So, the group said goodbye to the growing Lollipop, and according to Belinda and Wode, this completes their side of the bargain. The dragraffes even managed to leave a small bag of coin somehow. Dragraffes are the magpies of the world and collect shiny things, but they also know how to share unlike dragons. And they seemed truly thankful for Lollipop's return. The characters get paid as they approach the tent city, and will decide later if they want to go back to Edge City with Binky, Belinda and Wode, or continue on.
The guards check in on the group coming in the deepening dusk, and admonish them to not cause any problems. The get to the Sarap Evi, where the dancing Anin is swirling about in veils and finger cymbals. Yet all the Runt sees is the power stone in her belly button. They partake of some craka beast steaks, but only drink water much to the dismay of the Dwarf wine steward, Thrinin Duri. The Runt, greed for a new power stone overcoming his normal fear of fights, hatches a plan to get that power stone. Getting Agaraic to toss him at the dancer as a distraction, Crut is to steal the gem in the confusion. Unfortunately, Agaric does not quite make the throw and the Runt ends of a few feet short and to the side. Crut, noticing the lithe ease in which Anin does a flip backwards to avoid the incoming Goblin, decides it may not be the best of choices to see about stealing something from her. Thrinin, meanwhile, has reached back to the battle axe on the wall, the head being almost as tall as the Run Gubbler, and rumbles out, "You may not want to be starting anything here. What be ye doing?" A quick mention of Goblin toss seems to mollify the stout Dwarf, who reminds them of the same thing the guards said - do not cause a ruckus here. There is an implied threat that is ill-defined.
Leaving not long after, the group decides to continue south to the ancient city of Tuvano, where treasures are hinted at, as well as liche kings and the living dead. But they will need horses to travel, so decide that the next day they will see what is available.
Early morning, they eat some craka bacon and more of the blue waters of the oasis before saying good bye to Wode and Belinda, who start their journey back north. At the small market, they do find a few nags for sale, for but 25 gold each, currently outside their price range (well, except no one asked Nova who has quite a bit, plus the additional 100 silvers, or 10 gold, she got as payment). The horse trader, seeing their plight, brings out a map his third cousin's 2nd child got from a caravan master a few weeks ago. A treasure map that looks like a group of adventurers as themselves could use. He is willing to part with it for 50/50. The Runt starts to bargain but is quickly outmatched by the horse trader, and they stay at the 50/50.
Heading west, our heroic group finds the well in the ravine. Seeing a trap, Crut, without warning, drops a rock and springs the trap. 3 arrows shoot out, everyone but the Runt managing to avoid the feathered shafts of death. Fortunately, his magically enhanced cloth armor absorbs the blow and he is unhurt. Getting down the stairs, searching for traps, Crut manages to overlook a deep, smooth shaft with cold water at the bottom. Falling down, his torch goes out, and he is gasping for air, not knowing how to swim. Jenforth tosses a rope that he manages to catch, and she and the Runt haul our soggy rogue out of the pit. He is at a -2 DX until he dries out - cloth armor can absorb a lot of water!
Heading north at the fork, they find the room with a chest, but also manage to see another shaft leading to what appears to be another level below this one. Ahead they see a chest and some skeletons piled up next to it. Before getting too far, two craka beasts flow out of the floor and attack! The battle is relatively swift, and even though the beasts get 2 attacks per round, they are soon getting hurt and disappear back into the ground to lick their wounds, and perhaps come back later.
The chest has a lock on it, but Crut manages to not properly cast the lock/knock spell and the rusty lock stays locked. The Runt decides to try whacking with his staff, and with a 17 rolled, manages to instead whack his shin as his staff rebounds from the lock. Getting angry he does a magical bolt to hit, and also rolls horribly, and whacks his other shin.
At this point we had managed about 2 1/2 hours of play, and decided this was a good stopping place.
As a side note, the craka beast is in the PDF from earlier. Below is the Google drawing / map and the map from the horse trader. That map is a black & white map - I bought some pre-colored paper that looks like old map backgrounds, and printing on them gives some nice results. I am thinking about putting up more maps, wanted posters, other kinds of handouts.
Not sure what I am going to do with the southern chamber, assuming they actually visit it. But something interesting :)