as well. He failed but drew her attack which allowed back to finally get his arms around her. Looking a bit surprised and confused, Bach stood there for a moment as she went invisible in his arms. No one quite knew what to do next. No one thought they could help for fear of hitting Bach. Just then Edwin, who had been holding his tower shield over the far pool to prevent her from shedding any more blood into it shouted, "If you really want to kill it, why not drown it!" It seemed a brilliant idea and Back threw himself into the pool of water. It took nearly three minutes of wrestling, but she finally stopped struggling.

The small side rooms are prayer chambers and had a few wooden kneelers in each. She had some treasure on her including a small magic dagger.

You lopped off her head to make sure she wouldn't heal and stuffed her two pieces into a sack and headed back into town to inform the Mayor and Father Zantus of what you found as you also were in no shape to continue exploring. You debreifed Ardrinn officials and found you had new abilities. Welcome to 2nd level.

End

.

Session One

The festival day began with Malloric and Henrik stopping in to introduce themselves to the Sheriff and offer their assistance in any matters that may need attending. Sheriff Hemlock informed them that there wasn't much to do, but if they could keep an eye out for drunks and pickpockets during the festival it would be appreciated. He also mentioned that he was looking for Lyrie Akenja, a dark-skinned wizard. She is not actually wanted, but he would like to ask her some questions about a recent robbery committed by members of the Tiger Sharks, the thieves guild in High Mardreth. She is known to associate with its members.

Ishan spent the morning immersing himself in local lore and finding his way through town. The others slept in and when they woke started to partake in the free food and drink.

At noon Father Zantus threw down a thunderstone to get everyone's attention. Before he even finished his first word, a woman's scream pierced the silence. Goblins were attacking! About a half a dozen goblins appeared at different locations in the square and started throwing torches onto thatched and wood shake roofs and started attacking the citizens gathered for the speech. In the chaos, the party was able to kill all the goblins, but not before some citizens were killed. After the noise in the area died down, sounds of fighting elsewhere in the village could be heard. This was soon followed by a large 'whump' from the south. A huge flame and fireworks could be seen over the roofs.

Rushing to the market square, the group found the fireworks wagon completly engulfed and several more goblins throwing torches onto roofs. A few more village folk lie dead on the ground. The group charged. One goblin, who was chanting a goblin song, cast sleep, dropping Wolfgar. The others put up a short fight before several fled to the east. Bach was the first to start the chase.

The fleeing goblins stopped in front of the Rusty Dragon where there were more gathered. They were taunting a well-dressed man who they had cornered. A short fight followed and one, dual-dagger weilding goblin in particular was quite challenging.

Hailed as town heroes, the next day was spent meeting with the Sheriff, Mayor and Aldern Foxglove, the young noble rescued in front of the Rusty Dragon. Crowds gathered where ever party members went and not so hushed whispers could be heard. Aldern offered to reward the party and asked them to join him on a boar hunting excursion.

The day of the boar hunt found Pirozzi shopping for goods when he was hurriedly approached by Shayless Vinder, an attractive young woman in town. She was worried that their might be a goblin in the basement of her father's store and asked Pirozzi to help. He followed her to the Ardrinn General Store and she showed him where she had heard scratching in the far corner of the basement. Pirozzi looked around the corner but only saw a cot and blankets. Turning around, he saw Shayless, who was now mostly disrobed. There was a mutual attraction, so Pirozzi decided to take advantage of the situation. Before much could happen, Ven, her father and store proprietor came downstairs and confronted the town hero. He accused Pirozzi of taking advantage of his status and said he didn't want to see him or his pals in the store. Pirozzi quickly left, not getting anything he came for. He joined the rest of the group for the hunt.

The boar hunt was much more successful. On the way out of town, the party passes a young half-elf riding into Ardrinn alone. The party's skills worked well to find and flush out two large boars. Everyone also made sure Aldern had a hand in killing each of them. Arriving back into town, all agreed to have community feast. Ishan set about overseeing the roast. It was a welcome distraction after the goblin attack. The Sheriff introduced the group to Shalelu Andosana, a local woodswoman and trapper. She keeps an eye on the goblins and is an expert on the various tribes. She has bad news. Turns out the tribes have put aside their petty disputes and are working together. This can only mean that someone or something has moved in to organize them as they are incapable of self organizing. Sheriff Hemlock asked the group to stay around town and help oversee the patrols. He said he was going to High Mardreth to see about getting more guards in case the goblins return. He will be gone for at least three days.

The next day the party was woken early by Bethana, a halfling maid working at the Rusty Dragon. She told the group she was worried about Ameiko Farvaren, the inn's proprietor. She hadn't started breakfast for the first time in memory and Bethana had found a note in her room. The note indicated Ameiko's brother wanted to see her at the Glassworks. The party agreed to follow up. Exploring the area you found numerous goblin tracks on the beach near the factory. Curtains were pulled shut on all the windows and the doors were locked. The factory looked to be in operation because smoke rose from the chimney. After useing the 'secret knock' described in the note, a goblin opened the door and ran off being surprised to see an armed group of humans (and a dwarf). Chasing him down and moving further into the factory you discovered that about a dozen goblins were cavorting in the large manufacturing room. Nearly everything in the building had been broken, and the goblins were throwing dismembered parts of the employees into the huge furnace. You took care of the fecund runts and were able to keep the last two from fleeing. You discovered in one section of the room a man sitting in a chair and covered with a coating of glass that was clearly drizzled over him when it was molten.

Exploring just beyond, you found another room with a descending stair.

End.