The morning after returning the locket, the group returns to the ancient sewers and seeks out the “man” who gave them the mission. Explaining that the dead had been done, the group is mildly surprised by the grotesque creature who rises from the water and introduces himself as Lockerbie Brast, former captain of the ship the Liza Jane.
He explains that there are four “blue men” that have been dragging people down into these sewers for weeks. True to his word, he agreed to join the party as they seek them out.
Moving south, the group comes to an ascending stair, as they near the top, they hear excited voices in a language they don’t understand. Sneaking forward, the stairs open to a balcony that looks down on a large chamber with blue, glowing fungus growing in patches along the wall. In the center of room, a wide spiral stairwell descends into the darkness. A second flight of stairs descends along the western wall.
The creatures are short, approximately Fijit’s height with pale blue skin, wild white hair and large white eyes. They argue animatedly for a few seconds before seeming to come to some sort of agreement at which point they split up to three different doors leading off the chamber.
After a moment, the group shimmies over the railing and drops into the chamber below. Open landing in the room, the party is surprised to see Dorsavnil make a beeline for an area of the southern wall and begin poking around. As they approach, the half-elf opens a secret door in the wall. Beyond is a curving stairwell shrouded in tattered cobwebs and a thick layer of dust that extends into the darkness. A bulky cobweb shrouded shape looms in an alcove directly to the east.
Examining the shape, the discover a strange spider-like creature with a fanged maw and three eye-sockets. Fijit recognizes the creature as a Shriezyx – an ancient Thassilonian creature. Upon the identification, Roland relates a story he knows of from some 90 years prior, when swarms of these creatures clambered out of Irespan to menace Magnimar – an event that caused lord mayor to issue a ban on quarrying Irespan’s stone.
Following the stairwell, the passage ends in a door which opens into a room that shines with a golden light emanating from crystals embedded in the domed ceiling. The entire dome is painted in reds and golds depicting the glory days of ancient Thassilon and remain as pristine as if the pigments were just laid. An altar shaped like a seven-pointed star sits in the center ofthe room-a smaller seven-pointed shape has been carved into the center of this larger block of stone. Sitting in one of the star’s arms is a shard of black metal.
Of more pressing concern are two Shriezyx – this time quite alive – that hiss at the intrusion and begin firing webbing at the surprised party.
While pent up with ancient rage, the creatures are no match for the party’s assault as Fijit’s bombs and Dorsavnil’s great sword helping to make quick work of the beasts.
From the alter, the party claims the prize that were searching the depths of The Crow for – The Shard of Greed. Claiming the shard for himself[Roland immediately feels sickened upon taking possession of the shard.
As they descend the stairs, the group realizes that the less-than-stealthy attack methods of Roland and Fijit have drawn the attention of this floors denizens and two of the wild-eyed blue skinned humanoids are waiting as they enter the chamber – one with a human a man and the other with some sort of monstrosity that appears to be a lurching mash-up of rotting flesh, jagged bone, and coarse hair, that reeks of death and decay.
Responding to the party’s “intrusion”, the creatures attack immediately, firing poisoned crossbow bolts at the group.
Lockerbie, foaming at the mouth, charges one of the creatures and bites down on him as the rest of the group moves towards the flesh creature.
After a moment, the commotion brings the attention of another of the humanoids who comes rushing forth from a third door armed with a spear-like contraption who charges Roland, stabbing him and injecting him with some substance that the gunslinger seems to shake off.
As Lockerbie finishes off the humanoid with the human companion, the man appears confused by his situation and surroundings but quickly joins the battle on the side of the party once he gathers his senses.
Unfortunately, a fourth humanoid enters the fray from the stairwell leading down – a female whose tactics quickly resemble those of Fijit as she tosses an explosive concoction into the midst of the party which explodes with a cacophonous ‘boom’.
As the other foes are defeated, the latest entrant dances around the room, raining explosives onto various party members.
Despite causing significant destruction, the superior numbers of the group eventually have the creature on death’s door. Pulling a potion from her belt, she magically heals herself as she makes a break for the spiral stairs in the middle of the room, weaving her in and out of the party’s attacks.
When she reaches the stairs, she breaks into a full sprint down them. Reacting quickly – and knowing it may be their final chance to stop the humanoid from escaping – Dorsavnil leaps into action and chases after, arcing his mighty great sword through the air as does so and ultimately connecting with the shoulder blade of the fleeing creature, cleaving a mighty wound into her back that paints the wall red with blood as her lifeless body tumbles forth and comes to a rest several stairs below.
With little time to catch their breath, the party suddenly recognizes the man who had joined the frey – a sickly wretch of a man they had met just weeks earlier – Fenster the Blight.
Fenster informs them that he has no idea how he arrived here but that there are other captives. Searching the area, the party finds three surviving victims and rescues them. Looting the various chambers, they find a troubling amount of torture equipment, poisons and mind-altering narcotics… Whatever these creatures were up to, it couldn’t have been pleasant for the survivors, let alone those who didn’t survive.
But with survivors on hand, the group leads them out through the long tunnel that connects to Magnimar’s sewers, guiding them safely back to the Underbridge and back to their wretched lives.