|You are getting distracted.....very distracted|
A relevent point to be made now would be that Bugbear treasure sucks. Primarily coppers and silvers. Nowhere in line with the risk involved in killing these bastards. This was observed early by the GM and I heartily agree.
A rest break is arranged to heal up, and refresh spells and then we descend to level 2.
We still have 3 major choices down here. The dueregar zone, the hobgoblin cavern, and the mysterious floating skull that demands a magic item to pass it. We decide the hobgoblins are probably a good group to wipe out, as they've been reduced a bit, and are highly aggressive. On our way to the cavern we find that the fungus farms of the goblin tribe are heavily overgrown, and the fungi mutant dog corpse has spawned a strange, rapidly expanding patch of eyeball fungus (eyeballs on stalks.....creepy).
In the main tribe area Jenks spots an invisible deuregar sentry and manages to charm him as he slinks off to the South. He explains the groups presence away as a lost bet that requires him to swim in the Otaygh cesspool to the West, and to please not mention it......terribly embarrassing and so forth. We manage to extract some very useful information from the guard:
- The deuregar number: ' a few score'
- The floating skull marks the start of an undead area that is a type of laboratory for the liche. Apparently a necromancer prowls the area as well.
- Approximate2-3 dozen hobgoblins.
A yammering small hobgoblin child is playing on the other side of the door and is excited by the individuals on the other side. The guards nearby who throw open the door are slightly less impressed. The alarm is briefly sounded by a female before Jenks manages to warp wood the structure into uselessness. Interestingly the hobgoblin non combatants promptly start covering the fire with leather blankets and such.....apparently word of the pyrotechnics trick of Jenks has spread.
Once again Jane breaks out hypnotic pattern to our benefit. As the few who managed to resist start to break the hypnosis of the others we play a close game of trying to halt the chain reaction. We are lucky/successful and manage to clear out the room, although the non combatants have fled to the south.
Our 6 rescued human slaves inform us that there are some fungus farms to the south and what sounds like a bastion/treasure room. Even more interestingly there are stairs that descend deeper into the depths.