Whack a Mole (GB006)

4th Eleasis, 1492 - Beneath Waterdeep
STRANGE TIMES make for strange bedfellows, but there are few bedfellows stranger than the Good Boys, only 50% of whom can be considered boys and for whom the epithet "good" takes on a strange and complex new meaning.

Through poison, acid, green dye, zombies, disembodied feet and ninja squid they have relentlessly tracked the missing Sergeant Teeshe of the Watch, and her no longer missing but hopefully deader colleague Constable Boot through the labyrinthine corridors beneath Waterdeep.

With a gaggle of interns in tow, a rescued baby Brass Dragon in their (in one case protested) care and a surprise new team member in the form of Wistie the Halfling, the party ponder their next move as the tension of Dragon-racism begins to dissipate...

The party venture deeper into the undercity until they arrive at a crumbling chamber containing a rune-covered altar, a giant mechanical hammer, a dead dwarf and a Watch Sergeant - Teeshe.

Teeshe is strangely vacant, and attacks Sack mindlessly. The mechanical hammer joins in the fight and a Benny-Hill style combat ensues, with Sack dying 3 times and being revived before Steve and Gorkoh (eyes rolling) disable the hammer and Teeshe regains use of her faculties.

The group discover a strange self-repairing mechanism (the Orrery of the Wanderer) shaped like a six-sided die, but missing six components clearly meant to be socketed on each face.

The group evacuate with Teeshe (less Wistie, who had a nap in the pit), and encounter Captain Truff outside the pit. Dabshabah is screaming in pain, and it is explained that the Waterdeep Dragon Wards are causing it.

During the drama, the group is attacked by 4 opportunistic bandits. Truff, Teeshe, Friend, Steve and Gorkoh repel the attack while Sack grabs Moloch and Dabshabah and dashes out the southeast gate.