Our search for Raxxon led us to one of his higher-level flunkies, who was holed up in a nearby factory of some sort. We went around the back in the hopes of ambushing him, but he managed to give us the slip. We gave chase, but as soon as he was out of our sights, he was as good as gone. The building might as well have been built to be a hideout—a maze of branching corridors full of traps. It was also rather well protected, as we ran into armed guards, bugbears, alchemists (who, in fairness, were likely just workers we surprised), and several of their creations, including some sort of awful hybrid—an ugly combination of lion, scorpion, and dragon, easily ten feet long. With each encounter, my companions tussled while I attempted to continue chase, but I confess I was merely choosing what looked like the path of least resistance.
Eventually we found ourselves in some sort of storage room, with a host of paths in front of us. It was, by this point, late evening and the odds of us finding our quarry were slim to none, so we all agreed to give up and start fresh in the morning. We took the stairs up, which led us outside the building, near some sort of workers’ rest shack. We broke in, in hopes of finding some sort of useful information to at least partially salvage the mission. Instead we found a loaded pack belonging to our to-be informant. Norrund tossed the pack, finding several daggers, a sandwich, and a sizable sum of gold. Finnian ate the sandwich and searched the remainder of the room… and discovered whatshisname hiding in a closet.
Upon some very light interrogation, he gave up the location of Raxxon’s hideout—an underwater base outside the city. Access to and from the base is managed through the use of airtight tanks. A shepherd named Oak will be our contact for this. Dwarf-face also cautioned us to avoid Oak’s brother Dirk, for whatever that’s worth. In exchange for his cooperation, we gave him his gold and most of his daggers back. Finnian also owes him a sandwich.