Session 13 was played on 6/10
Wilhelm, drunk Dwarf 2 (Julia)
-Hammond, war dog
Tobias, Cat, Cleric 1 of Persephone (Mollie)
Shelly, a vegetarian recovering alcoholic halfling Thief 3 (Nadia)
Stayed in town
Tink, a pretentious Elf (but I repeat myself) and former barkeep (Hanna)
Frank, halfling 1 (Emily)
Narf, Wilhelm, Shelly, and Tobias make their way from town toward the dungeon, skip around the gatehouse, and head directly down into the dungeon, and make for Rocky. Once in the room, and the pleasantries were taken care of, they got down to the day’s 3 questions.
“What is the best question?” Shelly asked.
Rocky replied “Where will we find the best closest treasure?”
The rest of the party groaned. Shelly asked “Where will we find the best closest treasure?”
“Down in the Kobold Corners”
Shelly asked absently “Don’t we have a thing in the Kobold Corners?”
Rocky answered “I don’t know.”
“Wait! That wasn’t a question!!” Shelly yelled… but it was.
Pressing on, they reach the double doors adorned with the danse macabre. Everyone shoves hard against one, trying to open it. Struggling together the door shifts, and with a metallic groan, falls open, dropping everyone to the ground in a heap. The pillared hall is silent, and the bodies of the beetles had been mostly cleaned away. Picking a hall, they find a section of the wall pushed out, revealing a small closet like space that is otherwise empty.
The first room explored had bunk beds lining the walls, each with a faded nametag and equipped with multiple restraint points. Moving on they came to a room with old plaster death masks lining the walls. Shelly found a trap door which opened into a small chamber with a single torch sconce on the far wall, and nothing else.
With nothing left to explore in this direction they headed back to the pillared chamber, and picked a different direction. This hall was lined with doors on either side. Each door was metal with an open window screened by a thick lattice, with no locking mechanism. As they reach the first door, it was pushed open from the inside, and zombies stumbled out!
Battle was joined in the confined hallway, and several corpses were returned to their eternal rest before Tobias, still a cat, turned the remaining zombies. They returned to their crypt, and huddled in the corner. While Tobias held the zombies back, Shelly and Narf made a quick sweep of the chamber, but didn’t find anything of value. They closed the door, and prayed the zombies would leave them alone.
The crypt opposite was quieter, but still not as silent as the grave. 2 skeletons sat up as the door was opened and were quickly put down, but this chamber was as devoid of valuables as the first.
Crypt 3 and 4 each had a ghoul that sprang through the doors, paralyzing Narf. Tobias and Shelly working together brought one then the other down as they were slightly distracted by the smell of blood oozing from Narf’s wounds. Unfortunately, their death didn’t release Narf, and he was repositioned off to the side. Checking the crypts, they found a stash of coins and a magical flaming dagger! Wilhelm claimed the dagger for himself. Returning to the hall (and Narf) a loud rattling could be heard further down in the darkness. Deciding they’d had enough for one day, they took their loot and the paralyzed Narf out of the dungeon.
Narf’s paralysis wore off just as they were arriving back to town.
Gains: 100gp, magical dagger,
Kills: 4 zombies, 2 ghouls, 2 skeletons