Slightly upset about leaving the town meeting right as it was getting interesting, but very excited at the prospect of breaking and entering, the group headed east through town to the wealthiest neighborhood, where Granar’s house stood. It was a two-story stone home surrounded by a stone wall with an iron gate. Sneaking around back, the wall was quickly scaled by Qara, and Urz assisted Yu’Walla and Dunkirk in getting over before hauling his own significant mass up and over.
The back yard was relatively spacious, with a well close to the house and a shelter for firewood built against the stone wall. Yu’Walla began using her investigative talents to determine what she could about the house. Looking in the windows showed a comfortable, well-furnished home. A detect magic spell showed that the windows were giving off some sort of magical energy, and a subsequent arcane check revealed the magic to be illusory in nature. Dunkirk got it into his head that jumping into the well would be a good idea, but Urz grabbed him by the collar and hauled him safely away from the well (which our DM would later tell us contained a gelatinous cube). Rounding the house to the front side, the party saw the main door was large and made of heavy, dark wood, with an iron knocker. Yu’Walla took a close look at the lock, and informed the party that it was of very high quality, and that we would be hard-pressed to pick it.
Qara stepped up, and pulled her out her thieves tools. She studied the lock, examined her tools, asked for space. Dunkirk used his Guidance spell to aid her in both her stealth (they were all on the front-side of a house in the upscale part of town, after all) and her lock picking attempt. Standing straight, shaking out her arms, she narrowed her eyes, flexed her fingers, and pulled a key out of her pocket that unlocked the door on the first try.
She spun around, a giant shit-eating grin on her face. Everyone was stunned.
Yu’Walla was the first to speak up. “Where… where did you get a key to Granar’s house?”
“I picked his pocket back when we first met him!”
“Why didn’t you tell us?” Yu’Walla asked, incredulous.
“It’s more dramatic this way,” she replied, and turned on her heel to march straight into the house. Urz hurried after her, and Dunkirk and Yu’Walla followed.
The door closed behind them, and the room they stood in did not at all match the exterior of the house. The chamber was huge, with a towering ceiling, stone walls, and the door they came in through was made of iron, not wood. On one side of the room, a roaring fire place cast an orange glow. On the other was a heavy iron door. The entry hall was completely devoid of any other features.
Approaching the door, the four adventurers saw two keyholes set in a square lock in the center of the door. To the right of the door, mounted on the wall was a large plaque covered in hooks, labeled one through ninety-nine. Each hook had two keys hanging from it. Above the door, the numbers 1089 were carved into the stone and inlaid with gold.
Scratching their heads, Yu’Walla was the first to suggest they try using a key for ten and eighty-nine, and see what happens. She and Dunkirk stepped forward, each with one of the keys, and inserted them at the same time. At the second of contact, a blast of electricity hurled them both back several feet. The damage they suffered was not crippling, but the message was clear: they could not endlessly experiment with random key combinations until they found the one that worked.
Dunkirk decided that the fire must have something to do with it, and took the same two keys over and placed them in the flames until they were blackened and smoking. Yu’Walla expressed her reservations about his theory, but Dunkirk was unperturbed and used a pair of calipers to retrieve the keys from the fire. He excitedly asked Urz to help him turn the keys. Urz ignored him, and stared hard at the lock, as he had been doing since they first made their way over to it. Dunkirk tried to insert the keys himself, and was again rewarded with an electric shock. This time it took him longer to get up from the floor. Yu’Walla was beginning to think Dunkirk might be insane.
Stepping forward, Urz took a length of string and measured the sides of the locking mechanism, finding them to be equal. “A perfect square,” he said.
Grabbing a piece of charcoal from the fireplace, he began scribbling on the wall. After a few moments, he spun around, saying “thirty-three”.
“Are you sure?” asked Yu’Walla. Urz ignored her, took the keys himself, inserted them into the locks, and turned them both. The heavy, satisfying clanks of an advanced locking mechanism validated his decision.
(It was decided that the +1 intelligence modifier that Urz had would be applied strictly to math, as he had no proficiency in intelligence-based skills and I had been role-playing him as someone who could barely read.)
Walking through the newly-opened doorway, they were greeted with a much larger chamber. Tall stone columns supported the ceiling, some of which were cracked and broken. In one corner was a desk, cluttered with papers. Close to the desk was a bedroll and small chest. In another corner was a large iron cage. Along the walls were scattered tables, on top of which were random items and curiosities. A mummified finger, a blue leathery egg, a tattered book, a goblet of what appeared to be blood, a skull with three eye sockets, and other strange objects spoke much about Granar’s past. In the center of the room, a raised plinth was topped with a twelve-foot stone statue of a crude humanoid figure. Dirty, tattered rugs were scattered all over the hard stone floor.
As the adventurers stepped further into the room, the door slammed shut behind them, and they heard a dry, grinding sound as the statue began to move. It stepped off the platform, and began stomping its way toward the party.
Hoping to confuse the golem, the party split up, and the casters began hitting it with spells from a distance as Urz stole its attention, hacking at its knees while Qara attempted to dart in and stab it. Unfortunately, her rapier didn’t do more than scratch the stones, and Urz’s axe, though magical, was having trouble biting deep. Dunkirk and Yu’Walla kept busy hammering it with sacred flame and eldritch blasts, and the golem recognized their threat and began stomping toward Dunkirk, with Urz running after it angrily.
As it neared Dunkirk, it breathed out a cloud of noxious fumes, causing Dunkirk’s head to swim. He was able to remain conscious, and barely dodged the golem’s swinging fist. Urz was caught by the next fist, which clutched him fast as the golem began walking toward the iron cage. Urz was able to wrench his axe free and deliver a blow to the golem’s wrist hard enough to cause it to drop him. By now, the continued punishment was beginning to show on the golem, with cracks forming in the stone and chunks missing here and there. Still it continued its relentless advance. Yu’Walla was the next one to suffer the gas cloud attack, and she was unable to remain conscious. The golem scooped up her limp form, carried it across the room, and hurled her into the iron cage. The door slammed shut behind her. Dunkirk was next, and this time his hardy Dwarf constitution did not save him from the debilitating gas. Urz followed shortly after, and though the gas attack failed to render him unconscious, the force of the impact of him being thrown into the cage did. Qara was left alone, and instead of being thrown into the cage by the golem, she tried running into the cage willingly. The golem did not follow her, and after the door slammed shut behind her, she used her thieves tools to pick the lock, but left the door shut.
The golem returned to its plinth and became statue-still again, although it looked as if it could fall apart at any moment. Dunkirk was able to shake off the effects of the gas and awoke, quickly casting a healing spell on Urz and Yu’Walla to bring them back to consciousness. As he did, the party heard a slow clap and laugh as Granar appeared at the doorway.
“Bravo, bravo you pesky fools. That was quite the display of…”
His would-be-monologue was cut short as Urz burst through the door Qara had unlocked and tackled the old man to the ground, almost flattening Granar’s frail body under his own 400+ pound bulk. Urz delivered a quick punch to Granar’s ribs for good measure, and heard something crack.
“YOU START EXPLAINING THINGS RIGHT NOW WHILE YOU STILL HAVE A FUNCTIONING JAW,” bellowed Urz, in typical fashion.
Granar was barely able to wheeze out his reply. “I… can’t explain… everything, but… if you let me… breathe, I can… do my best.”
Urz stood up and dragged Granar up with him, pinning him by his shoulders to the wall. The rest of the party left the cage, nervously watching the golem, which remained still.
“My journal is… on my desk, it should… tell you more than I can,” Granar was able to choke out between gasping breaths.
Yu’Walla retrieved his journal from his desk, and helped herself to a few magic scrolls and potions she found in the drawers as well. If Granar saw, he did not protest. Urz still had him up against the wall, and he was fairly certain his ribs were broken.
Yu’Walla began reading the journal. Granar had once been a member of the Zhentarim, an evil organization of mercenaries and wizards bent on accumulating power and influence. At some point in his service to the Zhentarim, Granar was involved in an internal power struggle, and found himself on the losing side. For his punishment, he was kicked out of the organization, and his memories of his time in the Zhentarim were wiped. This was referred to as the Instance of Nullification, and is considered a punishment worse than death. Though he knew he was once a member, he could not recall what he did as a member, or the names of any of his colleagues.
“So now you know. Whatever you hoped to find here, I can assure you is not here. My memories are blocked and all I have to my name is the wealth and power I have accumulated in this town, and it seems you would deny me even that.”
Urz let go of Granar, and he fell to the ground, yelping in pain as his broken ribs ground against each other upon impact.
Over the next hour, the group questioned Granar about his influences in the town. Granar was candid about his resentment of his place in Tribor; he craved power and felt he was owed the position of Lord Regent. Further questioning revealed that he remembered when La’Farraq became obsessed with his dead wife, and feared for the deal he made with the robed wizard, who Granar identified as Kyrus. This was the first time the party was able to put a name to the wizard, and Granar explained that he was afraid of the Zhentarim, confirming that Kyrus was a member.
Hoping to shed more light on the subject, Dunkirk attempted to cast a restoration spell on Granar, with the hope of restoring his missing memories. Unfortunately, whatever magics had erased them was more powerful than the restoration spell. Deciding they’d squeezed every drop out of the unlikable old man, they left him to clean up the mess they had made, warning him to keep a low profile, or they would inform the town watch that a member of the Zhentarim lived among them.
As they exited his house, the unmistakable sound of an angry mob could be heard in the distance. Wasting no time, the group ran in the direction of the yelling and shouting, which was coming from the town square.
Next: Oh, NOW What?









