Dia, Dwain's sister is not interested in patrolling the sewers, Frea, Dwain's girlfriend, has departed for
Ragenport and Dove and Gale have disappeared on a mysterious mission. When the
Sewerworkers Guild request the party's services (as a sewerworker has gone missing) the party are down to four companions, Dwain, Rumpkin, Kan Ze and Firmon.
The party are marching through the sewers with Kan Ze at the back when a tentacle reaches out through a crack in the
ceiling and grabs him, paralysing him in the process. The party turn to round to see a carrion crawler attempting to
drag the monk away but then find that a second carrion crawler has emerged to cut off their escape. A brief tough
battle ensues before they rescue Kan Ze and kill the monsters, earning the gratitude of the Guild.
The party return to the inn to find Fingers and Dia have a plan to reclaim Dwain's lost book.
Apparently a Dwarven smith who has been compromised by the criminal gangs through his gambling habits has
been approached to see if he knows a a Dwarven cleric who they could kidnap and force to identify a
magical Dwarven book. He is hoping that Fingers can help him out and Fingers has said he knows of such
a figure (Dwain) and where he can be found walking alone after an evening's drinking.
In order to facilitate the mission Dia, with great relish, gives Dwain two magical (and painful) dwarven
brands. Dwain is then planted in the right street and he is duly kidnapped. The party follows the gang to
a house guarded by two ruffians. Dwain is taken inside to be interrogated by one of the gang's elite enforcers
about the book, which does indeed
turn out to be the one stolen from him. Dwain, pretending to be slightly
inebriated, stalls for time while (he hopes) the party get ready to storm the building. When he is ready,
remembering his sister's instructions, he asks the gang to surrender. The enforcer Grak stares at him in
disbelief then mutters a few oaths. Holding the book Dwain activates his sisters magic brand and immediately
swaps places with her. Dia sees no need to repeat the call for surrender and lays into the occupants of the room
with both axes. Outside the rest of the party attack the guards and are only slightly discomforted when reenforcements
arrive from inside the building. Dia emerges with Grak's head which she then proceeds to chuck over the wall into the Nobles'
Quarter as a warning to the powers in the city not to mess with the Dwarves. Those gang members who remained alive after the
encounter she takes as prisoners back to Mountain Hall.
The next day the party return to the sewers and spot a kobold in the distance. Using Kan Ze's uncanny ability to
track on stone surfaces they discover the creature has gone through a secret door in the wall. The party
fetch Fingers to help them and he advises that the door is magic and the letter 'k' which is scratched into
the wall nearby is likely a memory jogger for a password to open it. Fingers uses his hiding skills to
stakeout the door and duly discovers the password. When the party use it they see stairs heading downwards.
At the bottom lies a maze with low ceilings. Using Kan Ze's tracking skills the party navigate the maze but
are ambushed frequently by the kobolds including having to hack their way out of a net that drops from the ceiling.
Eventually they meet a stronger group of kobolds backed by a magic-user who sadly escapes the conflict through
a stone door. The party have to use pickaxes to slowly hack through the door and find a large rubbish pit the
other side. It seems to the party that the original floor of the room has been slid away into the walls. They
eye the pit suspiciously wondering what kind of monster could lurk within it and how they will lure it out.
Eventually they decide to put some bait on a rope and get the bait to try to hammer pitons into the wall
in an attempt to create enough noise to wake it up if it was sleeping. The 'bait', Fingers, learns a useful
life lesson when he reflects that he only asked for 2gp for volunteering for the task. Tentacles emerge from
the rubbish and hurl him into the wall rendering him unconscious. After some debate the party do the right
thing and jump in the pit to try and rescue Fingers from mortal danger. After a desperate fight the party kill
the monster and, spent, they rest up for the night.
The party decide to press on, there being a similar stone door on the other side of the pit that they reckon they
could break down in time. Dwain, however, receives a magical message from the Dwarven ambassador warning the party that their
incursion has been spotted by some powerful people and that they should withdraw.