You awake in a dark castle, hearing eldritch howling. Investigating, you follow the noises to a massive door in the lowest dungeon. The door is covered with magical signs. There’s blood everywhere, from four knights and a wizard lying dead on the floor. Opened padlocks hang from hasps at the door’s top and bottom, left and right. There’s a knob and keyhole on the left. As you examine the magical signs, the howling stops. The door shakes violently. An evil voice bellows “Release me!” Feeling a burning sensation you discover an ornate key on a chain around your neck.

Do you unlock the door, do you lock the padlocks and go back upstairs, or do you do something else?

UPDATE: This has been done on the spur of the moment. I have no plan. Links are welcome.


9 Replies to “Game”

  1. Roger finds that the knights wear steel caps, and well made chain mail under plain tunics. Two have swords in scabbards at their side. One has a sword in his hand. All have died of massive chest wounds. Around the wounds their tunics are burnt. Each carries a thin silver plaque the size of a paying card inscribed οὐ φοβηθήσῃ ἀπὸ φόβου νυκτερινοῦ ἀπὸ βέλους πετομένου ἡμέρας ἀπὸ πράγματος διαπορευομένου ἐν σκότει ἀπὸ συμπτώματος καὶ δαιμονίου μεσημβρινοῦ.

    Turning the wizard over he finds the source of most of the blood, and the third sword.

    Foxfire, who had unobtrusively followed, turns and runs down the hall, entering a room with a fireplace, table, chairs, and a small bookshelf.

    1. The books on the shelf include several large bound volumes hand-written in a script that will require some time to figure out. On the table is a fat paperback copy of The Shadow Rising, by Robert Jordan.

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