After releasing the laughing green head from the mirror and smiting the evil knight, the group continues investigating. They uncover a trapped firepit. While the rest of the group continues on looking for traps, the elf enters the room to look for secret doors. Meanwhile, the Lad is across the hallway looking after a large ruby found on a pi;e of bones. The cleric, mage and paladin press on and seem to find some sort of amphitheater.
Goldpiece exits just in time to see the door to the room closing behind the Lad. As he goes to open the door he has a taboo thought…what if this is a mimic?
Well, if this were a mimic it would explain why the elf is being masticated by the door. A brief but pitched battle ensues and the creature is slain...
Category The Tormentors
The quick trip to the ghostly dining hall leaves several party members poisoned and the wizard frolicking on the wall like a drunken spider. A few instances of poison neutralization leaves the group in a weakened but not-dead-yet state.
They emerge from hiding after a few days and spend some time casting hallow on the evil chapel of the abbot – found a few days before. After that is done, they resume their haphazard wanderings, finding untrapped doors and opening them.
They find a room adorned with a red tapestry depicting skulls teardrops and pentagrams. They find a room with a potted apple tree bearing a plaque inscribed with an epitaph for Sindara (written in high elvish).
A knight is found, praying before a wooden cross – which bursts into flame as the undead knight attacks...
Read MorePost-rope trick party begins investigating anew. They find things. Mostly strange things. They find a room full of instruments and a duo of ‘ghostly’ figures provides them with song, though the instruments are old and likely incapable of music as such. They also encounter a dining room where plates of food appear before those who sit at the tables. Ghostly companions fill the dining hall with sounds of merriment and conversation. The kitchen seems to be run by a golden rat as far as they can tell. They find two large lizards that seem intent upon eating them until they are slain. Chanting is head and an ice-wall is erected. A giant snake is found and slain. A pipe-smoking skeleton clad in a crushed velvet jacket and a par of BDSM lovers are also encountered...
Read MoreThe party ventures out of the courtyard and under the sprawling roof. There they cast a trap detection spell and go on a whirlwind tour of the hallways, trying to identify if any doors are trapped. They are surprised to find that they are being trailed by a band of bugbears, but once contact is made, the fight is over within seconds. A secret door is investigated and then abandoned by virtue of no one being able to figure out how to open it.
The next door investigated starts a pulsing beat to echo through the halls. Sounds like a rave is taking place as soon as the floor is stepped upon. Well – everyone knows that there are visitors now, if the destruction of the titan statue didn’t already alarm everyone.
A few more doors and a few more rooms...
Journeying through the Impiltur valley, the party heads towards the mining camps located in the western reaches. As they journey, they hear strange tales of ghoul fever and lycanthropy, of madness and mayhem – all apparently spurred by the appearance of the Black Monastery. The local lore is that it was destroyed long ago in the onset of the Demonwars, but since then it has reappeared for varying lengths of time. Each time it returns, there is chaos in the region and adventurers appear from far and near to try and gain access. Most are never seen again, but some escape with wealth aplenty.
The group climbs into the hills and deploys the wizard for some aerial recon. The layout of the place is Gormenghastly – a tangle of roofs and turrets, a large open courtyard and narrow tall windows...
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