The party explored some tunnels to the north. They discovered a room littered with corpses, and caltrops, as well as a strange green portal on the wall. After some experimentation, the wizard discovered that he could not activate the portal. The group then explored some tunnels to the north west, and were ambushed by some giant brains with beaks and tentacles. After dispatching the monsters, the group found a sack of treasure on the floor, and the dwarf discovered a secret cubby in the wall, that contained a well crafted dwarven axe. The wizard studied it, and discovered that it had a Keen enhancement.
The party decided to explore some tunnels to the east, and found a dwarven statue, that would say, “Disturb not the rest of those who served Bereg Whitehelm, or the axes of the dwarves will seek you out and fall upon you!”, whenever the group would step within 10 feet of it. There was a secret door at the end of the tunnel, that, once opened, appeared to lead into the tunnel leading into this part of the complex. It seemed to be the door that would previously not open.
Doubling back, the group discovered a tunnel that led to the east, and opened up into a large room, with a raised dais, a dark altar, and a large tapestry of a white dragon . The cleric and the paladin felt an evil presence upon entering the room, and when the party approached the dais, two skeletal figures stepped from behind the tapestry. They attacked the group, who quickly dispatched them, and discovered a hidden door behind the tapestry. The paladin decided to light some candles that were on the dais, which triggered the secret door to open. When the door opened, a flaming skull came out, and attempted to attack the wizard, who was wearing his anti-magic ring. The flameskull attacked with a fiery ray, which could not penetrate the anti-magic field created by the magical ring. The paladin stepped up to attack the flameskull, landing a solid hit, but the flameskull kept attacking the wizard, to no avail. The dais was blocking access for the cleric and the dwarf, so they had to climb up onto the dais to score a hit. After a few more minutes of fighting, the party dispatched the flameskull, and the cleric poured some holy water over the bones and ashes of the skeletons and flameskull, in the hopes of keeping them from coming back to attack again.
The group stepped into the secret room, and discovered a strange mirror, and a coffin. The coffin appeared to be of dwarven make, but appeared to be empty. The cleric discovered a hidden alcove behind the mirror, which turned out to be an illusory mirror. Inside was a small silver figurine of a raven, an enchanted ring, an enchanted war hammer, and a couple of maps, which seemed to illustrate a couple of different ways to get into the next level. The wizard studied the ring, which seemed to be enchanted with protection magic, and the silver raven was enchanted to turn into a real silver raven upon command. The hammer was enchanted with cold magic.
After clearing out the tomb, the group discovered tunnels leading to the south, then to the west, which led to a large pit in the middle of a circular room. After a few minutes of checking the pit, which seemed to have cobwebs about 30 feet down, a spider crawled out of the pit, and attacked the paladin. He smashed it, and a minute later, another spider appeared. The paladin poured some oil down the pit, and set it on fire. Six more spiders climbed up the pit, some catching fire and dying, others climbing to the top of the pit to be slain. The wizard sent a magical bolt down the pit and a moment later, a strange looking ooze started up the pit. The ooze attacked the group at the top of the pit, but the group made quick work of dispatching it. The group explored the pit, and found that the web was an illusion, and that at the bottom of the pit was three enchanted arrows, and a strange feather. The arrows were simply enchanted, and the feather was enchanted to turn into a large boat, but that could only be used once.
After all of their adventures, the group decided to head back to the storage room. The wizard studied the maps they found in the tomb, and discovered that the strange arcane mark in the room was actually a portal that had a very specific trigger. They decided that they would need to go back up to the inn to restock their supplies, and stay the night in the inn, and after they would head back down into the tunnels, then venture into the lower regions.