It’s been a busy week, so I’ve been neglecting the Belfry, but I wanted to pop in and leave a game update.
When last we left our intrepid adventurers, they were lost on the 2nd level of Stonehell, somewhere in the Reptile House. They managed to rest up and regain spells, then deliberated on what to do next.
They decided to try and make their way back up the slide, determining that it would be safer to brave the climb than the unknown dangers, and hoping that the zombies were not still waiting above the pit. So they sent the thief on up, armed with determination and a lot of rope.
As luck would have it the zombies had indeed returned to their crypt, but while hauling people up they did have an encounter. A kobold work crew, moving as silently as possible, came in to check on the pit. The party has learned enough about how Stonehell works to understand the kobold’s role, did nothing threatening. Looking at the tools the kobolds were carrying, they realized that the work crew was there to reset the pit trap. But because the party did nothing hostile they were happy to wait while the adventures pulled the rest of their friends up. The cleric of Set, who speaks kobold, was even able to share a (quiet) laugh at their predicament. They asked for the shortest directions to reach Kobold Corners, and the work crew obliged, giving them instructions that would bring them to the back door.
The kobolds neglected to mention the locked gate. Not for any nefarious reasons, mind you. It just didn’t occur to them to mention it. The party thanked them and moved off down the quiet corridors, leaving the kobolds to their work.
Their next surprise came when zombies in hidden crypts began breaking through the walls on either side of them. The team made a run for it, looking over their shoulders long enough to see a dozen or more zombies stumbling into the corridor. What followed was a wonderful chase through darkened halls; doors were barricaded and beaten down, wrong turns were taken, pitfalls were overcome, and they had an encounter with a mysterious madman who they believe to be a necromancer.
The finale of the chase had part of the party throwing all their weight against an unlockable door with the entire horde pushing on it, while the thief and elf frantically worked on the locked gate. They popped the lock, jumped through the gate, and slammed it just as the zombie horde burst through.
It was glorious.
After that they had an audience with the head kobold, Trustee Sniv, and made a generous contribution to his coffers to compensate for the disturbance. After that Elf the elf made his booze delivery to the bar, followed by a few drinks, and then they retired to the inn to get some rest. Several of the characters were seriously injured and the chance of sanctuary was very welcome.
The party has several choices to make in the next game. The thief, blinded by the Wheel of Fortune in their previous delve, now wears an enchanted scarf over her eyes that gives her sight. It was given to her by a masked sorceress known as The Veiled Lady, who has tasked her to find a lost magician’s laboratory, hidden somewhere near Kobold Corners. It seems likely that they will begin their search for it in the next session, but I’ve learned not to take anything for granted with my party.