It was on Starday, the 22nd day of Coldeven, in the Common Year of 581, when the henchmen of the Company of the Green Dragon returned to the Power Tower, in the ruins of Castle Greyhawk, and plundered the tombs of Zagig’s parents. A short while later, in another room on the same level, the henchmen battled and defeated three wererats.With the three wererats dead, the henchmen did a more thorough search of the room. But the only item of interest they found was a small section of wall that had been masoned over with newer stone, perhaps covering up a niche or a passageway. The henchmen decided to look elsewhere though before dealing with this, and they returned to the passageway to examine the other nearby door. It, however, appeared to be locked with magic and was too difficult to pick. So the henchmen retreated to the main passageway where they then ventured down another side passage. The side passage led them to a series of rooms each occupied by ten coffins, some of which stood upright along the walls, while others lay on the floor in the middle of the rooms. There were three of these rooms and some of the doors leading to these rooms had been smashed in, probably by previous explorers such as the Marauders 6 of which the henchmen had earlier found traces. The henchmen went through these rooms and, one at a time, opened up each coffin. Some of these coffins had skeletal or partially mummified bodies in them, while some were empty. Still, others contained zombies or animated skeletons which the band had to fight. The zombies all either had contact poison on them or were the more agile juju zombies, while the skeletons wielded poisoned blades. Worst of all, a couple of the coffins contained wights and one of them managed to drain some life force from Jamis before they killed it. Other than the one wight though, the henchmen were able to deal with the undead creatures with no difficulties, so they continued on and got better at it as they proceeded. In the coffins that were occupied only by the dead, the band found that each of them contained a handful of copper and silver coins that the henchmen collected along the way. While the henchmen explored these rooms, which comprised only a portion of the tower’s catacombs, they came upon one door they could not open as it appeared to be barred from the inside. Near this door, one of the many passageways was blocked by a cave-in which appeared to be fairly recent. Returning to the main passageway one more time, the henchmen found that it terminated in a room with a dozen unused coffins. These coffins, which were of high workmanship and therefore fairly valuable, were apparently placed in this room for storage. A nearby room with a smashed open door was obviously where the coffins had been built, as it contained several woodworking tools and a half completed coffin. Some of the necessary and more valuable tools, however, appeared to be missing. On the opposite side of the storage room, and through another set of smashed in doors, was what must have been a different kind of storage room, as evidenced by an empty set of shelves that lined two of the walls. To the left of the entrance was a huge mound of trash, bones, embalming herbs, spices, mummy cloth, wood and other assorted items. As the band entered the room, however, their attention was soon drawn to the giant rats that scampered all about the room. There were more than two dozen of these rats, each about the size of a domestic cat, but rather than attacking, they chose instead to run and hide under the trash or duck into holes in the walls. Thus the henchmen were allowed to search about the room with little difficulty. In the pile of trash, they uncovered two magical swords, one a broadsword, the other a bastard sword. They also found thousands of copper pieces but decided not to collect these due to their encumbrance and low value. Attached to this room was an oddly shaped room with a magical aura, which turned out to be magical dehydration chamber that would quickly remove all moisture from anything placed inside. After searching this room, the henchmen were left with only the areas that would require some work in order to enter. So they returned to the room with the recently mortared wall and began tearing it down. Behind the wall they found a narrow fissure that was only 5 feet high and 3 feet wide. Thiege, of course, had no difficulty entering the fissure, so he then led the henchmen inside. The others had to stoop, however, and walk in single file, while Trizzac was forced to remove his plate armor and bring up the rear. About twenty feet or so into the fissure, they came to a small, natural cave that split off in two directions. One way led to a natural chimney that was too narrow to enter. The other appeared initially to lead to a dead end but turned out to enter a small crack where all the henchmen had to crawl on hands and knees. Eventually the crack intersected a narrow, natural passageway and when Thiege entered it he found himself under attack from an ochre jellie that dropped from the ceiling and almost landed on him. Thiege quickly moved down the natural passageway and away from the ochre jellie, while attacking it with spells. But as the rest of the henchmen entered the natural passageway, they were attacked by a second ochre jellie. To make matters worse, as Thiege continued moving through the passageway, he was approached by a swarm of tiny creatures that looked like snowflakes. These creatures coalesced into a shimmering sphere that shot out super-heated beams of light. Fortunately, Thiege was able to kill the tiny creatures with one spell and then turn his attention back to the ochre jellies. Moments later, the henchmen were able to kill the ochre jellies as well. With the threat now passed, the henchmen continued exploring the natural passageways, including one cave that had a partially collapsed ceiling and another passageway with a very uneven ceiling where Trizzac bumped his head. These passages appeared to come to an end at three large boulders. But after further examination, the henchmen discovered a tiny crawl space just large enough for them to crawl through. Once again, Thiege led them onward to another natural passage where they encountered six poisonous snakes, most of which they were able to knock unconscious with color spray spells and then kill. Further on, through a split in the floor and a 20’ drop to another passageway filled with large chunks of rock, the henchmen finally came to a large natural sinkhole. After dropping a coin lit up with a light spell into the hole, the henchmen concluded the hole would lead them the next level. Since the henchmen were not ready to go to the next level yet, they turned back at this point and made the difficult struggle through the natural passages, back to the made-man section of the level that they were currently exploring. Once there, they returned to the door in the catacombs that appeared to be barred from the inside. After smashing in a portion of the door with their weapons, the henchmen could see into the room and saw that, in addition to 13 coffins that lined most of the walls, there were 10 animated skeletons, and 10 zombies that were all moving towards the door. A well-placed fireball however, quickly took care of these, though it also caught most of the coffins on fire. Nevertheless, once the henchmen were able to enter the room, they salvaged what they could. They also noticed a wide alcove on one wall where there were no coffins and there they discovered a secret door which they were unable to open, as it appeared to work only from the opposite side. At this point, the band split up into two groups. Ashba and Nikki went to the caved in passageway and began clearing it out with the help of the ring of telekinesis, while Jamis, Thiege and Trizzac went back to the door that appeared to be locked with magic. Once again, they chopped down the door, and when they had done so, they retrieved Ashba and Nikki and stepped inside to explore the room beyond. It was an octagonal shaped room, and on three of the walls were large symbols of Boccob, while at the center of the room stood a statue of Boccob. The henchmen did not find anything of value in the room, but Thiege pointed out that priests of Boccob often use symbols of Boccob as scrying devices. So it was possible that they were being watched by the priests who lived in the pyramid up above. The henchmen did find a secret door however, in one of the symbols. It led to a short wide hallway with one door on the side and a solid iron door at the end. They realized they could not get through the iron door, but they checked the side door. It opened up into 15’ diameter shaft with a spiral stone stairway around it that descended into darkness. The stairs had no railing, so there could have been some risk involved in using them. But since it appeared that the stairs would lead them to the level below, once again they decided to turn back. At this point, other than the iron door and the caved-in area that supposedly led to mummies, which they did not care to deal with, the only area on this level left unexplored was the caved in section that they had already begun to clear out. So they returned to this area and resumed the work. It turned out to be much more work than they had originally expected. But after some time, they eventually cleared out enough of a 20’ section of corridor to allow them to reach the other side. Just beyond the caved-in section, the henchmen found the decaying bodies of five men partially buried under the rubble. It was presumed that these were the remaining members of the Marauders 6. Among their gear, the henchmen uncovered two magical shortswords and a magical shield. From here, the henchmen continued on, but almost immediately they were met by half a dozen ghouls which the band had to battle. Once the ghouls were defeated, the henchmen resumed their explorations and discovered the rest of the catacombs. Altogether, there were six more rooms, each containing 10 coffins which variously contained bodies, skeletons, zombies, wights, or nothing at all, as in the previous chambers. As before, the henchmen went through each of these rooms and, one at a time, inspected each coffin, killing any undead that emerged from them. When this was finally done, it was nearing the end of a long day and the henchmen knew that the benefits of their hero’s feast would soon come to an end. So they made their way back to the first floor of the Power Tower and waited for Tadwin to arrive. By this time, Tadwin had been scrying on the henchmen to watch their progress, and when he saw them return to the first level of the tower, he knew they had decided to end their explorations for the day. As this was the previously agreed upon signal, Tadwin then teleported to them. When Tadwin arrived, the henchmen told him all that had occurred during their explorations. It had been discovered that the magical bastard sword they found was cursed, so the henchmen decided to keep it and the two magical shortswords, and use them to play the elves’ game, while Tadwin teleported back to the War Tower with the rest of the magic items they had found. When the henchmen emerged from the Power Tower, they played the elves game of chance, and as expected, the outcome required them to hand over half of the magic items found. The elves agreed to accept the bastard sword as payment, unaware of its cursed nature despite their efforts to identify it. Meanwhile, in the War Tower, when Tadwin arrived there, the magical black gem that he had been given by the henchmen suddenly exploded, causing Tadwin to be injured. The gem, taken from the tomb of Zagig’s parents had apparently been trapped or cursed. And as it turned out, the carpet of flying was likewise a cursed rug of smothering.