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Iron Key House
This house is full of surprises. Warded with druidic magic to prevent Fey from entering, there is a housekeeper, Matilda Lightfoot. The iron keys given to the group by the fey left a small magical imprint that has keyed the door to them, allowing them to open it without a key. The runes around the front door read: Only those freely given the mark of Star of the Forest may enter. Beware those who try to enter IronKey House unbidden. No force from man, fey, or nature may shake or disturb this house. It is sacred ground.
The house seems to sense what everyone needs and is beautiful and intricate. Each adventurer has a personalized room, described below in alphabetical order. Galia has not entered her room at Iron Key House yet.
Adalia: When you go into the house, you go upstairs and see that there is a door with the name Adalia carved into the door, surrounded by loops of crashing waves as the carving moves around your name. Little seagulls circle overhead and when you reach your hand out to open the door, a seagull moves down the door to sit on the lock, and the door swings open. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair with a slightly smaller ottoman next to it for Aquilla, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in and there is a large, wide bowl of water on an ornate iron stand in front of it. The bowl is iridescent glass and the water seems very familiar as it calls to you. You realize that they have somehow brought water from the sea near your home. There is a small letter on your desk addressed to you from Galia. You can choose to read it now, or keep it for later.
Belladonna: When you go into the house, you go upstairs and see that there is a door with the name Belladonna carved into the door, surrounded by beautiful knotted vines with large blossoms you recognize to be nightshade (belladona). As you reach your hand out to open the door, the carvings move, and out peaks a small creature between the leaves. You can only really make out eyes and a vague shape as it blends in pretty well with the rest of the carvings. The eyes stare at you a moment, blink, then the door opens for you. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair that has obviously been constructed for a halfling, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in. In a small cannister next to the desk there is a bundle of sticks. When you look closely, you see that it is fletching for making arrows.
Carindrina: When you go into the house, you go upstairs and see that there is a door with the name Carindrina carved into the door, surrounded by dwarven style knotwork that pulses and shifts over the door. There are warhammers crossed over your name. When you reach to open the door, the hammers strike together three times and the doot swings open for you. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair that has obviously been constructed for your size, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in. There is a weapons rack in front of the window with all the tools you need to maintain your weapons plus new leather wrappings for any grips that need replaced. There is a small letter on the desk with your name in curling, elegant script.
Furus: When you go into the house, you go upstairs and see that there is a door with the name Furus carved into the door, surrounded by undulating bars of music and musical notes. As you reach your hand out to open the door, the carvings move, and a beautiful arc of a song plays, then the door opens. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in. Near the window is a stand for your instrument with extra strings and horsehair for your bow, and small tools needed to maintain your instrument.
Midna: When you go into the house, you go upstairs and see that there is a door with the name Midna elegantly carved into the wood. There is a beautiful sleeping dragon carved into the door, curled around your name. You put your hand on the door and the dragon lifts its head to look at you, nods, and the door swings open. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair with indentations that are large enough to accommodate your wings, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in.
Nira: When you go into the house, you go upstairs and see that there is a door with the name Nira carved into the door, surrounded by strange archaic symbols that you recognize as Protean designs (think the time lord language). They shift in and out as the carvings move around the door. You reach your hand out to open it, and the pattern stops moving, then shifts to say "Welcome, Master Nira" in Protean. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair that has obviously been constructed for you, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in. There is a small altar in front of the window so you can meditate and prepare spells with ease.
Venus: When you go into the house, you go upstairs and see that there is a door with the name Venus carved into the door, surrounded by carvings of several large sleeping cats. You reach your hand out to open it, and the cats sit up, alert, staring at you from their serious wooden faces. Seeming to accept you, one stretches out lazily and hops down to the handle, batting it to open the door and reveal the room. Inside the room is elegant, but clearly has been made to try to make you comfortable. There is a large overstuffed chair that has obviously been constructed for you, with a small ottoman for Perry, a small desk with a stool and writing utensils, a safe, and a medium sized bed. The window is closed, but light is coming in. There is a small basket of toys for Perry and another pillow in the sunbeam.
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