The party returns to Grommin. Corian dons a disguise as everyone enters the city. They head directly to Merriss, however, they learn from Imp that he is still away. The claw is placed on a table and disappears; replaced with 300gp. The manticore parts are preserved by Imp. Imp then hands them the following note from Merris:
Thank you kindly for your effort to retrieve the Dragon’s Claw. Imp will ensure your reward is delivered. Should you find yourself with some time, I have another favor to ask of you. I sent my assistant (the same one that lost the claw) to retrieve some arcane materials from the Chasm. However, he has contacted me via his Panic tunnel, saying that he is trapped by some creature. If you are agreeable, Imp will give you a map to the Panic tunnel and a map of the Panic tunnel itself. He has a few days supplies, but otherwise will need your help soon to survive. His rescue is worth 250 gp to me.
The map of the panic tunnel:
When the party arrives at the entrance to the tunnel, they discover Jhera, who was also heading toward the magical beacon. They agreed to explore together. At the Y, the party heads right. They discover a broken gate. Behind them (in the other direction at the Y), the party hears squeaking. They investigate and find a messy store room with a few giant rats. The rats did not notice them, so they returned to the gate. Although Jhera was interested in obtaining tinkering materials and Sprinkle was interested in mending the gate, the party decides that this might be too noisy, so they continue on. The first room is empty.
The second room contains a couple black bears. Sprinkle successfully tames a pair of the bears, but two more leap out from behind the rocks and attack the party. One is killed and the other runs off when injured. The party givens hugs to the remaining friendly (charmed) bears and then go through the gate to the north. They close the gate via the pressure plate on the other side and proceed.
The next room is akin to a jungle, and though there is standard life in the room, nothing threatens the party, so they move on.
The next room, in stark contrast to the room before it, is dry desert. Jhera examines the sand and discovers the dwarven rune for Earth at the entrance to the room. He crosses the mark, entering the room, and is immediately attacked by a smaller earth elemental which knocks him unconscious. The rest of the battle is extremely challenging for the party. They manage to only deal a single point of damage and cross the room to the other side. The elemental doesn’t follow them. They (short) rest in the empty room on the other side.
The next room contains an ogre. The ogre poses are large threat, but party perseveres and overcomes the challenge.
The next room, behind a double set of gates, Duhven is coaxed out the shadows. After some back and forth, the party enters the safe room and prepares for a long rest before trying to exit.