
Campaign 3 Session 56
The party attempts to locate Wengir in their mansion.
Summary
Unable to wake the man they just rescued, Vera scoops him up on their back, and the group continues on toward the study. Inside are two men playing chess; they offer Wengir's known locations as their quarters or the observatory on the fourth floor. Disappointed, they group continues along the hallway, opening doors as they go in hopes of finding Wengir. The library contains a bald, horned man reading a book, who the group ignores. Eventually finding a flight of stairs leading to the second floor, they ascend.
Upstairs, they find a disorganized room containing more living armor, along with several individuals in various states of distress and dishevelment. They immediately attack the group, defending their loot by catching the room on fire. During the chaos, Ashley kills the man they rescued. Barely making it out of the room in tact, the group gathers for a short rest. During the short rest, Vera questions Ashley on where the man went; Ashley denies any knowledge of where he might have gone, suggesting that he ran away. Refusing to believe that, Vera calls for Aristophalin to ask where their missing guest went. Aristophalin eventually explains that he was killed, though won't explicitly state that it was Ashley, though does imply it. Ward takes Vera away and tries to caution Vera to trust Ashley until they've dealt with Wengir. Meanwhile Dorean warns Ashley that she is being incredibly suspicious by withholding the truth. Ashley explains to Dorean that she is related to the person who created the book, and that most people who find out who created it usually try to kill her, prompting her to be cautious.
After discussion of their options—find a safe place outside the mansion, inside the mansion, or keep rushing headlong without a plan or resources—the group attempts to leave the mansion. The door, though unlocked, refuses to open. Wengir appears, offended that they would leave. They offer again to allow the party to leave—with the book even—if they leave "the doll." The party doesn't know what that means, Wengir is baffled, and combat begins. They summon their entourage, some of whom are not amused that they were summoned for such purposes, though those also join once the party has proven to be intersting opponents.
Several rounds in, a loud cacophony outside of crashing is heard, ending in a resounding silence. A knock on the door prompts Aristophalin to answer. He then conveys that the new guest advises everyone to duck before destroying the house above the five-foot mark. Standing in the open doorway are Idanra, Talthis, and Henrietta.