7.23.2006
  Welcome To Greyhelm Keep
Searching reveals the following:

Ocho Glaive
Ocho Belt
Demon stitching tools
Caveman Kangol
Skull goblet

And a bunch of bones and stuff.

...

Anyway, you guys head back up and out, back into the courtyard of Castle Greyhelm. It's still surrounded by the blue energy field, which is a good thing, because you see a bunch of Knights gathered outside the porticullis with a large machine on a wagon. Not clear what they're up to, but it probably has something to do with trying to get through the shield. You shrug, pull out the gold key, and unlock Greyhelm Keep!

It's not at all what you expected.

...

Once inside the massive castle, you realize there are a lot of people here. Living people. In the huge audience hall of the first floor, it seems as though about 100 citizens of Greyhelm have set up a village. There's enough to eat and drink thanks to a few priests of Isaac. Indeed, there's a makeshift shrine, sort of like a lemonade stand, but with a giant poster of poor Isaac and his jug. There are other 'shops' too, a general store, a pub, a blacksmith, the Jesters Guild, and the Potion Guild. A few other things too, but as you're taking in the whole 'indoor Ren fest' thing going on, you begin to realize that these people are all fucking mad.

Not mad angry, mad mad, as in 'been trapped in Castle Greyhelm for months' gone mad. Loony. The people here ignore you, or shrug off your concerns, or take pity on you, as you're now trapped in here with the rest of us blighters.

Well, you probably have Potion, healing, and rest needs. You can attend to those here. You can also train here, if you're so inclined, although initially you think not, as you don't have the time. Just so you know, Tut can probably train to 2nd, depending on his class. Moth, you can train to 2nd magic-user and 3rd level thief. Schmektor can train to 4th fighter. Assuming you got the gps that is.

You rest and heal up to full before interrogating the townsfolk about Greyhelm Keep and Gregory Vrill. If you have specific questions or needs, just ask, but here's the general info that you learn:

1) The townsfolk are mainly servants of the Keep, from when the Knights first attacked and the castle defenses were activated. There's no way for them to drop the defenses, actually, and leave. That takes the royal family or the court magician.

2) As it turns out, the family Greyhelm didn't actually escape and make it to the island! They assumed everything would blow over, and locked themselves in the upper floors of the Keep. No one has seen them in months, but there's been strange reports from people heading up the stairs of monsters and strange magicks, so no one leaves the safety of level zero any more.

3) Greyhelm Keep has ten overlevels and three underlevels. A strange, forceful, and obnoxious man and his entourage just came through- who matches the description of Vrill! He enquired about the family and a set of magical mirrors that they have, one at the bottom and one at the top of the Keep. He then bought about a month of food and water, and headed downstairs. Hasn't been seen since.

4) The underlevels are: the Servant Quarters, the Crypt, and the Magician's Dungeon.

5) The overlevels are: the Ballroom, the Kitchens, the Workshop, the Botanical Gardens, the Library, the Museum, the Prince's Quarters, the Queen's Quarters, the King's Quarters, and the Solar Observatory.

...

Vrill went downstairs, so after a day of rest, you gather your gear and head down after him. To make a long story short, you trek through the three levels of the dungeons, but it looks like Vrill killed all the monsters, tripped all the traps, and got all the treasure. At the very bottom, through a maze of secret doors, you come into a large room, filled only with the shattered remains of a familiarly-grey giant magical mirror. Vrill is gone and there's no way to follow him.

No way here at least. It seems as though you'll have to take to the high ground, and adventure into the ten levels of Greyhelm Keep! At the top should be another mirror portal, where you can enter the bizarre mirror world and face off against Vrill once and for all! Don't forget that every day spent in the mirror world is one month of real time outside, so you guys actually have a ton of time to spend adventuring, enough time to train a few times at least.

That is, of course, if you're up for the challenge of... Greyhelm Keep! The stairs lead up to the Ballroom as a start. Alternatively, you can retire to the mad village and wait for Vrill to try and save the day.

What say you?
 
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Descent into Depths is an old school 1st Edition AD&D adventure run by the Infinity Group.

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