Cmmdt. Bonaduce stops by and asks us to investigate the disappearance of a dancer from the Night Theatre. She had not been seen for a week, and people were beginning to worry. The following morning, we head out to the Theatre, accompanied by our newest addition, a warrior from the Tortoise tribe named Bloodsword. Upon reaching the theatre, Orsk, the head of security, informs us that the dancer has returned, unharmed. Orsk directs us to her location, where we find her happily rehearsing. Once she finishes, we question her about her whereabouts for the last week. She claims that with all of the recent problems the city has been experiencing, she felt it safer for her to stay at home, so she had taken the week off. A magical scan of her surface thoughts picks up nothing. She also tells us that she feels like someone has been watching her when she walks home. The feeling becomes especially intense as she passes an abandoned mannequin factory across from her house. We decide to investigate by following her home after rehearsal that evening.
The walk back to her house is uneventful. However, once we reach her home, we do notice that someone is watching us from a window in the abandoned mannequin factory across the street. An examination of the factory reveals that the front door, while locked, has been used recently. We pick the lock and peer into the factory. A cursory glance reveals nothing but aged mannequin parts. We step into the building for a more thorough inspection. However, before we could begin a search, we are immediately set upon by a disheveled man. We attempt to forestall combat by attempting to parlay with him, to no avail. Eventually, we are forced to defend ourselves, which ends in the man’s death. When we search his corpse, we find love poems written to the dancer. Apparently, he was just a run of the mill fan/stalker. We inform Bonaduce. Surveillance of the dancer’s house for the next day and evening is fruitless.
Upon returning home, we are informed that Athadian stopped by. He left us a bunch of poetry that referenced the dancer, and implied that she was still in danger. These poems are of a different quality from the ones we found in the factory, suggesting a different poet. They make reference to the local ship graveyard. So, we gear up and head out. The graveyard itself is littered with the rusting husks of not only ships, but all manner of metal conveyances. We notice creatures moving about, mainly centered around a broken prison cart and ship hull. As we approach the area of activity, we see a large metallic dwarf sitting on the broken ship’s hull. When Zarine approaches the dwarven automaton to converse with it, the ground beneath us erupts in a huge explosion, throwing some of us yards away, while burying others. During this chaos, three more automatons appear, and enter melee with us. In addition, three more attack us with thrown axes while a fourth throws spells at us. After a protracted battle, we destroy all of our attackers, except the spell-caster, a spider-type automaton which we see fleeing the area.
We follow the escaping automaton to a large metal coach made of three connected cars. As we approach the cars, we are hit with the stench of rotting flesh. Upon opening the door to the first car, we see that the horrible smell is coming from meat hanging from the ceiling on hooked chains. The meat seems to be moving and pulsing. When we enter the car, the chains animate and attack. We exit and attempt to enter from the car on the opposite side. It too is filled with chains. However, these chains contain human parts, including the head of the dancer! The head looks to have been there for several days, suggesting that the “dancer” we had been talking with was not who she appeared to be. Tobin uses clairvoyance to look into the center car, and sees the spider automaton as well as some other being hiding in the back corner. When we try to enter the car, the chains animate as they did in the other car. We decided to unhook the outer car to gain direct access to the center car.
When we open the door to the center car, Zarine is struck with a sudden sense of dread, and flees. However, we see no one inside, only hooked chains hanging from the ceiling. Granan casts invisibility purge, which reveals the spider automaton, and a beautiful woman with hooks in her skin, staring back at us with pupilless eyes. Zarine returns, and uses her flute to control the automaton. At that point, the chains animate, extend, and attack us. Bloodsword and Ironforge rush in to attack the creature, eventually dispatching it.
From what we find, we surmise that this creature has been replacing the citizens of Sentinel with lifelike automatons. That may be why Tobin’s detect thoughts spell detected nothing from the dancer. At this point, we have no idea who has been replaced, why they have been replaced nor who was ultimately behind this nefarious plot.
+2 keen double scimitar
+2 leather armor
+4 bracers of armor
+1 vicious heavy mace
Wand of fear (1 charge)
Wand of scorching ray (18 charges)
Wand of shield of faith
Bag of holding with dwarven automaton heads
Automaton spider legs which can be attached to any automaton.