When last we left the party, they had made it back to near the start of the dungeon. According to their hand drawn map, the only remaining areas were through a corridor to the north. Not 10 feet into their exploration, they turned to the east to a room they had not been in. John Stone's replacement (who can't be named) enthusiastically burst into the room, discovering an unadorned wooden armor stand resting in the middle of the room. A faintly glowing sword stuck into the stand, illuminating a small area. At the base of the stand was a skeletal hand with blood stains surrounding it on the floor, to which John Stone's replacement paid no heed. He immediately grasp the sword and pulled it out, admiring it's non-tarnished splendor. As his fellow party members carefully entered the room, they all noticed what appeared to be sounds from a street coming from above. Various vent shafts could be seen in the ceiling, measuring approximately 10 inches by 5, providing a brief break from the stuffiness of the dungeon. On the south side of the room, they discovered a secret door, obvious from this side, that opened to the hall leaving the dungeon entrance, a shortcut if you will. As the other half of the party remained in the room, admiring its plainness, or perhaps enjoying the fresh air, John Stone's replacement, The Boss, and Megus made their way (lead by John Stone's replacement) further up the original northbound corridor to a tee.
Heading rapidly to the west this time, they find a 50 ft square room with 5 pillars made of mortared humanoid bone, painted black, supporting the ceiling. Noting a couple piles of bones in the room, they cautiously enter. Looking for any treasure, John Stone's replacement ventures farthest into the room, towars the NW corner. As he approaches, a grell drops its tentacles from above, hovering above John Stone's replacement. This sudden attack leaves John Stone's replacement paralyzed and in the clutches of the grell.
Rewards: 1238 XP, 5 DT - John Stone's replacement aquired a cursed longsword.