Map will be released at the end.

When last we left our heroes they ran into their first Lurker in Darkness in Jayden’s family cottage.

Lurker in Darkness:  AC 13, HP 13, ATK 1 claw +3 (1d6), 1 Tentacle +3 (2d4,) Or Bite +3 (1d8) MV double near, S +0, D +3, C +1, I -2, W +1, Ch -3, AL N, LV 3 *NEW* Weaknesses: Direct sunlight and loud noises such as yelling, music, or banging. Years of seclusion and darkness have made these creatures sensitive to the outside world.

The group will eventually focus their attention toward the cesspit the two boys were working on when they were attacked. Two shovels, a pick, and a couple of buckets lay strewn on the ground where they were scattered in the panic. A drag trail leads from near the cottage to where Dubney was inevitably pulled to the edge of the pit and thrown in.

If the group proceeds down into the pit, they fall almost 20 feet to the floor below before running afoul of two more lurkers. Savvy adventurers might try to lure them out of the hole first or back them into a corner with loud noises such as banging on pots and pans. Perhaps their encounter in the cottage (1) might have given them a clue as to what might work.

After the creatures are defeated, they find a large rectangular room with a large arched doorway in the northwest corner. The room itself is coated with a thin, oily slime. Centuries-old carvings on the smooth stone walls depict a group of possibly lizard people surrounding some sort of sacrificial pit engaged in a ritual.

The doorway houses a huge stone door that seems to be locked via an assortment of sigils that glow faintly of magic. A series of nine dials must be turned to the proper positions in order to unlock the tenth on the side of the doorway. (Puzzle to follow or the GM can feel free to improvise here.) Each dial has 8 positions similar to a compass. All must be locked in correctly to open the door. Otherwise, a talented Thief or Wizard might be able to open the door by somehow circumventing the puzzle entirely.