The party stand outside the first puzzle room, which bears a question asking what is the name of the wife? The only name they have is on the broken urn they found back in the chapel near the inn, which they brought with them. It reads “AnnabelMarie” and, crossing their fingers, Iral goes into the room and slots his dagger into the alphabet on the wall, letter-by-letter: and success! An electric hum and the north door swings open. A short corridor leads to another room, with another stone door and a cage of iron built inside. This room bears the question “What is my true full name?” For a moment they are stuck, remembering only the second name of the tomb-builder. Inspiration strikes Alvis, and he recalls the name was written on the false tomb down the other side of the dungeon. Gideon and Oscar, torch in hand, head off to check it out and return with the answer. Iral again uses his dagger to spell out the name, and the next door opens. Another corridor leads to the next puzzle, this one having numbers arranged on the wall, from 0 to 99.
This one asks the question “How many guest rooms are in the inn?” and this sends the party into a deep discussion as they rack their brains, and sketch out the floor plan of the inn from memory. They are uncertain, and Gideon volunteers to test their theory, while the others are spread out down the corridor. He tries “8”, but is incorrect and lightning plays around the cage, singeing the poor fighter. Alvis quickly heals him, but he is out of spell power now. They discuss some more, and Gideon tries again: but as he guesses “15”, more lightning flickers out and Gideon falls to the floor, stunned and injured. He is dragged out, and they convince Oscar to have a go. This time he guesses “16” and… success! The door opens.
At this point the last oil in the lantern is used up, and the lantern goes out. They light a torch and carry on down another short corridor, to yet another door. The party reckon that if this follows the same layout as the other puzzles, then a tomb should be behind here: they check for traps, locks, and secret doors and find nothing. But beyond the door is another puzzle room, this time asking the question: “How many idols of St McIver are there?”
More discussion follows, but Iral has been paying attention and comes up with 12. He enters, tries it, and the last door opens.
A large chamber, with bloodied floor, three goblin corpses and a sarcophagus with a broken lid; golden curtain rods circle the room and three passages lead off into darkness. Cautiously they enter.
Iral searches the coffin and finds a false bottom: below it is a skeleton, clasping a bone scroll case and wearing worthless lead jewellery. He hauls it all out, and as they do a grinding of stone is heard somewhere north. Geoff and Oscar go and stand guard by the north tunnel, while the rest watch as Iral climbs into the coffin and carries on searching: inside he find another false bottom and carefully removes it, to reveal a hidden compartment full of treasure! A wand, staff, nice sword, potion bottle, a couple of scroll cases and a crystal statue. He pulls them out, distributes them amongst the party, and climbs back out. There is also a plaque at the bottom that simply reads “Congratulations!”. Then they check the first scroll case and find a note that says that all the treasure was given to charity, which they realise was a lie.
The first torch gives out, and their second is lit. They pull down the curtain rods and stack them up for later. Then they explore the tunnels, finding a maze with several mirrors placed to give the illusion that the passages are longer than they appear. They then check behind the north mirror and find a passage, which leads them up and out, into late afternoon spring sunlight about a mile from the inn.
They’ve made it. And they brought the rods with them, dragging them behind. After a welcome sleep, they return to Jainesville in the morning, laden and slow moving with all their loot.
With their loot, the PCs have enough XP to easily reach level 2, and their mercenaries all become 1st level fighters and official henchmen (1/2 share each). They spend the next month fixing up and furnishing their keep, hiring a maid, building a stable and buying armour, new shields, weapons and horses. As summer dawns, they look south and decide that the old wizard’s tower would be a good place to visit next.
End of Session
Next Session: Tower of the Stargazer!
Total Kills:* 1 monster, 34 bandits, 1 dead man, 9 mosquito-bats, 1 giant spider, 5 ghouls, 1 troll, defeated a party of three adventurers (but let them go free), 1 gelatinous cube;
PC deaths: 1 (and 1 lost an arm);
NPC deaths: 1 (Bran)
Shields Splintered: *10;
*Total XP: 14,805.