Motoring groups explore empty rooms and rooms with prolonged signs of violence. There are jigs and zags in seemingly random directions, and multiple queries about the builder's sanity. The process is calm, the doors are open and the room inspects for clues and loot. For a while, the most exciting thing is the fingers to find the trap before it is triggered.
Tortoises one door opens into the occupied bedroom with a training area attached. The resident is an inspiring elf woman, and she appears to dislike uninvited guests. Dae Jin fits her perfectly and barely leaves the dent. The fingers stab her into the ankle, and although there is no visible damage, you can still inject a dose of fatal toxin. She shrugs most of the melee attacks, crying out the luminous “blood” that flows like sap with a few visible wounds. The spell is unfolding, and this appears to be a more efficient way to end the battle. In the end, the six-member party struggles to end her life. However, they win and set out after post-war plunder.
They find a large room filled with trash disposal holes and old and new signs of violence. His body lies scattered across the mountains. There are clearly some long-term residents with scraps of meat that are barely clinging to the bone, but some are more recent. Everything appears to have been stripped of important valuables. The party is intrigued and then takes all due diligence in trying to find a potential secret door before passing through a huge chamber. Nothing can be found, so the door on the other side of the room leads to a corridor with a large blood splash. A silver glow emanates from the far end of the hall in front of a huge door. The other three doors line up in the hallway on one side.
The silver glow is determined by your fingers to come from the glyphs on the floor. After a gentle dithering, the decision is made to send a finger (and desin!) to investigate the door. The first door opens to reveal the hound head man sitting in a small, sparsely furnished apartment, as his sad eyes meet his fingers. The second room is full of statues with several chairs inside the statue. Floating on each chair is a sparkling orb. got it. It's creepy. On the third door. The resident of the third room is a humanoid with the heading of a lion standing in front of a large map. The only obvious difference is that it is covered in plate mail. Digin does what Digin does and charges for attacks. One of the lions roared, and Desin stopped dead in his truck, apparently holding or paralyzing. The fingers recede.
Zaal and Sniffles enter the hallway and move to give Digin a backup. Armored lions are eagerly pursuing their fingers, while others stand at the doorway and “test” party members. The immortal Earth surrounds Leonin's form, and for their troubles, the rescue team acquires a fireball that encourages Sniffle to retreat while Zar tries to deploy his magic to reach the helpless dwarf. When Zaal enters, the second lion is left to the same cruel fate of Rosoon and Zall. As the armored lion jumps into his finger, one of the remaining members hits the lever, opening the entire floor of the hallway, dropping the armored leonine and finger into a deep hole. The fingers are at Ison's top, but the effects still draw near death. Quickly deployed, Swoop picks limp gnomes from the lion's feet, his coma-like butt flies freely.
The Pit Lion begins to heal itself and try to remove itself from the pit, as a sparkling wall of power separates the two groups. The party retreats and stops the situation. This may be bad. That's certainly true, but that's not why things can't get worse. Soon, one of the Leonids is pissed down the hallway and is about to let the dwarves and elves live if they agree to be bound by their work.
Three days later, Geas'd Group is crossing the halls of ghosts looking for a pile of magic used by heavenly guardians to reinforce prison walls and wards that block the passage of evil. So far, they have found and murdered a pair of well-equipped lizard people who look much more advanced than the cruel figures they encountered in the swamp. Their intelligence identifies the potential of undead, demons, and local necromancers, as well as the rival facts of legal automatons and trespassing adventurers they served. Ah, for the good old days… when the most exciting thing was going on, the fingers were fried with an undetected trap.