Party
- Abram – Human Wizard (Myk)
- Gallius – Tiefling Bard (Gaz)
- Izzero – Half Elf Barbarian (Dave)
- Kantor – Half Orc Cleric (Hag)
- Sylvester – Halfling Rogue (Ben)
Adventure
Izzero and Sylvester arrive to the manor and find the rest of the party breaking camp in the butler’s quarters. Kantor suggest the party need to change focus, that the search for Domino is secondary and their primary concern should be locating the missing children in the Gloam. He suspects the one responsible is also in the Gloam. Expects the mirror to be some kind of portal but unsure why it doesn’t work.
The party decide to search the rest of the manor before tackling the room of skeletons. In the great hall, beneath the dragon skeleton, a skeleton with green flame eyes is dragging a crude huge sword. The party make short work of it before heading downstairs into what appears to be a wine cellar.
Gallius stands in the centre of the room listening for sounds and hears a strange mechanical noise behind what, on second glance, appears to be a bricked up doorway. Knocking the door down reveals a corridor which the party are repelled from entering. Whilst Sylvester samples the cellar’s wares for courage Izzero and Gallius perform a wood elven war chant to embolden the party. All but Sylvester are now able to brave the corridor and at the end find a large room with a strange construct of pistons, bellows, pipes, gauges and other strange mechanisms. Gallius thinks they’ve found the heart of the house. He and Abram discern that this contraption powers the mirrors magic, but still aren’t sure why the mirror does not work.
Deciding they need to get up the chimney into the bed chamber the party head back to the parlour and defeat the three skeletons within. The party discuss possible next steps; recover the journal, explore the manor’s other rooms or attempt to pick up Domino’s trail. They decide to allow Kantor some time to commune with Sha’Darr before proceeding.