Now moved to a Wednesday night time slot!
Returning to Tser Falls, the party finds no wolves on the opposite bank, although wolf tracks cover the ground. They set out to penetrate into the dwarf's lair behind the falls. This proves to be difficult indeed. First, they cross the slippery rocks to the small cave behind the falls. However, the wizard Thorne loses his footing and is nearly swept down stream. Rikhard and his hunting dog Dusk jump into the icy river to grab him, and, aided by their companions, all are dragged ashore. Once in the cave, Niccolo spots the first of several traps barring entrance. He disables the trap on the secret door and the party enters deeper into the caverns.
After evading a trip wire, the party winds their way through a narrow passage which ends in a large cavern. Inside is a chaotic jumble of tools, workbenches, and weapons, all surrounding a large forge. Magic is at work here as well, as the bellows keep the forge heated with no sign of a dwarf to work them. However, as Thorne calls out in the dwarven tongue, they discover that the place is inhabited. The dwarf, who gives no name, does not seem pleased to have visitors. His voice is strangely high-pitched and he sounds a bit crazed. At last, he seems to realize that the party is neither the "puppies," nor have they be sent from "the master." At this realization, a hand axe strikes the wall next to Thorne's head, a sure sign that they are no longer welcome here.
In the ensuing battle, the dwarf makes good use of his home ground and unexpected talents. His axe causes a necromantic effect to damage those near the door. His ventriloquism leads the party into traps placed around his workshop. And a very large snake attacks from below one of the work benches. However, once tracked down and engaged in melee, his axe skills proves substantially lesser than Yves-Michel, who strikes him down with a powerful blow.
The party, wishing to obtain more information from the dwarf, stabilize his wounds and keep him tied up while they explore the forge. They find Jeref Maurgen's ring around the dwarf's finger. They also find a broken sword with a golden sun spreading its rays over the hilt. Rikhard recognizes this blade as belonging to a friend of his mistress, an elf named Dysania. And the party believes that this may be the missing Sunsword, long sought by the Lightbringers.
The dwarf and his treasures in hand, the party returns to town before nightfall. They deliver a number of masterwork weapons to Ismark, for the defense of the town. The dwarf they keep in the basement of the church, although when he regains consciousness he seems determined to say nothing to them. Outside, in the Barovian night, the mists begin to gather...