Session 27 — The Six in Their Cells, the Thief of Life, and the Forge Lord Below

Session Recap

The party is whole again at last. From the hunters' camp above, Fenric, Thalia and Valmora sneak past the now-dormant Queen Grabbler — Thalia's Pass Without Trace, Valmora's armour stripped off, Fenric flying her across a gap — and dive into the flooded chasm (everyone still breathing water from Silithane's day-long spell) to rejoin Magra, Lash, Jex and Silithane one floor down, in the under-prison. Otto, excluded from the Water Breathing and caught by the Queen last session, is now mourned as dead — "some poor schmuck with lung cancer," by the trapped father's grim joke. With the reunion done, the group sets about its errand for the lizard-people: tell the jailer the escaped prisoner is found and too large to put back, and learn what they can about her.

What they find instead is the heart of the prison's mystery. Past a ruined throne-and-altars worship room (where Lash digs a perfect little key out of a scrap-tub) they reach the jail itself, where the crocodilian Grenkh guard six prisoners behind glowing magical cell-doors: the Mad One, the Ruined One, the Sad One, the Cursed One, the Blind One, and the Nice One — an elf-like woman who speaks freely and turns out to be a thief who, before the gods themselves died, stole the ability to live forever and has been imprisoned for it ever since (some four-hundred-thousand-plus years). She'll tell them everything about the Queen, she says — once they let her out. The party debates the ethics of releasing eldritch lifers half the night. Following the smith's key and the maker's marks it shares with the cells, they finally find the prison's keeper: Malifax, a skinless, immortal lich-smith who raided this place 400,000 years ago, drank the same elixir, and now forges in the dark — friend and ally rather than boss-fight, because the party brought a blacksmith and a key. He upgrades Lash's auricalcum hammer, gifts Thalia a pair of hand-hiding Handtiders, and agrees to dig a giant new cell and to lend the prisoner-moving tool that can put the Queen to sleep. The session ends as the party opens the door to the bug-infested pipe rooms to start clearing them — and a million bugs pour out.

Key Events

Combat & Encounters

NPCs & Factions

Locations

Loot, Items & Rewards

Decisions & Open Threads

Memorable Moments