10 Jan 2016 Session Narrative
Continuing inside the barracks of the military outpost, with the steam not as bad, The Party investigates the first floor which consists of a long hallway with three doors on either side and one door at the end.
Each of the doors on the side walls opened into what looked like offices, some doors were able to open easily, others were sealed shut due to the steam and had to be forced open. After getting inside the rooms, The Party was able to gather some information on the area and some gold, but not much else.
The door at the end of the hallway was a double set of doors that opened into a large office with a staircase in the far-left corner and what looks like a safe on the right wall.
Searching the desk and the area round it, Maxon was able to find what looks like a journal or a logbook. In it, most of the pages were ruined due to the steam, but the last two pages were readable.
On the wall, there was a large map of the island. After Bilarro and Islay committed the map to memory, Sprocket removed the map and put it in The Party’s bag-o-holding.
Meanwhile, Bilarro was able to gain access to the safe.
As the door opens, lights inside the safe came on. Upon inspection, there seems to be a mechanical system that removed what looks like shroud over brightly glowing stones. Seeing an opportunity to have a light source that doesn’t use a flame, each member of The Party grabbed one of the stones.
Continuing upstairs, The Party came upon a group of lizard/bird creatures without, apparently, sensory organs who appear to be fighting one another and stopped when they “saw” us. And in the middle, stands a big one of these creatures.
After a small fight, we investigated the hallway.
The hallway was laid out in the same manner as the one downstairs, except there were only two doors on either side of the hallway and one double set at the far end.
After investigating each of the rooms on the sides of the hallway, each was filled with leathery-looking eggs…inferring the little creatures and the big one were hatched from them.
Reaching the end of the hallway, it seems all of the cots and other furniture was stacked up like a barricade against the doors…like to keep whatever on the other side of the door from coming through.
After moving the furniture out of the way, we opened the doors and immediately the steam began to clear. Once inside, it looks like another large office.
With nothing worth keeping that hasn’t been ruined by the steam, The Party decides to make our way to where the loot was taken to per the logbook…the prison.
As The Party head out to the prison, we try to take the safest way, by going out to the perimeter of where the dome and the ground meet.
That was a mistake. The Party was attacked by those lizard/bird things again. And this time doing significant damage.
We retreated back to the safe in the barracks to rest.
Before entering the safe, Maxon sends a message arrow to the crew of The Gambit to raise the rope to prevent anyone else from using it.
After a night of resting, and believing there is no one outside the safe, we open the door.
Once open, we decided to make a direct run to the prison.
About half way there, we come upon a forest of very large mushrooms. Once we walked closer, one of the mushrooms began to scream very loudly and at the same time, The Party was notified there is the characteristic sound of those lizard/bird creatures approaching us from behind.