G.I.A. Guild of Inept Adventurers
With three fresh leads on the table, the Guild do what any sensible adventuring party would do… ignore at least two of them. Following up on a druid’s concerns, our heroes head into some long-forgotten dwarven ruins in search of suspicious tunnels that may—or may not—be linked to Gallowmere’s smuggling problem. Instead they find vandalised statues, a haunted forge, an offended dwarven ghost, and a promise of riches if they can stop whoever’s been trashing the place. Things take a turn for the exceptionally inept when Blud turns Darvin into a walking torch, Darvin immediately rewards everyone’s confidence by pulling every mysterious lever at once, and the party spends an alarming amount of time being thoroughly outwitted by what is, in hindsight, just a lift. As the ancient platform descends into the darkness below, strange red-glowing obelisks emerge from the shadows… along with the unmistakable sound of something moving in the dark. The Guild have finally reached the bottom. Whether that’s the dungeon… or their luck… remains to be seen.
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