email   sessions home   back to april 4     Onwards to next session

The adventurers had been inspecting a small room with a few empty kegs, boxes, etc., the week before.  They suspected an evil spell caster who had been guarding the front enterance with the aid of ghouls and zombies had hidden here.  Present were Grian the Cleric, Duncan the Hobbit, Ott Ahhhht the Dwarf fighter, Mandrake the Magic user and Lorthas the Human Fighting Man (“I am a mighty warrior!”).  They failed to find a suspected for secret door and decided, since over half of the party were wounded and their spell caster had cast his only spell, that the time was right to return to the surface.

As soon as they stepped out of the room, they realized that something was not right.  They did not recognize the hall that they were in.  They attempted to return into the room they had just left and found that the room looked much the same but the boxes, crates, etc., were missing.  They attempted to leave and enter the room agaion several times and discovered nothing new.

They concluded they had somehow been magically transported to another location, and, given their wounded state, they began to get worried about getting back to the surface.  The proceeded south to room 2, which appeared to be guarded by a seven headed hydra.  After briefly battling the hydra, they discovered that it was only an illusion which was activated every time someone opened a door.  They elected to rest and spiked the doors shut.

During the course of their rest period, four scaly toglodytes entered and attacked with tooth and nail.  Both Lorthas and Grian were mowed down by the Trogs, but their companions quickly saved them by slaying the trogs and bandaging their wounds.  Although very weak, both Lorthas and Grian were strong enough to move and so they pressed on (to location 3), passing a set of stairs that went down.

The players found a room with 4 more trogs sleeping on piles of straw.  Duncan slipped in and attempted to slit their throats.  Two of the trogs died without a sound but the third awoke and attacked.  In short order they killed the enenmy and searched, finding nothing.  Location 5 was a locked door.

The players proceeded down south, where they passed (location 6) a room within which they could hear loud, gruff voices.  They moved on to 7 where thery heard a wierd, rasping chanting.  The chanting gave them the creeps so they returned to 6.  They entered the room (8) and confronted 4 orcs in chainmail.  A quick sleep spell from Mandrake put them to sleep and Duncan the blood thirsty hobbit slit their throats.  In the room they found only a small amount of gold, some ale cups, a barrel of ale and other rude furnishings.

They then proceeded through 9 (an empty room) to 10.  10 is a featureless round room with a fire burning in the center.  Given its configuration, the players expected to see four doors when they entered but found only one and an apparently magic fire in the center of the room.  The fire shed light but not heat.  The exit from the room faded from view whenever anyone approached it.  The players puzzled over this a long time and began to suspect they were trapped.  Two zombies entered and attacked the players but the players managed to kill them quickly.  Finally they determined by walking directly through the fire one could approach the door and exit --- if one walked around the flame, the exit shimmered and disappeared, reappearing elsewhere.

After the players had finally figured out the riddle of the round room, they proceeded down a hall to the south, where they found stairs up to the level above (location 11).

At the top of the stairs, the players found a bas relief of a warrior grasping a flail (location 12).  The soldier shook the flail when players passed; apparently the sculpture was a trap that was no longer at 100% functionality.  They proceeded to 13, which they found to be full of cob webs, a few scattered coins and a vaguely human form swathed in the webbing.  Since they disliked the look of room 13, they went further east and north to 14.

14 was a room with the bronze sculpture of a grinning gnome with a crossbow.  The Gnome sculpture fired a crossbow bolt at one of the players who attempted to open a door, so they left and went back to 13.

At 13, they set fire to the webs, discovering none of the expected monster spiders.  The human form proved to be a dry skeleton.  The players collected a few coins and rested for several hours, gaining a little strength and a spell  back.  As they were leaving, a huge square upright blob of jelly attacked.  The sword in Ott Ahht's hands blazed brighter than before and clove through the gelatinous cube like a knife through butter.  Inside the Blob they found a suit of platemail.  Grian removed his own plate and donned the new platemail.

In  room 14, the players attempted to open several doors simultaneously, thinking this might disarm the trap.  Every door except the one that Lorthas was opening refused to budge; the gnome spun on his pedestal and shot Lorthas dead.  The cleric then opened another door and the gnome fired again, missing the cleric.  The cleric quickly jumped out of the the room and the door closed behind him.  Since one could open doors from outside the room without the gnome firing, the cleric then opened the door and let his friends out.  They left the body of their dead comrade behind.

15 proved to be an empty room with a locked exit.  The players turned around and went to 16; another empty room.  A search discovered a secret passage in the North wall.  They went through two secret doors and found themselves facing two carrion crawlers which had apparently just paralyzed a hobbit in chainmail who had been investigating a a stone chest.  The players slew the carrion crawlers with missile fire and a few, well placed attacks.  Ott Ahhhht was paralyzed in the process.   While they waited for the dwarf's paralysis to weasr off and opened the chest, findingf loads of copper and electrum coins.  When his paralysis wore off, the hobbit introduced himslef as Opi and asked that he be permitted to join the group -- at least long enough until they reach the surface.  The players agreed. It was by now Teyrsday, the 12th of Yoli.

HERE ENDS SESSION #3!