The Horned Hold, Part I
Magnus likes to finish them off

(Uriondir was unusually quiet.)

The party, fully rested from their previous travails, share an ale or three with Rendil Halfmoon. Rendil offers some more information about the slavers and the Duergar. After breakfast, the party decides to split up to follow a few leads. Magnus and Aidan went to visit Gendar. The drow had suggested earlier that he had a job for our heroes, and offers information and a guide to the Horned Hold if the party will return to him some stolen property in the form of a skull scepter. Magnus and Aidan tentatively agree.

Meanwhile, Gideon and Omac use their skill at stealth to reconnoiter the Duergar trading post. Unfortunately, they see nothing unusual and report back to the others. The entire party then visits the trading post to glean what they can, which is not much. The Duergar are suspicious of surface-dwellers and, after a brief and fairly fruitless exchange, the party leaves. Aidan stops to buy a few throwing hammers from Dreskin the Provisioner, a wheedling little man who would sell his grandmother if he saw profit in it.

Provisioned and with few other leads, the party meats up with their guide at the entrance of the Road of Shadows. He is a hooded goblinoid who does not speak much. The path to the Horned Hold is not marked, but after a few hours the guide shows them a side tunnel that he says leads them to their destination. He then withdraws into the shadows.

The party carefully makes their way through the tunnel until it opens into a larger chamber, showing the Hold is several structures on both sides of a wide, deep chasm. The only way in is a single locked gate guarded by several Orcs, who spot our heroes and take a few potshots at them. Out of options, the party rushes the door. Crossbow bolts and spearheads come out, arrows from Gideon’s bow head in. Omac quickly picks the lock, however, and the party rushes in. It’s not really a fair fight and, except for one of Aidan’s newly-purchased hammers shattering on contact, the Orc berserkers never really had a chance.

Beyond the doors is obviously some sort of smithy or workshop. After exploring some of the other adjoining rooms and finding neither enemies or slaves, the party rushes in. They surprise the creatures within and kill the smith before he can even raise his hammer. His two orc workers are quickly dispatched but two duergar scouts are able to turn invisible and escape the party. In one of the adjoining rooms the party finds the skull scepter that Gundar wished retrieved.

Opting not to cross the bridge over the chasm to the other part of the hold, the party decides to pursue the escaped scouts. The corridor leads them to a large room where the duergar were waiting to attack. Battle ensued, and our heroes out-thought and out-fought their opponents.

After the battle they were able to free three thralls-Arum, Bessa, and Calder-who are from Fallcrest. They were very grateful to be freed but do not want to risk the labyrinth alone. Unfortunately, they are not the Riverdown captives, but Arum knows of some new slaves on the other side of the hold. So the party found a seldom-used storeroom to hole up. After they rest they intend to clear out the rest of the hold.

To the Chamber of Eyes
Big die for the big guy

(Magnus was very quiet. So was Uriondir, at first.)

The wandering undead were easily dispatched and did not dissuade our adventures from continuing. Very quickly they found the Narthex for the Chamber of Eyes. Hearing voices beyond the double doors, the party climbed up the wall to the balcony overlooking the room and snuck through the back door. In this way they were able to surprise a bugbear and four goblin guards. Moving quickly, they dispatched the bugbear quickly. Seeing their sergeant fall, and so quickly, the rest of the goblins bolted further into the abandoned temple, apparently to get help.

Expecting reinforcements any minute, the party rushed through a door across the hall. There they found a mysterious pool. After waiting for reinforcement that never came, our heroes delved further in, away from the directions the guards had run. In so doing, they surprised a group of hobgoblins, goblins, and humans drinking and gambling raucously. Again, the adventurers acted with deadly efficiency as they killed the hobgoblins and goblins. One of the human bandits was able to escape, but the other was captured.

Their prisoner was cooperative but didn’t know very much. He told them what he knew and the party reluctantly released him. But he did confirm that these guys were the slavers the party was looking for.

Heading back to the other part of the dungeon, the party entered what apparently used to be a shrine to some toad god, but was now being used as a holding pen for slaves. No slaves were in evidence now, but a dire wolf, two hobgoblin archers and a goblin guard were waiting for them. At its first opportunity the goblin ran out of the room, apparently to get reinforcements. This was borne out when Krand, the chief, entered the room a few minutes later through a secret door. He was followed soon after by a hobgoblin Warcaster who came through another door, then two duergar and the four guard from the initial encounter entered through the doors behind the party.

It was a long battle, but the party was never in much danger. Uriondir was trapped by two opponents for a time, until he remembered his Fey Step ability. Omac came dangerously close to death, but Aidan used healing magic and the monk immediately rejoined the fight.

After defeating the entire crew of Bloodreavers in the Chamber of Eyes, our heroes found a letter which was a contract to purchase the Riverdown slaves for 1,000 gold pieces. It is signed by Murkelmor Grimmerzhul, dated two days prior. With that, the party returned to the Seven-Pillared Hall to gather more information.

Into Thunderspire Labyrinth
Who's the new guy?

In Riverdown, a small village in the Harkenwold, five villagers relax after a long day of slaughtering animals and smoking meat in preparation for the long winter ahead. The sun has set, and a cold wind blows in from the north. The men’s conversation is interrupted by a commotion outside. There is the smell of smoke and a child’s scream, along with shouting and and the sound of something…inhuman.

Rushing outside, the men are confronted by a band hyena-like humanoids who communicate in bark/laugh yelps. They are burning homes and stealing villagers. Those that cannot be subdued are killed, brutally. Grabbing their butchering implements, the men attempt to mount a defense and protect their neighbors. They fight valiantly but, eventually, they are overwhelmed and taken or killed. The village of Riverdown is no more.

Some time later, Uriondir and Gideon are perusing the wares in Naerumar’s Imports. Orest Naerumar himself approaches Uriondir to ask a favor. A merchant by the name of Gendar in a place called the [[Seven-Pillared Hall]] has an item that Naerumar needs for a client. Unfortunately, Naerumar cannot travel to the Seven-Pillared Hall himself to complete the transaction with Gendar nor can he trust any of his employees with the task. Would Uriondir take care of this for Naerumar? It would need to be done discreetly and, of course, Naerumar would pay a small fee in appreciation. Uriondir tentatively agrees and goes to discuss with the rest of his companions.

Meanwhile, Magnus has returned and has met Aidan, who introduces himself and delivers the letter he has been carrying for Magnus. The letter from Sister Linora is full of portent: Slavers from the Bloodreaver clan have taken a dozen villagers from Riverdown, one of the villages of the Harkenwold. This is doubly troubling for Magnus, since he was living in a different village of the Harkenwold when it was similarly attacked, but he was away at the time.

It is at this point that Uriondir and Gideon return. After greeting Magnus, they explain the offer by Naerumar. Magnus tells them about the contents of the letter and introduces Omac, a monk from parts unknown. The story of why Omac is traveling with Magnus is a bit of a mystery.

Shortly after, a wounded human rushes through the front door. Grievously wounded, he proclaims that he is searching for the “Heroes of Winterhaven”. Magnus hurries to his aid. This is Haldir, the same tracker Sister Linora mentioned in her letter. He confirms the information in the letter. He was able to track the Bloodreavers to the entrance to Thunderspire, but they ambushed him and he barely escaped.

The next day the party sets out, with Haldir leading the way to the entrance to Thunderspire. Unwilling to go further, Haldir opts to stay with one of the local shepherds while our heroes enter the Labyrinth. There are many branching tunnels, but the path is clear. After a short time, they discover a group of hobgoblins threatening a halfling. The party intervenes and makes quick work of the hobgoblins. The halfling is Rendil Halfmoon, and he is quite grateful to be saved. He offers to take the adventurers to his family’s Inn. He also provides some information about the Bloodreavers.

Uriondir is able to complete the transaction with Gendar without incident. Additionally, Gendar suggests to Uriondir that he return tomorrow, as he might have “something” for a group of adventurers. The party also talks to Ulthand Deepgem, whose pet boar has gone missing, while the dwarves she was with were slaughtered.

In the morning, there is no sign of Gendar, so the party departs through the Dragon Door toward the Chamber of Eyes, where the Bloodreavers are known to keep their headquarters.

Along the way, our party meets up with a group of undead, who attack immediately. They are quickly dispatched, however.

But what awaits our heroes in the mysterious Chamber of Eyes?

The Wizard's Errand
Can anyone speak draconic?

It is now Fall. Magnus is still away on his mission and Gyani is still dead. Uriondir and Gideon wile away their time honoring their fallen comrade and regaling the locals with stories of their deeds. The crowds have been thinning lately, as the stories are starting to get stale.

Uriondir and Gideon are, as usual, hoisting ale in the taproom of the Nentir Inn when in walks a shiny, regal paladin. He makes a bee-line for the Heroes of Winterhaven and identifies himself as Aidan. It turns out that not only has Aidan been searching for them in general, but also has a message for Magnus. Before they can get deep into Aidan’s background, Tobolar Quickfoot, the halfling apprentice of Nimozaran the Green, High Septarch of Fallcrest and leader of the Wizards’ Guild approaches them. His master desires their presence for a “matter of great import”. The party reluctantly agrees and Tobolar leads them to the Septarch’s tower.

Nimozaran is old, wrinkled, and easily distracted. He is in the middle of some magical research or other, but eventually gets around to what he wants them for: to retrieve a book another wizard borrowed and hasn’t bothered to return. He offers to teach two rituals and 500 gold pieces on the return of his book. He also gives a scroll with the Linked Portal ritual which is connected to the teleportation circle in the top of the Septarch’s tower. He then teleports the party, including Aidan, to Rayaleos’ tower.

It’s in the middle of a swamp. The water has reached the ground floor of the tower, and a large piece of wall is missing about thirty feet up. Our heroes enter the tower. Just inside the doorway they are attacked by three visejaw crocodiles. Aidan and Uriondir are grabbed, but Uriondir is able to Fey Step away to the stairs. A pitched battle follows, but our heroes are able to prevail. Afterwards, they find the remains of what must be some prior messengers, along with some gold, potions of healing, and Bracers of Defense.

Heading upstairs, they find a dark room full of spider webs. With Aidan’s shield and an everburning torch, they’re able to defeat the darkness, but they are attacked by a bloodweb spider swarm. To make matters worse, there is a trap in this room that cause razor-sharp blades to swing down from the ceiling in a random pattern. The spiders prove hard to kill, and Aidan must use all of his healing powers to keep himself alive. Eventually the spiders are vanquished. Nimbly avoiding the scythe blades, the party recovers more treasure, including a Diadem of Acuity.

Moving up to the third floor, our heroes are confronted by…nothing. There is a large hole in the wall to the outside, and they discover a chest with a good amount of money in it, but that’s all.

After a few minutes they head of to the fourth level of the tower. There are no more stairs up, but there are bookshelves and a body slumped over a desk. The book he is slumped over is the same one they were sent to retrieve. The body remains dead—eliciting no small relief considering how many undead our heroes have been fighting. A ritual book with some more rituals is found among the rotting tomes.

Recalling Nimozaran’s admonition to make sure there was enough room for the Portal, they head down to the larger third level. No sooner do they get there than a young black dragon flies in through the opening. She screams something in draconic and attacks.

It is a rough fight, and the dragon’s Cloud of Darkness makes things difficult, but all in all the party had a rougher time with the spider swarm. With the dragon vanquished, the party takes some trophies (scales, horn, teeth) and uses the scroll to teleport back to Nimozaran’s tower. Grateful to have his book back, he pays the party and sends them on their way.

Now, what is this message that Aidan has for Magnus?

All's well that ends

Thorgrim has departed for parts unknown. While the rest of the party relaxes and recuperates in Fallcrest, Magnus is away on a religious mission.

As Gyani, Uriondir, and Gideon are spending another evening in the taproom of the Nentir Inn when in walks Nathan Faringray, Captain of the Fallcrest City Guard. “Are you the Heroes of Winterhaven?” he asks. He then explains that a nettlesome group of Gnolls have been attacking local merchants but he can’t spare any of the city guard to go take care of them.

The next morning the party sets out to find the gnolls. However, before they leave town a young child gives Gyani a message on paper.

It doesn’t take long to find the gnolls; the party simply follows the tracks leading away from a burning merchant wagon. After scouting the area, our heroes find a single opening in the side of a hill below the ruins of a tower. With confidence, the party enter the crypt.

Three claw fighters and an ultimately ineffectual sand trap provide little challenge if a bit nerve-wracking. The next room, though, is full of sarcophagi, gnolls, and hyenas. Our heroes are quickly overwhelmed, so they judiciously retreat to regroup.

After discussing their options, Uriondir and Gyani return to Fallcrest to hire some help. Gideon stays behind to keep an eye on the gnolls. After a couple days, Gyani and Uriondir return with Lily, a mysterious human fighter. They head back in and are able to prevail against the second room of gnolls. Judicious use of a stinking cloud spell really helped, of course.

The third room initially starts out well, with Gyani pummeling the Gnoll Demonic Scourge early and the melee types beating up on him quickly. However, before the party can turn their attention to the three archers who are turning Uriondir into a pincushion, a Grell rises from the pit in the middle of the room and begins to attack.

Lily is grabbed first by the Grell and dropped into the pit, apparently to her doom. A sleep spell from Uriondir is able to take out one of the archers. The Grell alternates grabbing Gyani and Gideon, but each keeps escaping before the Grell can do anything worse. It’s looking bad for the party when Lily climbs out of the well and takes on the archers.

But the Grell is very difficult to bring down, and it succeeds in grabbing Gyani and poisoning him with its bite. Now on the threshold of death, Gyani is dropped into the well. With the archers gone, the rest of the party can concentrate on this abomination from the deep. They are able to prevail, although Lily is nearly killed again.

They are too late.

Gyani is dead.

The Exciting Conclusion
Is this the end of Thorgrim?

Thorgrim still wasn’t quite himself.

After some indecision, the party stealthily enters a cathedral of evil. Streams of blood flow from the altar to a hole in the floor. Splug the goblin is tied to the altar as the next sacrifice.

They are able to surprise a pair of Berserkers then engage another set of undead and an underpriest(ess) of Orcus. The Vampire Spawn Fleshrippers are hard to bring down in spite of being minions, and the Dark Creeper causes plenty of trouble even while immobilized.

The heroes are able to prevail, however, without too much trouble. Oh, and Uriondir frees Splug, who is quite grateful.

Chanting is heard from below and is increasing in intensity. Chains, slick with blood, descend into darkness. This is the source of all the evil in the Keep.

Our heroes slide down the chains into a nightmare. They are standing in a pool of blood. A portal leads to the Shadowfell and a frighteningly thin membrane keeps back some unknown horror. Skeleton Sentinals and a Shallowgrave Wight are there to protect Kalarel, the Scion of Orcus who is attempting to open the portal. There is also a menacing statue of Orcus and a pit that the party never explores.

The Skeletons are fairly easy to bring down, but no sooner do they go down than they pop back up. Kalarel taunts the party mercilessly and, worse, the Thing in the Portal pulls people towards it to attack them.

Uriondir runs for his life, Splug chases him to help, Thorgrim goes after the Wight, and Gideon and Gyani get Kalarel flanked. Just when they think they have him cornered, Kalarel uses his amulet to teleport to the magic circle in front of the Portal.

Things are looking dicey for a while, but Thorgrim brings the Wight down, the Skeletons crumble, and the party concentrates on Kalarel while trying not to be pulled into the Portal. Kalarel is incredibly hard to bring down, but eventually he is defeated. “Orcus will avenge me!”

At his death, the disembodied chanting stops, the Thing in the Portal recedes, the dark opening turns to plain stone, and the room begins to crumble. Our heroes quickly search the room and bodies, then quick as they can climb back up the blood-slicked chains, with Gideon carrying an unconscious Thorgrim.

The party returns to Winterhaven and are greeted as heroes. Lord Padraig sponsors a feast, old women bake pies, and everyone wants to shake their hands. Ultimately, Winterhaven is too small for the big dreams of our heroes, so they say their goodbyes and head back to Fallcrest. It is at this point that Thorgrim takes his leave; his destiny lies elsewhere.

Gleaming the Cube
Statues, then more undead, then getting eaten

Magnus and Thorgrim again didn’t seem themselves.

After seeing Magnus and Thorgrim trapped behind the magical wall and the water rising, both Uriondir and Gideon Fey Stepped beyond the wall to help, leaving Gyani to deal with the dragon statues. Whether due to luck or his stature, the dragon statues’ breath kept missing the halfling, and he was able to disable one of the traps.

Meanwhile, the water has gotten above Thorgrim’s head and begun forming a whirlpool, buffeting those trapped inside. It doesn’t take long for the group to destroy the vases spewing the water, which frees them from the trap. After dealing with the final dragon statue, the party rests briefly before heading back toward a set of doors they had bypassed earlier.

A long, uninterrupted corridor ends with a pair of double doors boarded with a sign saying “Closed”. This is naught but an invitation to our heroes, who tear the sign down and enter. They find more corridors with rather clean floors. Further in, the room opens up and contains four more sarcophagi. Two are empty and, when the party turns to investigate a door on the other side of the room, the other two slam open disgorging two Corruption Corpses. Battle ensues and the undead are quickly dispatched, with Gyani being covered in necrotic filth.

Heading back up the corridor the party is surprised by a Gelatinous Cube! Thorgrim and Gideon are quickly engulfed. The mindless monster continues to attack and digest the party. Gyani even comes close to death! But, in the end, they prevail. But the party is wounded and weary, so they find a defensible room and hole up for the night.

The next day (or night; who can tell underground?) the party returns to the chamber of statues but the traps have not been reset. The eerie feelings the party has noticed the entire time they’ve been here are deeper than ever.

They open the next set of doors and are greeted by the stench of rotting flesh. That and a horde of zombies, a ghoul, and a homunculus. The zombies are dispatched easily, but the ghoul and the homunculus less so. In fact, the homunculus flees when almost all of the zombies are dispatched, presumably to warn its master. Rather than chase it, the party finishes off the undead, then searches for treasure, finding a Bag of Holding with some coins within.

Descent to the Second Level
Hobgoblins, hobgoblins...and a giant deadly statue?

Magnus seemed more himself.

Our heroes made their way out of the maze and found a secret door to an apparently empty chamber. It was not all it seemed however. An illusory wall hid four zombies intent on eating our heroes’ brains. Unfortunately (for them) our heroes were up for the challenge and dispatched them quickly. They then needed to solve a riddle posed by a magical plaque. They were able to get the answer in two tries.

After that, the party descended the stairs where they were confronted by hobgoblin guards that demanded a password. Sadly, our heroes were taken in by a letter found on Ninaran, Kalarel’s spy, and gave the wrong response to the challenge. The hobgoblins immediately attacked, knowing the party for intruders. They also released their pet, a Deathjump spider, which pinned Gyani to the ground. The battle went well, except one hobgoblin was able to escape and bring reinforcements.

The heroes were hard-pressed by this second force, but were able to prevail. Wounded and short of spells, they retreated up the stairs to the hidden armory and rested.

Refreshed, they once again descended the steps to the dungeon’s second level and made their way deeper into the hobgoblin areas. Gyani tripped a trap which caused a portcullis to block their path. The party retreated back to the stairs but were pursued by more hobgoblins, including their warchief. Another battle ensued, with the party showing cunning and guile in defeating the hobgoblins.

Rewarded with a chest full of gold and a magical short sword, the party moved deeper into the dungeon, away from the hobgoblins’ torches. They eventually made their way to a large room with three hazards: A giant statue of a warrior with plate armor and a huge sword, two dragon statues that breath pure force, and cherubs that fill a trap of magical walls with water.

The giant statue swing its sword several times, knocking a few of our heroes to the ground. Gyani was able to disable the giant statue, but the dragon statues have so far eluded his (and Gideon’s) skill. Magnus and Thorgrim have become trapped between the magical walls and the water from the cherubs’ vases shows no sign of stopping.

And that is where we leave our heroes. Can Gyani and Gideon stop the dragon statues (or at least get away from them)? Can Magnus and Thorgrim destroy the vases dispensing water, and will that stop the trap? Will Uriondir figure out how to help?

We’ll find out next time.

The Dead Walk
...and walk, and walk, and walk...

After defeating Ninaran, Kalarel’s apparent spy, and her legion of undead, the party leaves the cemetery to return to Winterhaven. As soon as the exit the cemetery gate, they are attacked by nearly a score more walking dead. These new undead were dispatched quickly and the party returned to Winterhaven and were hailed as heroes.

Our heroes cleaned themselves up and spent the night at Wrafton’s Inn, some spending time in the common room regaling the locals with tales of their adventures. The next morning they set out bright and early to return to the Keep and descend “the smelly steps”.

They reach the Keep and descend once more into the dungeon. The place is completely dark now, and goblin corpses lay where the party left them, although something has obviously been “nibbling” on them.

They open the double doors and once more are assailed with an intense smell of damp rot. Moving slowly with only Uriondir’s light, our heroes find themselves in a maze of passages. In several locations they find strange symbols inscribed into the floors. Unable to determine their purpose and unwilling to try to leap over them, the party finds itself in a room with a group of zombies. Battle ensues and our heroes are once again triumphant.

Moving deeper into the dungeon, the party finds its way into a crypt full of sarcophagi. Two are inspected but are found to be empty. However, Magnus moves deeper into the crypt and triggers a magical trap! All of the sarcophagi slam open and animated skeletons attack the party.

The party holds its own, but every few seconds two sarcophagi slam open and disgorge more skeletons. Can the party fight a war of attrition? Fortunately, they don’t need to find out. Gideon, disciple of Bahamut, prays at one of the altars deeper in the crypt and the skeleton attacks stop. Within the altars are found dragon statuettes made of silver and platinum.

Further along they find a tomb. There is some debate as to whether to open the stone coffin. The debate become moot as the lid of the coffin explodes and a skeletal knight challenges the party to identify themselves and state their intentions. Each party member speaks in turn to convince the specter of Sir Keegan that they wish to close the rift to the Shadowfell and have the wherewithal to do it. Finally he is convinced and he gifts the party with Aecris, his magical long sword.

Leaving Sir Keegan’s tomb the party returns to the maze with the strange symbols on the floor. This time they decide to leap over them. There is no trouble with the first, but when trying to leap over the second, both Magnus and Gyani stumble and set of an alarm. While Magnus and Gyani flee back where they’ve come, the rest of the party follows, pursued by another group of zombies. With a little time to prepare the party is able to take down the zombies with little effort.

We leave the party as they prepare to explore the area north of the maze.

Delving Further Into the Keep
Belligerent Jelly and Flatulent Slime

Magnus and Thorgrim did not seem themselves this day.

After spending the night in the Goblin Chieftain’s lair, the party sets out to explore more of the dungeon. With the goblins slain, the eerie quiet of the dungeon is even more unsettling. Worse is that the goblins’ torches and lanterns have gone out. Fortunately, a well-placed Light spell from Uriondir keeps the gloom at bay.

The party heads west across the dungeon to one set of double doors. It is very dark behind these doors, and the party is confronted with a staircase going down and a very distinct smell of rot. They decide they would rather not go that way, and return to the other side of the goblin area.

First, they explore a room where the goblins have been excavating and, apparently, not finding anything. There are no goblins here, however, as they likely acted as backups in one of the previous day’s battles.

They then descend another set of stairs into a natural cavern. It is dark and populated by giant rats. As our heroes explore, the rats begin to ambush members of the party. After a few minutes and more than a few dead rats, an Ochre Jelly oozes between the stalagmites and attacks. Just when the party thinks it’s got the upper hand against this new menace, it splits in two and continues attacking!

Finally the party triumphs over both the ooze and the rats and continues deeper into the cavern, where they find a Kruthik lair. An adult, a few young, and several hatchlings attack the party. The adult impales two party members with venomous spikes, and the hatchlings ambush the party from behind, but they persevere.

Moving on, they are confronted by a door upon which someone has scrawled, in Common, “Stay out. Really.” They consider heeding that advice, but change their minds and enter. Inside the find a pool of brackish water. This perhaps may have been a cistern for the Keep long ago. Gideon Fey Steps to the small island in the middle of the pool to examine what appears to be treasure, when noxious fumes bubble up from the water, sickening Gideon and Thorgrim. Immediately after a Blue Slime appears. It sprays acid everywhere then starts attacking with two pseudopods. This is a tough monster, and it takes serious work to defeat. After defeating the Slime, the party finds coins and some interesting documents: a map of the area, a letter to Kalarel offering to buy captured humanoids, and a note talking about a “nodule” and care in why and how to get it wet.

Tired and wounded, the party decides to return to town. They are confronted by a closed gate and news that the dead in the cemetery have risen. The members of the party pause in town to gather their strength. After a few hours’ rest, and a little shopping, the party walks over to the graveyard.

All seems quiet, but then the dead suddenly burst from the ground and attack! In the midst of the attack, Ninaran, the elven archer, reappears…on the side of the undead! She begins to move around the battlefield, shooting her arrows with deadly effect, when Gideon tracks her down and slays her with his flashing twin blades. They party makes short work of the undead after that, although the Gravehounds prove troublesome. The party finds a letter on Ninaran which appears to be from Kalarel and contains instructions on how to raise the dead to “deal” with the party and a password to gain entrance to the second level of the dungeon.

That is where we leave the party.


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