Session 10: Cold Iron
General Summary
The adventurers are relieved to discover that the band of misfits that robbed them are led by Diego Montez, who has something of a working relationship with Manzana . Their belongings are promply returned, as it is forbidden for members of The Triangle to steal from one another. Led through the streets toward a safe space to speak plainly, the group is introduced to Allister Saxon, the staff wizard of the local Triangle chapter, who identifies a number of magical items for them. While staying with Montez, they discuss recent happenings in the city-- namely the eerily empty Adventurer's Guildhouse and the elusive Grunbad Kazarak. Montez promises to find some answers if the party agrees to help locate a group of errant Triangle scouts sent to the iron mine north of Scabberdale, who have failed to check in. After spending the night with the Triangle, the adventurers make their way up the River Rhynn and begin to investigate the mine. As they descend, they discover Raevar's Journal, which illustrates a series of strange occurrances tied to the exploration of the mine's lower tunnels. Eventually, the group stumbles upon the entrance to a strange underground complex inhabited by peculiar automatons which attack them on sight. They fight their way through the labyrinth of intricate brass-inlayed stonework and discover a massive contraption in the center of the complex, linked by gears to a gargantuan shaft that appears to extend to the level below. By analyzing dozens of rooms, the decorative inlays appear to tell the story of a people enslaving another with the help of dragons, and the enslaved people rising against their masters led by a group of five grandiose figures. If the party's hunch is correct, and the labyrinth is symmetrical, only a handful of rooms remain unexplored; this leaves only an ominous shaft which appears to lead down to the inky black depths of the cavern below...