# [[013_20220731 Karsh's Inner Chaos]] ## Session Summary > [!tldr] [[013_20220731 Karsh's Inner Chaos]] > We found out from Boss Skrawng that the creature we had killed was indeed one of his secret elite pets, named Claw Claw. We healed up, then explored the room adjacent to the lighthouse that we hadn't explored before. It turned out to have a secret door that led to a library-like room with a secret staircase going down. > > Karsh barrelled headlong down the staircase, and found that it led to a hallway with many doors leading out of it, including one to the north that shone with green light. Karsh opened one up and it turned out to be some sort of forge-like area, with two creatures called moorlocks that seemed very adept at fashioning mechanical weapons out of spare parts they had. Some of what they used were vaguely reminiscent of what Bond uses. > > Zuhri and Ash tried to talk to them, but they didn't speak our language and didn't seem keen on stopping hostilities. Ash ended up killing one of them and letting the other one go as it ran past all of us and into another room. ^summary %% Video didn't upload for some reason. :( %% --- ## Recap ![[012_20220723 First the haunt and then the stinging#^summary]] --- ## Log "[[The Gauntlight]]" is the name of the lighthouse. It rises above the ruins of the old keep in the middle of a swamp that nobody goes to. We spot [[Boss Skrawng]], who hurriedly strikes a regal pose. [[Bite Bite]] is not the scorpion... [[Claw Claw]] is. Claw Claw is his most elite cavalry. We explore the room to the left of Claw Claw's room. [[The Gauntlight#Library with a Secret Staircase]] - Door is not stuck - Shelves with papers that have rotted. - Wooden desk and an alcove to the northeast. - Door to the north and no other exits. - There's a wall where the map says there's a staircase. There's a rotating shelf that functions as a handle and opens up to the stairs going down. - Desk has a secret drawer that is partially open. Has elixirs of various colors. 6 vials and 3 of them are empty even though they're stoppered. The 3 of them seem to have gotten holes. Bond identifies a Lesser Comprehension Elixir. Skram finds a Minor Elixir of Light and a Lesser Skeptic's Elixir. We heal up and then Karsh charges headlong into [[The Gauntlight#Interrogation Room|the secret room]]. It's dark. It's a 15 x 15 room that is empty except for 3 chairs in a line on the right side of the wall. There's a door that leads to the west. It feels colder here. We're several feet below. The middle chair pivots slightly outward. It wasn't closed properly - there is a door on the east wall. Karsh sits on it and falls through. [[The Gauntlight#The Underground Hallway]] has three brackets: north, middle, south. They are frames but not sure what was in them. Twisted metal. Pale green light shimmers around frame of the north door. 10 feet south of the room, 65 feet north. 3 doors to the south, 2 to west, 1 to east, door in the middle leading to the east. Karsh approaches east door ([[The Gauntlight#The Moorlock Forge]]). He hears the sound of metal clanging and wood splintering. He asks Skram to go into it but Skram takes too long and Karsh barges in. - Frayed coils of rope - Jagged metal - Trash in heaps along the walls of a room - Cold, unlit forge to the east - North: several heavy timbers barricade a door. - 2 creatures assembling a pair of broken ballistas. They are surprised but they ready their weapons. They have big eyes with white pupils. Their hair is unkempt. They have leather aprons. They look like Gollum. No shoes. White hair, pale skin, rotten dirty teeth. They speak in a language nobody knows. - 25 Skram - 23 Bond - 22 Me - 20 2 enemies - 9 Karsh - Round 1 - Skram - These creatures are [[Morlock]]s. These particular ones seem to be focused on engineering. They originate from humans long lost to the surface world. They speak in Undercommon. - Deals 4 damage. Their AC is 18. - Bond - Demoralizes - Shoots their hand cannon - Me - Z1: Protect Companion - Z1: Boost Eidolon + Extend Boost (lasts for 3 rounds) - A1: Move - Z1: Attack - Moorlocks - Fires something improvised. Looks like Bond's hand cannon. Misses Ash. - Other guy holds a metallic club and misses Ash again. Like a metal pipe. - Tries again. It's a 7 bludgeoning damage. - Karsh rages but misses. - Round 2 - Skram - Recall knowledge: They are tribal and follow a strong leader. They are resistant to poison. They work well when they're working together. This would be a tough fight for us because they're higher level. - Bond - Recognizes the moorlocks' weapons as guns. - Shoots a lot - Me - Z1: Protect - Z1: Move - A2: Ready Attack - Moorlocks - Still attack. Shoots Karsh. *Deadly* hit. 10 bludgeoning damage. - Second one tries to flank with Karsh and comes into Ash's range. Ash did a disarm. He now has a -2 to hit and if he is hit again, he will be disarmed fully. 13 bludgeoning damage on Karsh - Second one attacks Karsh but still hits. 13 damage again. - Karsh - Tries to attack and runs away - Skram - Attacks the damaged one, but they're still not dead. - Bond - Air repeating thingy. - Raconteur's Reload - Create a diversion - Round 3 - Me - Z1: Protect - A1: Disarms - A1: Move - A1: Punch: 10 bludgeoning damage, kills 1 moorlock - Moorlocks - uses 3 actions to run away. solifugid: Bite Bite scorpion: Claw Claw