Deciding after all that plundering that the bloodlust was not quite slaked, the party presses onwards. Seeking and finding more doors, the party opens the first to reveal a ‘mad scientist’ laboratory, now partially destroyed and decrepit. Items of interest? A couple of portions. Threat level? Yawn.
The next door reveals a converted chapel, now some sort of op-center for (it is assumed) the Emerald Cobra (mayherestinpieces). Strategy, organizational charts, names, etc all neatly chalked up. Items of interest? Nada. Threat level? Yawn. Biggest threat so far is death by boredom.
The final door in the series is barred from the party’s side. Once unbarred, it opens onto a large room filled with stagnant water and a submerged and glowing star-shape...
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