Altar hallway (75): Studying the defaced altar slab and comparing it to the mask worn by Sven offers few answers. No obvious connection springs to mind apart from both being Efreeti visages, though different in pose and grimace. The altar has a deliberate focus but the mask might be any one of a number of random designs. The fact it is a special alloy does not seem to create any relation either.
Mongrelmaid's room (76):
Treyvor picked the room successfully so you can access it and lock it again with his skeleton keys. A search for traps does not reveal any.Before you is a square 20'ft room with the door in the bottom half of the east wall. Many alcoves dot the room though these are just a few inches round. Though your eyes are not drawn to these but to the figure dressed in dirty garments, hanging by a noose draped from a rafter in the centre of the room. The small humanoid has its back to you but displays prominent features, similar to the hybrid mishmash of races that you encountered with Howl of a Wolf.
Disturbingly, the figure has both eyes gouged out and a placard pinned to their chest which simply states, 'see no evil'.
The body has been hanging several days and is bloated from decay and already a home to maggots and flies. It doesn't look as bad as the rot grub exploding mage. You can cut the body down if you wish and Amos and Truro 'tag and bag' yet another Barrowmaze victim.
The humanoid is dressed in female attire. Her gouged out eyes are not in the room, the only furnishings are some kicked over stools. The alcoves cover the western wall only, each one is about a hand's span in width and an arm's length deep. It would take a single person a couple of hours to check out each one but the team of you can cover that in a couple of turns. For each turn spent please roll a 1d8.
Unless you want otherwise, I will allocate Truro to guard in the hallway and Drew by the cleared spider web passage and Smokie can rest on his favourite bench, the Efreeti altar.
actions and comments please