Balinor/Morty/Tarplin Adventure #2: The Money Pit

Great. Well, we still wanted to know what was past the first five feet. So Morty picked up another rat and hurled it to the far wall. Unluckily, its neck snapped and it died on hitting the rock. Morty picked up yet another rat and threw it after the first corpse, but this was landed just slightly dazed. Then it spun around wildly, and… AAAAAHHH! It came zooming back past the party. Morty made a grab for it but missed and it escaped into the tunnel.

Party Roster:
Balinor, 9th level Northerner fighter, 86 hp, played by Joel
Morty, 7th/6th human fighter/thief (bard), 74 hp, played by Jay
Robynne, 5th level woodsman, 38 hp, played by Rhonda (Darleen this time)
Bodkin, 4th level dwarven fighter, 36 hp, played by Katherine
Tarplin, 8th/5th half-elf druid/mage, 30 hp, played by Alan
Leo, 3rd level human Nevronian cleric, 19 hp, played by David
Morhion, 2nd level Northerner Nevronian cleric, 18 hp, henchman of Balinor
(Events of 9/5/04 in Charlotte; Game world April-May 2192)
When we last left our not particularly beleaguered but intrigued party, the Band (named as such because of Tarplin’s flute skill, Morty’s lyre, Bodkin’s singing and Balinor’s penchant for blunt percussion instruments) had been investigating the King of the World phenomenon.
For the last 250 years, and at an accelerated pace for the last 200 or so, various beings have been coming out of the Rog area claiming to be King of the World, or members of the Army of Valor, or other similar grand delusions. They seemed violent and malevolent, killing anyone who seemed in their way. Some of these creatures were generally non-violent types, while others were naturally vicious. They ranged in height from kobolds to hill giants, and included some rather rare creatures like crab people and a lammasu servant of Kor, god of the Sun.
We had spent a decent amount of money on this already, and it got much worse, but interestingly, just about nothing we did was a waste of it, as it turned out.
Recalling the correlations we had learned earlier (reservoir level is lowest during the late spring/early summer months; the less rainfall the more and bigger creatures were affected, over a longer period of time), we set out to eliminate the most obvious source of the problem, the reservoir. Via a half-dozen Waterbreathing spells and Detect Magic spells, we were able to search the entire bottom of the reservoir over about a day and a half. We found two magical things at the bottom: one, a large stick driven into the ground, we knew about; Constable Stovens had told us that the stick was a druidic gift to warn if the water was compromised. The second was half a dozen holy symbols: four Nevronian, one Auroran, and one Felcon (the god of travelers). There were no corpses, just holy symbols. Suspecting this fell into one of those areas we shouldn’t be trying to fix, we simply handed the holy symbols over to the Constable and let him deal with it. In short, we found nothing weird down there at all. It seemed the reservoir was to some extent, at least, a red herring.

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