|Komm the "Grandfather"|
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Rappan Athuk has been a place of evil for as long as it has existed. While it is presently the seat of Orcus’ power and home to many denizens of the Abyss, other evils flock to it like moths to a terrible lantern. Twenty-five miles south of the sunken mausoleum and then another ten mile’s trek inland to the edge of the Forest of Hope is a small, ordered community containing creatures that’d be happy to see Orcus and the goblin city of Greznek fall. In a natural cave, dozens of kobolds, hobgoblins and stranger things have worked together to form a ruthless and efficient society.
An exposed stone on a hillside is in fact a permanent image, designed to conceal its presence from roving monsters and other curious onlookers. Behind the illusion there is a serviceable path winding downward into a water-worn cave. This natural stone slowly changes into neat, serviceable carvings before finally flattening out and opening into a wide, artificial cavern. This is the entrance to Mitchrod, a handy Infernal word meaning “fortress” or “impale,” depending on its context. Within the fortress itself, Infernal is the preferred language and gold coins are accepted as currency. The town leader is a bearded devil named Komm who keeps things running smoothly. While rank-and-file monsters are generally well-behaved — or, at least, all grievances are settled in a controlled manner in the dueling ring — some divisiveness exists between the influential members of the society.
The entrance slopes down through neat but plain carved stone until it flattens out into a 20 ft. corridor that’s 10 ft. wide. At the end of the corridor, the area opens up into the Commons, a large circular room that once was part of the original cave. Constant traffic and careful sculpting smoothed it out and stained the limestone walls black. A gutter winds its way through the room, keeping the floor dry. The Commons has no furniture, but creatures congregate here where the air is fresh (for those who like that sort of thing). Anyone loitering is quickly moved on by one of the guards. Residents passing through move with disciplined purpose. The centerpiece of the Commons is the Tin Man, a squat iron golem-like creature that sits in the center of the room. It’s hard to tell what it once was (its dull iron plates and exposed gears bear no maker’s mark), but it now functions as Mitchrod’s first line of defense. It was unearthed when the cave was first cleared, and its origin is a mystery.
Making your way deeper inside the complex, you finally arrive at Korrigan’s Bar. This tavern could be the same as any found on the surface. A muscled human male with a scar running from his temple to his nostril stands behind the bar, polishing a glass with a rag. Three girls wait at long oak tables. A truly vicious-looking heavy flail rests on a rack behind the bar, deterring anyone from getting too unruly. The man is Korrigan, the owner of the bar.
Other places of interest you know of include the smithy, much like any found in a village. One of the striking differences is the blacksmith himself, an imp named Roam. There is also a Mushroom shop, Tivsaran’s Emporium of Wonders (the local store), The Church of Hectate, and Salish’s Surgery (the local infirmary)
You are all staying in the Dormitory for the moment. Rows of dorms separated by low walls give a semblance of privacy. A small desk in the northeast corner of the room is home to Watcher, an imp who is in charge of the dorms. Anyone wishing to stay in Mitchrod must ask Watcher for a room. The individual rooms are simple but efficient, and include one or more beds, a stone table, wooden stools and a few stone shelves and chests carved into the walls or bolted on. The doors to these rooms are not locked, and their walls don’t reach all the way to the ceiling. Watcher rents rooms for 2 sp per day to anyone who asks politely. Anyone who cannot afford that price (or wishing to settle in Mitchrod for the foreseeable future) must first find a job in Mitchrod, usually with the church or one of the shops.
As the taskmaster Komm is not known for his benevolence or his charity, you are waiting to hear what he wishes you to do in order to further advance the Infernal cause...
OK Feel free to RP among yourselves. I assume you are all at Korrigan's bar but you can be anywhere you like. Once we have done some ice-breaking, Komm will summon all of you to see him.