Sinruth I Presume
The party regroups in the large room that may have once been a reception hall or meeting room and find two other doors. One has the tell tale markings of goblins with similar warnings found on the “Ghost Room” doors. The other door seems to be incredibly cold and slick as water vapor from the air condenses on the door.
There is a small debate but soon the door leading to the cold darkness is ajar and you are making your way up some slick stairs. The walls are smooth dark stone, possibly marble, but something tells you it’s not right. Down a short hall leads to a room with a number of black thin Menhirs and two Hobgoblins guard the door on the other side of the room.
Some quick banter leads to the murder of the Hobgoblin guards and the emergence a very large Hobgoblin from the far doors.
Battle with Sinruth is at hand and while he is strong and cunning he is no match for six opponents. He makes a fighting retreat back through the doors he came with all of you pressing the attack. It’s not long till Sinruth’s head explodes from the force of a magic bolt from Dartis’s Wand. In an impressive display of lightning reflexes Stampy is able to snatch a coin purse from Sinruth’s body before it hits the ground.
Honor Guard of Rivenroar
Making your way past the door with the warnings you find a room illuminated by the light emanating from a small pond. The pond acts a looking glass into rooms around the compound, with the view changing from one room to the other. Victor’s military training allows him to immediately recognize the value of watching the pond, but the others high off their defeat of Sinruth quickly leave to continue the exploration, not wanting to be left along Victor follows.
Listening at the door of an unexplored room the sounds of a set of doors shutting is heard. Assuming someone had just left the room the party enters to find that a group of undead had just entered as well.
The room has a mosaic of a black sun in the middle which glows a dark color and prevents the room from ever becoming more then dimly lit. You also find that it heals the Ghouls and Zombies that you find here. Even with the healing the advantage swings in your direction as the several of the undead fall to your might. With one Ghoul left you consolidate your position leaving the Ghoul unengaged. It takes this opportunity to flee.
In hot pursuit you come to a door which was used by the Ghoul to flee and glimpse a large undead standing almost twice the height of Victor. It looks to be created of the decaying corpses of Hobgoblin and civilized races a like. It starts to move from a shallow pit filled with the ingredients of it’s creation and heads in your direction.
You guys quickly decide taking on a giant undead is not the wisest thing right now and for the first time in you career you flee for your lives. You make it out of the dungeon and setup camp for another extended rest. (This was a mistake you shouldn’t have been able to take another extended rest this soon, you need at least 12 hours between extended rests)
During the night you spot bad omens as a portal to the far realm opens in the sky above you. Dark energizes shoot down hitting the mountain, but do not harm any of you. Something terrible has happened.
One Left Behind
After being fully rested you B-line right back to where you left off. Most of you enter the undead part of the chambers without noticing a camouflaged Skulk Zombie clutching to the ceiling. Timmy, use to look up due to his small stature paired with his divine training, spots the Zombie and quickly points it out to the remaining of the party.
Half the party peruse the Zombie while the rest continue down the side hallway to the black mosaic sun room. The two groups of the party find themselves accosted on all sides by undead. One group takes on the Ofalian and now healed Ghoul along with the Skulk Zombie it was tracking, while the other group fight several Skulk Zombie using their hit and run tactics.
The battle is violent with the Ghoul and Ofalian making a particularly nasty duo. It takes a little while but the party attempts to link up in the black sun mosaic room to face off with the Ofalian. Timmy manages to do some healing right before he is snatched up by the Ofalian and finds himself unconscious and in the gruesome mouth of the beast. The rest of the party tries to kill the beast, but it’s too late and Timmy is chomped to death and swallowed for a quick digestion.
Shortly after the Ofalian falls and silence falls over the halls. You are victorious, but not all of you are going home.
Baron Rivenroar and Bride
Quickly regaining composure and focusing on the task at hand you make your way forward finding yourselves in the throne room of Baron Rivenroar, who is sitting on his throne next to a Boneshard Skeleton. In front of them is the old crone Zerriksa entrapped in a magic circle. Her life force is being drained out and transferred to the Baron. The drained husk of the boy Thurann lies next to the circle.
Kendris opens up with a radiant blast against the Boneshared Skeleton, gaining the Baron’s attention. He quietly reassures the remains of his bride that he will handle this and to sit back for the time being.
Victor and Stampy quickly engage the Baron with the plan to maneuver him away from the magic circle, while the rest take on the Baron’s bride and the numerous skeletal minions that have risen to their barons defense.
Victor and Stampy are able to get the Baron away from the circle and Victor’s blade turns the Baron to dust shortly after. The Bride lets out a shriek at the death of her betrothed and makes a mad dash to attack Victor. Stampy lies dieing at Victors feet as he engages the bride and quickly ends her existence. She explodes in a hail of razor sharp bones showering both Stampy and Victor. Luckily Stampy survives the ordeal.