After Das finally finished our cold iron weapons (two days is like a really long time), we decided to enter the old smuggling tunnels beneath the Glassworks. One end took us to a secret door to a beach, where the goblins had obviously been camping. The other way led to a section of bricked wall which had recently been broken through.
In the first corridor, we encounter a really fugly beast, a hairless humanoid with dog-like legs and a funky face. Fortunately, he was no match for Spot, my summoned puppy of power! Hopefully we don’t see them in a pack, though.
In the next area, we found a beautify marble statue of Alaznist, the Runelord of Wrath. That seems like a really strange thing for someone to keep in a basement. Unless we are is some sort of ancient Thassilonian fortress buried under Sandpoint! Wow, that is so awesome! We need to keep searching.
When we found the prison, it confirmed that we are not in a random basement in Sandpoint. Also, there are more of the nasty, fugly monster men. When they bite you, it makes you so angry! I wonder if that has something to do with the Runelord of Wrath statue. Must research later, if we survive.
Next – torture chamber. Typical for evil dungeon dwellers. Everything is all rusty, so we move on.
And then we find the evil gray stone altar, a jagged block of marble with an indentation to hold liquid. It emanates magic as well. I have a sample in a flask now, so if it turns out to be a magic potion of some sort, we have one. Woo hoo potions!
Our next room has a set of rune covered double doors, Thassilonion prayers to Alaznist along with more recent prayers to Lamashtu. I could sense the wickedness behind the doors, thick as Beldar’s cologne when he is out on the prowl, and sure enough the quasit we had been seeking was there, praying to The Mother. I’ve never met a quasit, but I was definitely was not expecting he to be attired in an evening gown and a tiara! After turning invisible and unleashing summoned minions upon us, she threw every arcane trick in her arsenal at us, but we were able to defeat her with music and magic. Oh, and the might of my celestial eagles!
This room contains some sort of lava-like substance in a triangular pool. Oddly though, the substance radiates cold instead of heat. We are calling it chillava. The quasit used her blood to summon one of the fuglies from here, so it obviously contains strange magical properties. We need to find the user manual… perhaps farther into the dungeon?
Passing a Vargouille in a side passage, we found a collapsed staircase heading upwards. We were forced to turn back and search the remaining sections beyond the torture chamber. There was a weird, cold room full of trap doors on the floor, with shuffling sounds and moaning coming from the pits below.
Suddenly a mutated goblin attacked us, with a weapon in each of his three arms! The creature was a bit clumsy with all those limbs, and did not put up much of a fight once we surrounded him. Perhaps we as a poor attempt at a guard for the final room of importance in this ruin. Shaped like the inside of a sphere, with strange black and red panels for walls, the room hummed and sparked with electric current. Stranger still were the objects floating randomly in the room, including a bottle of wine, a staff and a scroll, a dead maggot-filled raven, and most importantly, a book!
The book turned out to be a Monstrous Manual, describing various creatures, and used as a holy text to Lamashtu. It was inscribed in Abyssal, but my magic was able to translate. Left with more questions, it appears time to return to the surface. We are no closer to understanding the pool of chillava, so further attention may be needed. Experimentation time will soon follow!