Now, the Silver Dragon told them that this was their last trip, so they decided to see if they could not find at least one of the items they were seeking, namely the sword of lie that the Church appears to be overly interested in obtaining. They flip over from the height of the spire, fly, float, and remove the cracks by guarding the trapped door and defeating the iron golem. The Golems have proven to be tenacious enemies, shrugging almost everything except Desin's angry fuel blow. It gets a dissie or three times, but the remote healing provided by the post-pub sniffle will live long enough to defeat the wobbled dwarf to the creature.
Both doors leading to the untapped space are locked in, which begins brainstorming for another round, but the synced knock and open spells do the trick.
Protected by a lot of fantasies and another bloody trap, Plucky Group finds himself owning the sword in question. sweet!
After looking around, they think that only exterior (Road Avenue passes through the centre of the spire and heads towards the hideout of the terrifying Lord. And no one seems particularly interested in doing so. So the road to the trip is the road heading out. The church tells us that it was unable to find some of the artifacts needed to destroy the keys. The vault and they do so and free the various ancient crafts.
So the party emerges from a long tunnel that extends under Old Town and enters the Manor House. As they cross the hall, they swell like a pair of demons exist and begin to attack Kegdrain into the field age. The party gathers spectacularly, but the creature shakes the bard and roots through his internal organs and his equipment ruins. Beiga manages to dismiss one of the duo, and Dejinn applies his x with great energy. Zar attempts a missile of magical powers, his fingers waiting outside. Two of the Paladins acting as security guards are killed before they find the ring the hellish creatures wanted, and set out for the unknown part.
Kegrain is scooped up into a bag and the party returns to the Manor House with the carriage welcome. The guards apparently fought another attack aimed at penetrating the basis shortly after the group last set out, but for now things seem to be calm. Several debates are raised, and the plan ultimately peaks with the sniffle, riding a carriage around town for treatment with Rotanite. The bribery provided is large, and the church is bound to restore the fallen heroes to Putrus heroes, providing a substantial amount of magical healing to the boot.
The group soon begins to discuss with members of the Inverse Pyramid, and the magician wants to place his hand on the sword of lies. They are not too eager to have the group shed from the vault they plundered and own some of the other nasty bits, but it's better to put them in the magician's hands than to float around where crazy cultists can put crazy hands on them. Some barters are at the peak of the magic items donated to the party, and the party's magic items being charged.
Everyone is heeled and heartfelt, and springiness is no longer an option, so the inevitable question that must be answered is “What now?”