Dael’s Adventure Part 12
Upon “defeating” Desire we returned to the Drawing Room, where Honch was indeed encaged. However Desire’s henchmen were ready and waiting for us. A square room, with one end raised higher (where Honch’s cage was) with a smaller rectangle in the middle of the room full of pillows. So many pillows in fact that moving threw it was a bit difficult. Arrayed at the back of the room were two Dread Reapers, a Hexer and a Shadowcaster.
I threw a couple of feints at one of the Reapers and then proceeded to Honch’s cage but, being unable to pick the lock while wildly swinging on the cage I abandoned him and returned to the fight. After a couple of attempts things were looking pretty dire, so I abandoned him and returned to the fight. The Shadowcaster apparently had some sort of Aura that made it hard to see or connect with her minions, and Vyrez was knocked out of the fight , and then Hubert shortly after also succumbed. Finally it was down to just the Shadowcaster left, and upon realizing that Solei and I pretty much had the combat in hand she fled through some magical means. Her retreat may have also been precipitated by Honch’s escape from his cage, which he finally managed via main force.
Mortia was able to revive Hubert who was able to revive Vyrez. We then scarped off to the Baker Guildleader’s house where we’d previously set up as temporary home base. Cilla was able to do a little for Vyrez’s weakened state, but some of the effect of Dread’s curse on him were too strong to completely remove apparently.
It was decided we’d stop in the Adventurer’s district to see if we couldn’t find some sort of magic item to finish curing Vyrez, but the entire district had been transmogrified by the dream into essential the biggest tavern ever. I succumbed to temptation and join in the revelries whilst the others looked for something that might help. Eventually they gave up, and I finished up the song I was singing as payment for the fine spirits I’d been drinking and then lead the party out of the tavern, and we proceeded on towards the Red Light district where the penultimate diviner was likely located.
Knowning this was likely Doldrums’s domain it was little surprise that the area was rather boring, what was interesting was that as we proceeded the area got more boring… less shops, less differences in the streets. We eventually entered a tenement building that was particularly boring, and entirely empty. As we proceeded the second floor was basically identical to the first. The third floor was literally identical to the second, the rooms number 2A, 2B, etc … after a bit more going up, and then going back down we discovered we were trapped on the second floor. After many false starts and much experimentation we eventually broke through the walls and smashed open one of the pipes therein. From this pipe flooded water which slowly filled the floor, gushing down the stairs, but fortunately not pouring down from the floor “above” us… as the water reached waist high, forms grew out of the water and battle was joined.