This party is on fire! Literally… and as if that weren’t bad enough, Binwin is drawn into an iron maiden. (Remember: just because you can double-move doesn’t mean you always want to.)
Combat ends… but that just means it’s time for some serious healing — and for a new map to hit the table. Two great sets of iron doors seal off the next area, but once opened, they reveal a room filled with an iron cauldron and great piles of colored skulls. What do they portend? And is the DM your ally… or merely a trickster and purveyor of lies?
Listen and decide!
