The group learns that Adrian has mislead them. 25 people have disappeared in the last two months. Adrian has the group help him confront the Terseon_Skellerang, the captain of the guard. As Adrian is overly excited and unlikely to interact well with Terseon, Tarik magically charms Adrian and speaks on Adrian's behalf. Terseon is happy to help a group of adventurers look into the disappearances. Terseon provides what information he can. Adrian pays the group and expects the group to leave town. He is happily surprised that the group is interesting in helping to investigate.
16th of Ready'reat
The group formally incorporates as Tarik's_Company and begins investigation. The previous night four children were kidnapped from an orphanage. The group investigates, noting that the orphanage uses locks by Keygan_Ghelve, a local locksmith. Given that none of the kidnappings showed signs of forced entry or picked locks, the group suspects Ghelve may be involved.
The group decides to check Adrian_Whitebeard's locks to see if Adrian used Ghleve's locks. En route they find Adrian being attacked by two city guards wearing the face paint of the Last_Laugh gang. The group subdues Adrian's attackers. A woman in the same face paint escapes across the rooftops.
Taking the injured Adrian to the temple of St._Cuthbert, the group learns that Adrian stole the money he paid the group. The money came from the temple's coffers. The group returns the stolen money. The temple has decided to help with the disappearances. They have asked their holy relic for guidance. It provided a cryptic prophecy that seemed to further implicated Ghelve.
The group headed to Keygan_Ghelve's shop and confronted him. The group was attacked by a skulk. Ghelve revealed that his shop was built atop the abandoned gnomish enclave Jzadirune. Skulks and dark_creepers came out of the underground location several months ago. They kidnapped Ghleve's familiar, Starbrow, and forced him to craft a master key to all of his locks. The group sends Ghleve to the city guard. The group heads into the underground enclave.
The group explores Jzadirune. They encounter a number of skulks. The enclave is well secured with magically trapped doors. It appears that the skulks have tunneled from room to room to avoid the trapped doors. The group encounters an animate chest, the mimic One. The mimic is supposed to be guarding Starbrow, but is foolish and friendly. From One the group learns that someone named Kazmojen has been working with the skulks from a place called the Malachite_Fortress. This Fortress is somewhere below Jzadirune. They recently hired hobgoblins and several mimics to help. The group has been kidnapping people from Cauldron for some sort of slaving operation. The convinces One to let them have Starbrow. The group encounters more skulks as they explore Jzadirune. After a difficult fight with a choker below an old gnomish stage, the group retreats to the surface to recooperate.
17th of Ready'reat
The group continues to explore, facing more skulks. The group locates several keys that allow them to pass through the trapped doors.
The Tarik's_Company continues to explore Jzadirune. The group faces and defeats several more skulks, dark_creepers, and a pulverizer_automaton. The group encounters and slays the leader of the dark_ones, Yuathyb. They discover several more keys as they explore. After many battles, they retreat to the surface for the night.
18th of Ready'reat
19th of Ready'reat
While still exploring, the group encounters another raggamoffyn and annother pulverizer automaton. In an empty, hidden scroll library the group finds an illusion of an gnomish woman claiming to be Emirystul. She says that the scrolls were destroyed to limit the spread of The_Vanishing. She warns visitors to be careful. In a set of secret rooms, the group battles a dread_guard. Finally the party locates an elevator that leads further down. Capturing one of the hobgoblins guarding it, they learn that below is the Malachite_Fortress. Kazmojen hired the hobgoblins to follow him to the fortress. Once there, he struck a deal with the dark ones to capture people from Cauldron. The captives are sold as slaves to other Underdark races.
The group heads to the surface. They sell the things they have looted and purchase new equipment for the next part of their descent.
20th of Ready'reat
After further preperations, the group heads down through Jzadirune and into the Malachite_Fortress. The entrance is guarded by an earth elemental, a stone_spike. Aidan attempts to reason with it, but it is compelled to try and stop the group. After defeating it, an ogre bursts in and attacks. After dispatching it, the ogre's body shifts form into an otyugh.
A secret door leads to an old dwarven armory, still well stocked. Beyond the secret armory is a smithy. A group of hobgoblins and goblins watch several slaves work the smithy. The party slays the goblinoid captors and frees the slaves to return to the surface.
In a nearby kitchen the party slays two goblins to free another kidnapped Cauldron citizen, Gryffon. Gryffon has reached an agreement with his captors and is now their cook. He is being paid and has been promised his freedom. He is looking forward to heading deeper into the underdark. The party decides to leave him tied up in the secret passage for later extraction.
Finally, the party finds a large ceremonial chamber. Several hobgoblins, a howler, a durzagon, and the dwarf-troll Kazmojen are there with the four kidnapped children. After a tough fight the party slays the children's kidnappers.
As the company regroups and prepares to leave, a beholder appears behind them.
The beholder claims it is here to take one of the orphans, Terram_Kharatys, back to the orphanage. It ignores the company's attempts to negotiate. Instead, the beholder tosses a pouch of coins on the floor as a reward. The beholder then disintegrates Terram's shackled with a beam from it's eye, pulls Terrem toward itself with another eye beam, then disappears with Terram.
Wen the beholder disappears, the remaining hobgoblins in the complex rush in to attack the party, but are quickly slain.
The orphans direct the company to the prison cells. The cells are concealed behind an illusionary wall and guarded by two hammer_automatons. With some effort, the group destroys the automatons and frees the remaining prisoners.
With an injured prisoner, injuries of their own, and drained of magic, the party retreats to the surface. There they return the three orphans to Gretchen at the orphage. Gretchen reports that Terram was returned by a woman wearing a scarf and dark clothing.
Given the grief that Gryffon has given the party, they take him to his fiance Imelie. They report Gryffon's plan to head into the underdark, abandoning her. There the party and Gryffon learn that she is now betrothed to another man.
The party takes the adult prisoners to the main guardhouse, turning them over so that the guard can house them for the night and take their statements. One prisoner, Coryston was badly injured by hobgoblin torture and is unconcious. The party takes her to the Church_of_the_Righteous_Cudgel. She proves to be a member of the temple and is healed. When Jenya learns that the orphans have been rescued, she heals the party. The group arranges to meet with Jenya the next evening. Adrian is informed that his son has been rescued; he rushes into the night to see his son.
21st of Ready'reat
The group returns to the Malachite_Fortress to clear it of any remaining infestation. A number of barracks and private rooms are found, as is a small forge converted into a torture chamber. The group locates a treasure horde. The horde is protected by several traps and a powerful mimic disguised as a gong. The battle with the mimic is difficult, but the party slays it. Near the entrance the group finds a dwarven statue that has been draped with chains. The chains are an animated object and attacks the group. With some injures, the chains are destroyed. Beyond the statue is a bridge leading over a chasm to natural caverns. The caverns likely lead further into the Underdark. While finishing their sweep, Tarik's Company finds a room with two lemures lurking there. The demons are quickly dispatched. Having searched the fortress, the party returns to the surface.