After a brief rest while dwarf-Calibos gets used to his new body and realises his old suit of armour no longer fits him, the Heroes continue to explore the interior of the mirror.
They transverse corridors, and find themselves in a room dominated by a six-sided contraption with panels of dials and glyphs, most damaged, surrounding a central column of dimly lit glass that disappears into a series of concentric circles in the ceiling. Debris litters the floor and a mirror-like window sits hanging off the wall. At the opposite end a pair of tall, narrow doors stand closed, small windows at the top, dark and glazed.
No sooner have they entered, four wraith-like apparitions materialise and attack!
Calibos, no longer a mere paladin but now a dwarven Defender of the Faith* , blesses the party as they move into combat, Ungrid landing the first blow with his magic hammer. Halmary tries and fails to turn undead, meaning that these are no ordinary ghosts or wraiths. He, and Calibos, both get caught by warm grasping hands of the monsters, but instead of wounding them, both find themselves ageing several years. Sidni slices away one of the creature’s arms, opening it up for Xellos to dispatch it. Ungrid pulverises another, then joins forces with Halmary to send a third back from wherever it came from. Sidni and Xellos combine their prowess to take out the fourth.
The doors, which could well be an exit, are locked and seem immune to the strength of the mighty. There are levers to pull on the panels, but for the moment they are reluctant to mess about with the console, so instead they backtrack and soon find themselves leaving a corridor and stepping into a garden growing wild in a square chamber, the ceiling a pale blue sky with light from an unseen sun beaming down. They cautiously enter, and as they do ten glimmering balls of light erupt from the foliage; two manage to shock Calibos with arcs of lightning as they touch him; but all ten are swiftly dispatched as Calibos, Xellos, Ungrid and Sidni cleave them apart; their innards turn to glitter as they fall to the ground.
Back to the library, where Xellos pockets some of the intact vials of different coloured liquids, where they push the broken shelves over the chasm to cross it; a short corridor leads to a murky pool, algae covering much of the surface. Another tunnel leads off, but they leave it alone and head back to the cloisters, then on to a room that is a disused workshop: here, more ghostly figures emerge, quickly dispatched without anyone ageing. They loot the workshop, finding a few items of potential use (a small yellow ceramic sphere, a glass jar of green slime, and a crystal nodule that looks like it can fit onto the hilt of a weapon), pass along a corridor and through an empty and crude kitchen- which shows signs of recent use, warm ashes, bones in the fire pit- through a strange workshop of metal and glass-panelled desks, and there they hear the sound of people smashing furniture: down another corridor and into a now smashed laboratory, five wild men, long of beard and nail, obviously insane, sharpened teeth, drooling at the sight of fresh meat.
These savages charge the party, as Halmary quickly blesses them. Sidni cuts one down, as does Xellos, while Halmary wades in swinging his mace, taking out one, two, three of the savages before Sidni steps up and skewers the last.
They catch their breath and survey the ruins of the lab.
End of Session
Kills: 7 Time-Ghosts, 10 Glimmerings, 6 Savages.
*new custom-built class.