Gwyndinas Sewers
The extensive sewer and waterworks system beneath the Palisade city of Gwyndinas (its blueprints first noted at City Hall back in Session 14). A maze of branching pipe halls and knee-deep "sludge" channels, lit in places by glowing light-mushrooms, with crushed-through natural caverns and at least one hidden, rebuilt secret entrance. A big outflow gate vents a dark-green liquid through a filter cube into the ocean. As of Session 18 the system is infested with a fungal colony, and is the route to a mad scientist the party is hunting for Eldrich the Elder.
Session 18
- The party descended at night (in the rain) on Eldrich the Elder's errand — to find a mad scientist and buy his blood "experiment." Eldrich and two allied squires (Braille, Jallic) came along.
- Layout glimpsed past the big outflow gate (dark-green liquid draining through a filter cube to the sea): branching pipe halls, sludge water channels, glowing light-mushrooms, a crushed-through natural cave off the mapped route, and an unexplained draft from rebuilt brickwork implying a hidden/secret sewer entrance. The intended path: straight on, second right.
- Infested with ~65 fungal "mushroom men" — feral, INT-0 drones serving a greater fungal core, scouting to seed spore pods. The party massacred the swarm (see Session 18); two were shoved into the water and washed downstream into the city alive.
- The mad scientist was not reached this session — the party means to press deeper next time.
Session 19
- The plant/fungus quarter: a natural-cavern ecosystem sustained by a now-missing "Spirit of Nature." Home to a collector Thorn Giant, the dying wiggling tree Wiggleus, tiny hollow-wood "tree-puppy" stick-men (Roto and Tolo), and blue spore-breathing plants behind a false-wall secret exit.
- Hazards mapped: an abandoned subterranean tavern (an invisible lurker inside); a huge hairy bottom-feeder monster that kills only what it beckons close; oozes that emerge from the walls and split when fed; bound, living "failed changeling" monsters dumped in side corridors; and lethal pools of the glowing-green poisonous water (confirmed to be Dr. Provostinalkov's experimental runoff — Draak fell in and glowed).
- The pig-head mechanisms: at least three stone "pig head" gargoyle devices — Bop-It-like contraptions Silithane suspects are Varian dead-drops; mechanical (two light-gems, not magic), predating the doctor, some already switched on. Silithane activated one.
- Dr. Provostinalkov's laboratory: hidden behind a children's color-matching puzzle-door and a corridor of deadly green laser-beams, powered by electricity humming through the sewer walls.
- The changeling's lair: a twin-room hideout behind a trapped metal door — a cache room (bound failed-changelings, disguise-clothes, platinum, forged papers) and a forgery safehouse — with a ladder up to a surface house basement somewhere in Gwyndinas.
Session 20
- The party climbed the lair ladder into the surface house's basement and ambushed the changeling there — the deepest point of the sewer expedition.
- The pig-head mechanisms were puzzled over once more but still went unexplained. After interrogating the changeling, the party turned its sights out of the sewers entirely, toward the Veilwood.