Players: Séamus, Feir Tag: #play_report Date of Game: 08-28-2025 Session: 3rd, going deeper into the dungeon
Dramatis Personae
- Kyriil Dronko, played by yours truly
- Hylock, played by Feir
- Narrated by Séamus
The Story
The service elevator descends a floor and reveals a locked door to the west and an unlocked door to the east at the foot of the elevator shaft. Some quick handywork from Hylock, the 27th century's greatest cybersecurity expert, turns that locked door into an unlocked one. We travel through to discover an industrial storage room, mostly empty save for the musty industry air that lingers. Hylock rummages through the room and discovers 6 plasteel sheets! We keep two and throw the rest onto the service elevator. A single corridor to the south is the only exit.
Stepping over the threshold of the corridor opens up into a large observation room which wraps around a circular room. There's a big plant lady-thing holding a glowing translucent orb. A large blind monitor lizard, stark white, guards his queen. Oh boy. Across the observation room is a locked door.
After some deliberation and some gentle taps on the reinforced glass separating this room from the lizard cuck room (I have taken the authorial liberty of calling it the lizard cuck) we pop a hush grenade to mask the noise of Hylock's shotgun, blowing open the door to reveal a cramped dressing room. A large hole is the only thing of interest in the room, which leads into the impossibly dark recesses of Haven'tmappedityet. Hylock drops a sheet of plasteel down the hole, which is silent due to both members of the party still being within range of the hush grenade. Whoops.
After some more investigating, we decide to double back to the service elevator room and pursue the other door. This leads into the ruins of a room destroyed by large root growths that lead, as you probably imagined, into the room with the lizard cuck and his queen. After some evaluation of the lizard and its tendencies, we decide it better to tackle the fight on a day when more people are present, and so double back to the 2nd floor to scope out a previously unexplored room.
This room is at the end of a corridor, inscribed with a simple message: "Don't Go In Here". There is a distinct smell of rot behind the door which, after opening it with the sharp end of a glaive, we discover is due to a Grek nest. We're willing to break and enter but destruction of wildlife habitat is a bridge too far, so we devise to head back to town and regroup before we fight the Devourer.