After opening the doors to the central courtyard, Malchor sleeps the wolves and the party swiftly slays them. They search about and rummage through the detritus of the rooms, garnering whatever swag they can spy. The carrier pigeons are loosed and the group settles down to wait.
The days pass without incident and owner of the house arrives. Upon being told of the unopenable door, he sends for a mage. the mage arrives – blows the door off the hinges – and leaves. The group searches and finds a bricked-over trapdoor.
The door is opened and a ladder is revealed. The ladder leads to a hatch, which it opened and the group descends into a room.
As soon as they are within, the hatch vanishes and they find themselves trapped! A lonely old man walks out of the darkness and offers to lead the party to safety. Kormier suspects a doppelganger, but agrees to meet with the old timer in the room just vacated. His suspicions prove correct and he nearly dies for not listening to his inner voice. The party sets about exploring the area, finding and slaying two crazed magicians and almost having a gelatinous cube eat Thunderbear. They explore and explore and explore some more before calling it a night. They arise and explore – finding berserkers, piercers and trapped chests – along with strange subhumans that try to eat them. They finally find a corpse with a key – and the key is used in an ornate door.
From there it is a quick hop through the glowing curio cabinet to a room full of coffins. They exit the room to prove they can – then rest once more. Now out of food, they face the coffins – with the hopes of finding an exit…or lunch. But not a lich.
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