Back in the crypts, they party headed south again to
continue the explorations started on their last visit. Breaking open several
new crypts, they encountered a handful of zombies and skeletons that were
quickly eliminated. In the next crypt,
however, they encounter a greater challenge and mystery. Two roughly humanoid
forms, made of swirling dust, rotted linens, bones chips and shadows, rose from
the debris strewn floor to attack. Alas, poor Yar fell quickly, battered to
death by grave detritus when she was engulfed by one of the creatures. The rest
of the party finished off the frightful being, but did find many of their
attacks were less than effective against the partly incorporeal things. Only
Erijay with her magical battleaxe was able to strike telling blows.
Coming to the end of the crypts, the party discovered a
spiral stairway going down. Descending, they noted a faint marshy smell, and on
reaching the bottom of the stairs observed that this area of the dungeon was quite
damp, with a feeling of oppressive moisture in the air. Undaunted, they first
explored an octagonal room, with a pillar covered in snake carving in the
middle. After Kern had prudently checked for traps, the party approached so
Darnorth could use his dwarven eye to examine the stonework closer, discovering
the remains of a stone snake statue on top of the pillar. Finding nothing further of interest, they
headed east. Before going too far, they were startled by a low rumbling sound
that made the floors shake, and caused dust and small debris to fall from the
ceiling. After a minute or so, they rumble stopped. The party then moved on to a room whose walls
were covered in crude pictographs of lizards-like humanoids, while in the room
itself was a series of totem poles festooned in feathers, skulls, bits of glass
and stone.
After quickly checking out an old guardroom, the party
continued east, soon coming to an area of natural, unworked stone. Here, the
floor was covered in a thick layer of mud, in which the clawed tracks of some unknown
creatures could be seen. Boldly, they pushed on to reach a small natural
cavern, where they were immediately set upon by a band of lizardfolk that stood
guarding the way. Giving the party no
time to talk, the lizardfolk attacked, and were slain with relative ease.
Moving across the room, the party was surprised by another band of lizardfolk. This
group made short work of the men-at-arms Guy and Hengest, and left a mark on
the rest of the party, before being added to the lizardfolk charnel house on
the floor. Exiting the other side of the
room, the party was one more beset by lizardfolk, getting caught in a narrow
tunnel by their scaly foes. These were supported by what appeared to be their
tribal shaman, who quickly took out both of the party’s spell casters with well
placed hold (Riley) and silence (Erijay) spells. At the same
time, the lizardfolk warriors laid blow after blow on Erijay and Darnorth in
the front rank, both of whom were now facing death. While Kern provided cover
with his crossbow, Darnorth used his boots
of levitation to rise above the fray and retreat. Erijay, barely avoiding a
death blow, backed away on foot and the two war dogs Ruffee and Fonzi were sent
forward to cover the retreat. Darnoth and Erijay joined Kern with their missile
weapons while the dogs held the attacking lizardfolk in the narrow corridor. There ensued a close fight, with the dogs
biting into their foes, and the three crossbow wielding archers (with Erijay getting
double attacks thanks to a potion of
speed ) picked off the enemy ranks one by one. The party prevailed, with
their only loss being the brave Ruffee.
Sifting through the now gore covered floor, Darnorth
discovered a fine longsward clutched in the hand of one of the fallen lizardfolk,
while the others recovered a few bits of jewelry from the bodies. Now very
cautious, the party moved forward again, sending Kern ahead to scout in
silence. He found the narrow tunnels continuing in several directions, while
the rest of the party discovered a larger chamber with a tall mud mound. The
mound had a small door covered in a hide flap, which Darnorth pushed aside as
he entered the dark interior. Inside, the iron stomached dwarf encountered a
horrific smell that almost brought up his lunch, as well as finding a room with
reed mats and a variety of totems and medicine bags scattered throughout.
While Kern was eager to push on, the party elected to head
back to town, given their rather battered condition. Loading their treasure and
their dead on Sweet Jenny, they encountered a band of kobold workers on the way
out, who provided more information in rerun for a square meal of ‘surface’
food. They learned a little more about the hobgoblins, including their general
location and their mainly antagonistic relationship with the rest of the
dungeon inhabitants. The kobolds also revealed that the rumbling sound head
earlier was the sound of an elevator room that connects this level to the
levels below, a room the party has passed close to earlier in their
exploration.
Back in town, the party restocked crossbow bolts, while
Darnorth found that his new sward was magical. They also had a visit from one
of the Baron’s lieutenants, who was rather underwhelmed to find the party
hadn’t actually seen a hobgoblin yet, let alone gather and useful intelligence.
While the charismatic dwarf did his best to put a brave face on their
expedition, Lord Merdwyn was not amused.