Session 60 was played on 1/30
Eiric, wizard 6 (Kat)
- men at arms (Koltic, Noxic)
- linkmen (Lomax)
- Neon (dog)
A-A-Ron, Thief 6 (Henchman)
Daryll, Cleric 6 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 6 (Julia)
- Hobart (dog)
- men at arms (Scar, GoMat, Volstagg)
Lex the Cheeseman, Fighter 3
Brie, wizard 3 (Apprentice to Eiric)
After a week of rest in town the party restocks on supplies, and heads back down into the dungeon. Taking the stairs, they’re immediately meet by a kobold delegation who take the party not to Kobold Korners, but down to the edge of the Hobgoblin Redoubt. Trustee Sniv is both releaved to finally see them, and pissed off for the mess they made of things. He tells them all about the changes they’ve missed in the last week, namely the proliferation of undead that are spreading through the dungeon, including having taken over the Korners. The party says they’ll deal with it, and head off to visit the Quiet Halls, and try to see what’s up with Mal.
They head up from the Hobgoblin halls to the Korners, planning on taking the back way to the Quiet Halls, and almost immediately run into some of the undead that Trustee Sniv mentioned. Desicated zombie like corpses with holes in their chests where their hearts should be… holes that burn with blue fire. Brie, Noxic, and GoMat are so overcome with terror at the sight of them that they run blindly away from the party.
Darryl’s faith makes both falter, and then flee. The party decides to press on, and hope that Brie and the hirelings can make it out on their own. Exploring through the rest of the Korners, they encounter more lesser undead, but nothing more impressive for many rooms. They make their way to the Quiet Halls, near the stairs down to the Reptile House. 3 ornately armored bandage wrapped figures appear from the stairs. Scar the Useless and Lomox freeze up in terror. Darryl’s faith again prevails, and 2 of the mummies hurry back down the stairs. The third is cut down by Karl and Orpheus.
Scar and Lomox shake off their fear, apologize, and the party moves north toward Mal’s chamber. The first set of crypts along the way is more active than it has been since they first visited, but their usual strategy and Darryl’s faith keeps the effort mostly painless…
The party arrives at the grand entrance hall… and listening, the shuffle of unquiet dead seems to whisper their doom…
Gains: Sniv’s Lockbox, Mummy Warden decorative items,
Kills: Mummy Warden, Zombies, Skeletons, Crypt Shades
Losses: Brie? Noxic? GoMat?