[The door, it turns out, is also trapped; evidently when one does something in this town, one is really damn thorough about it. This one, however, consists of a magical residue left on the handle — presumably the sort of thing that would cling to an unsuspecting intruder and allow the necromancer to track them backwards after an escape. It's also one easily remedied by simply not touching the door with anything Alucard intends to take with him when he leaves.
Once inside, however, he'll find a workshop empty of necromancers but filled with clutter and magic-laced bits and baubles, and there on the far end of the room lies Sypha, stripped of her Speaker robes and with her bare arms covered in cuts, pinpricks, and bruises, hair a mess and one ankle chained to a ring bolted down to the floor.]
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Once inside, however, he'll find a workshop empty of necromancers but filled with clutter and magic-laced bits and baubles, and there on the far end of the room lies Sypha, stripped of her Speaker robes and with her bare arms covered in cuts, pinpricks, and bruises, hair a mess and one ankle chained to a ring bolted down to the floor.]