The Cult party story - Sunsebb 26, 583


"Have we lost all our healers?" asks Krrl. "if so, mebbe we could use some o' this gold we found to repair some o' the pains them lizards did on us."

Pensively, he adds, "'course mebbe we've wasted too much time, and we should go check at the temple fer Fianna and Krista."

"Yes, I'm the only healer. I can lay hands once per day and that's not going to cut it. What we really need is to another cleric. Ever since Talbot disappeared, I've been thinking that. Perhaps we could ask the innkeeper to keep his eyes and ears out for an adventurer passing through."

"Well then that solves that. We need a new cleric. And of course there are none to be found. I thought that people just hung around waiting to join up into adventures. Maybe that is just me" Thrwyn says hefting his war hammer. "Tragon you can heal what once a day and only a little bit, correct?"

Walking over to the bar keep, Thrwyn says, "Sir do you know of any people looking for an adventure or something to keep them otherwise busy for some time? It would help if they were really devoted towards a god but I suppose any one will do."

Ollwin shakes his head.

"No one like that's been through here lately, sir, but I'll keep my eyes and ears open."

"I wish we could find others. Another cleric and maybe another mage would be useful. By the way, how come you never mentioned you were also a mage?" Tragon grins. "You certainly gave me a scare when you fired that magic missile."

"Well you can't always be to trusting of everyone and giving away everything about yourself. Actually I never said I was much of anything. You all just assumed because of all the weapons I carry that I couldn't do anything else. Besides being a big strong fighter type usally draws the women to you quicker than hey watch me make a rabbit come out of my hat." Thrwyn says with a smile

"Didn't mean to scare you. I don't know many spells and usally I just have a offensive one handy. It has pulled my butt out of the fire a few times." says Thrwyn.

"No complaints, Thrwyn. It was a nice surprise, believe me."

"And you're right. Fianna and Krista have been gone far too long. As has Zendar, if he's still around."

"Very true we need to find out what is keeping them darn girls. They have been there far to long. We might be ready for a fight to find them also." says Thrwyn. "Where was the last place we saw Zendar anyways?"

"Here. But, I thought he went to the temple with the ladies. I would start by assuming he is there with them. If we're wrong, we're wrong, but it's a place to start."

Krrl corrects the paladin.

"If'n yer remember," answers the dwarf, "Zendar went out awanderin' by himself a couple o' nights back. Twas the same night I discovered the secret way in ter the Foamin' Mug."

"Brianna and me and Lornard went a'lookin fer him the next mornin', but all we found were signs of a scuffle and a couple o' Troggy tracks," continues Krrl. Then with a dour look towards Lornard, Krrl adds, "he tried to track the them, but failed."

"But this jibber jabber ain't gettin' us no-wheres," complains the dwarf. "Brianna needs to have her wounds tended to, and I could use a little patchin' too."

"Hey," exclaims Krrl suddenly. "Why don't we go ter the Temple and asked ter get healed there? T'would be a good excuse fer pokin' around the place." Then with obvious distaste, he adds, "and we could make a donation if'n it's necessary."

"And NO splittin' in ter groups, even ter get healed."

"Do you think we can really count on them healing us? I don't want to bring Lornard or Bryana into a combat situation where they're not capable of defending themselves."

Tragon heals Lornard for 2 hit points, and you set out for the temple.

Just past the Slumbering Serpent to the north is another intersection, as a road runs east here. This road continues north. Some distance up that way you see another farm, obviously abandoned.

Having been this way before, you know to head east. To your right is the inn, and to your left is a prosperous looking farm. The farmhouse looks to be solidly constructed and has been recently whitewashed.

Continuing on, a short distance beyond is a lane on your right, leading down to the mill.

You continue walking east, and soon the road is running along the north shore of the millpond. After a bit the road angles southeast, still paralleling the edge of the pond. At this point, on the left side of the road is another farm. This residence gives the impression that it has seen much use and that its owners have had little time for improving its appearance. A small infant is playing next to the house, and several chickens and a huge rooster poke about in the yard.

You continue on, and the shore of the pond edges away from the road. Trees block your view of the water. Then, set back in these trees, you see a small, neatly kept cottage. Clean shutters flank several large windows, and fancy curtains are visible inside. This is Vilma's house.

To the left, up on a low hill, you see the temple.

You walk up the hill to the temple.

The temple is the only stone structure in Orlane. A wall of granite blocks surrounds the temple, and sturdy wooden gates give access to a courtyard. Carvings on the gates depict a beautiful young woman. The temple is on the highest piece of land in Orlane: a full 20' above the millpond.

You walk through the open gate and into the courtyard. A broad path runs from the gate to the entrance of the temple, 40' distant. The temple is a square building, 120' on a side. The main entrance is in the middle of its south wall, directly before you. The courtyard itself is empty, and the grounds are not well tended.

You walk to the entrance to the temple. It is at the top of a shallow flight of steps. Passing through the double valves, you go down a 20' wide, 20' long passage and enter the main temple chamber. It is a large room (80' X 70': 30' east, 30' west, 70' north; doors in middle of east and west walls, respectively; doors in south wall, 10'-20' sections as measured from east and west corners, respectively). This large room has a tile floor decorated with an abstract mosaic pattern in orange, tan, brown and blue. Several tapestries decorate the walls, all depicting scenes of lush farmlands and crops in various stages of maturity. Five huge elm trunks serve as columns in the room and a statue of Merikka, carved from a solid piece of jade, is mounted on a low dias at the north end of the room.

Dusting the statue is a young woman. She turns to you, and you see that she is very attractive. Her robes are of silk, and she wears an amulet in the shape of a snake head around her neck.

"Good morning," she says with a smile. "I do not know your names. Welcome to the Temple of Merikka. I am Misha Devi."

Tragon looks at the amulet casually to see if it is of Merikka.

"Good morning, Priestess. Our friends are hurt. Can you help?"

"Of course I can," she says, "Are you followers of Merikka?"

Tragon shakes his head. "I don't know what either of these two worship." He indicates Bryana and Lornard. "I am a follower of St. Cuthbert."

Bryana, on her feet, but still suffering from multiple wounds, grimaces at this and says, "I follow my heart...for me that is enough."

"Then I shall have to request a small donation, say 5gp per heal spell," she replies.

"Agreed." Tragon hands her ten gold pieces.

"That sounds fair", replies Bryana with a nod to the Priestess. She then draws forth 20 goin coins and hands it to the her. "Here..please heal my friends and I. Your aid is much appreciated."

Bryana looks worn and tired.

Krrl grumbles about the price, but hands over 10gp.

Tragon checks her for evil.

Eyeing the lovly lady, Thrwyn asks, "We were also looking for a couple of ladies who were going to stop by here. They should have arrived a couple of days ago. They go by Krista and Fianna...are they still here?"

Tragon looks like he's going to say something and then quickly turns his attention to Lornard's wounds.

"I have met Fianna. She was here two days ago. I have not seen her since, even though she was to come and visit yesterday.

"Who is the other lady?"

Steping over towards Tragon, Thrwyn whispers, "What is your feel for this lady?"

Tragon mouths, "Pure Evil."

Turning back towards the cleric with a concerned look on his face, he says, "Ohhhh that is most unfortunate. We were to have dinner together and they told us to meet them here as they were doing some work for you. Well maybe we will catch up to them some other time. If you do see them would you please tell them that we are looking for them. My name is Thrwyn and they should know where to find me." says Thrwyn.

Misha Devi nods, and steps back.

A strange look comes over her...one of gloating and evil.

"AID ME!" she cries.

Apparently these were the words that her hidden accomplices were waiting for, as suddenly eight goblins rush through the eastern door, and move to surround you all!

At the same time, the doors leading back outside slam shut.

"You will be seeing your friends soon enough," Misha says. "Have you not heard of the old adage, 'divide and conquer'? Surrender now, and you will be assimilated painlessly."

Tragon's hand moves quickly to his sword and it's halfway out before he sees the futility. "Forget it folks, we can't fight them."

He draws his sword completely and places it on the ground. He takes the knife from his belt and also puts it on the ground.

That wholesome, goody-two-shoed, brush-your-teeth-after-every-meal-and-avoid-between-meal-snacks kind of glow that seemed to encircle Tragon now fades. Instead, he seems like just another defeated fighter.

He looks at the priestess. "You've taken our money, will you at least heal our friends?"

Misha smirks.

"Of course not."

Lornard looks back at the closed doors and forward at the priestess suspiciously. He then turns to Tragon and tries to decide if his new friend has something more in mind that he indicates. Reluctantly, he lets his bow and his sword drop to the ground, while remaining taut and ready to defend himself bare-handed if needed.

Thrwyn is made of sterner stuff, though, and quickly unloads a sleep spell at the goblins.

All of the humanoids obligingly collapse, snoring loudly.

"Oh-oh," says Misha, moving back against the north wall and starting a spell of her own.

Lornard leaps forward and attempts to restrain Misha.

Tragon, still bending down from placing his belt knife on the floor, stands up quickly with a knife in each hand. He moves quickly to assist Lornard.

Bryana beams with joy at the half-elf.

"Finally..somebody with balls!" she says to Thrwyn as she charges the evil priestess, her sword ready for blood.

Thrwyn quickly moves up to attack Misha with his warhammer.

"Someone want to magic missile this lady?" shouts Thrwyn as he moves up to attack. "Someone kill those stupid goblins before they wake up."

To his bloody-minded companions, Lornard eeks out, "Do not kill her, she may have valuable information!"

"She also may kill one of us first if she gets her spell off." growls Thrwyn.

The half-elf and the elf hurry past the ranger.

Briana in her excitement fans with her sword on her first attack. Thrwyn has better luck and lands a hard hit with his hammer, ruining her spell.

Misha produces a mace and swings it at the half-elf. He easily dodges it. This time Briana lands a glancing blow on the cleric while Thrwyn misses badly.

Lornard cannot get in on the fun, with Briana and Thrwyn there ahead of him.

Tragon turns towards the goblins.

Briana lands another glancing hit on Misha, slicing her arm. Misha barely misses Thrwyn. He does not miss with his hammer, though, and she drops to the floor, her pelvis smashed.

"Keep a couple of the hobs alive. Torture has never bothered me. And they are more likely to talk than she is." says Thrwyn matter of factly, turning away from the fallen cleric.

Krrl approaches the sleeping goblins. One at a time he binds them with rope and stuffs a rag in their mouths. Accomplishing that task, Krrl will with careful aim of his warhammer, break the legs of each of the goblins, thus rendering them a threat no more. He his not attempting to kill them, but if it happens, so be it.

"I hate ambushers," he growls with each blow.

Tragon, however, slits their throats.

All is quiet, now.

While the others are busy finalizing the battles, Bryana begins searching the bodies and temple for valubles.

Tragon doesn't look up from his grisly task. He simply wipes his knives on the front of a goblin before replacing them in his boot sheaths. After that, he collects his belt knife and sword.

He doesn't meet anyone's eyes.

Krrl gives Tragon a long hard look, then looks to the rest of the party.

"Mebbe he's under some kind a spell," the dwarf states. Turning back to Tragon, "but if'n yer not, then yer comin' close ter bein' a murderer."

Having voiced his opinion, Krrl suggests, "I'm guessing we'll find our friends behind one of them doors."

"I think he was doing what was necessary. Those are evil creatures and they were attacking us. Just because I was able to knock them out...the results were the same. THEY WOULD HAVE DIED. This just happened to be a lot easier." says Thrwyn as he moves over to the dead cleric and searches the body.

After he is done there he checks the room and takes stock of what is there, and the entrances and exits.

Krrl approaches the dead priestess and retrieves the 10 gold pieces he gave her in exchange for her promise to heal him.

On Misha you find a nice-looking ring and the snakeshead amulet. The latter is of gold and has two rubies for eyes. It looks to be very valuble. Also on her are two vials.

On the dead goblins you find nothing of value.

As for the rest of the chamber, the only item of value is the statue of Merikka. It is carved from a solid piece of jade, and you guess that it is worth quite a few thousand gold pieces. However, it also looks very heavy.

You take a look through the east door, that the goblins came through. This leads into a 10' wide passage running north-south. To the south, it runs for 30' and ends at a door. To the north, it goes 60', turning west after 50'. In every 10' section of the east wall is a 10' deep alcove. The hall has a gleaming white floor. The alcoves are each lined with black velvet, to better highlight the beautiful golden items displayed therein. In each alcove is a replica of a fruit or vegetable...rendered in gold. You see a stalk of wheat, a potato, a cluster of oats, a cornstalk, a large carrot, three turnips, a bunch of grapes, a cluster of barley and a pile of beans....each in pure gold. They stand for the bounty that Merikka's benign blessings help to nurture.

You return to the main temple, go south and reopen the exit doors, revealing a deserted courtyard.

You do not know why the doors closed when Misha called for her allies.

You go and open the door to the east of the exit. This reveals a 20' square room (10' west, 20' south; door in east wall south corner). The place is bare but for three benches. The east door is locked.

You leave it for now and open the door to the west of the main exit. Again, another room is revealed. However, you cannot tell its full dimensions, for a rich blue curtain divides it just west of the door, and blocks your view. The area that you see has only three wooden benches, extends 10' east, and 20' south.

You go and open the door in the middle of the west wall. This is a large, "L" shaped dining hall (left wall runs west for 20', north for 60', east for 20' and out of sight; right wall runs north for 30' and around a corner to the east; door in south wall west end). You see the end of a table to the north. Facing you against the west wall is a large display case, containing examples of some of the finer harvests to come from the Orlane area: a huge carrot, a plump ear of corn, a cluster of tall wheatstalks and a bottle of the local wine.

Tragon, during the small exploration of the adjoining rooms, creates a small map. Despite the shaking of his hands, he offers it to the rest of the group without comment.

"I can scout ahead as needed", offers Bryana almost apologetically to Tragon.

"As good as the offer sounds Bryana I think we should stick together. We already have a couple of walking wounded and I am out of spells. We are going to need all our fighters together and ready for whatever." says Thrwyn.

Tragon makes no comment or any gesture, but continues to stare at the ground.

Thrwyn walks over to Tragon.

"You made a mistake. You didn't know that I could take them all out. If I didn't have my spells I would have probably surrendered also. It isn't something to be ashamed of. I understand that you feel guilty but we need you and your thoughts to help find the others. You can make up for your mistakes because you are still alive but if you don't pay attention and possibly point something out that the rest of us miss we all could end up dead." says Thrwyn to Tragon.

Tragon tries to speak and makes some hoarse sounds. He swallows.

"You don't... don't understand. I wasn't really... surrendering."

He looks at his boots. "I was trying to buy time for the rest of you and focus her attention on me. I was going to throw one of my boot knives at her. For trying to save our lives, my god has taken my powers from me. I'm no longer a paladin..."

Krrl grumbles, "Well mebbe yer kin regain yer powers by not tryin' ter be so tricky, and by not slittin' throats of sleepin' creatures, evil or no. Seems ter me, yer supposed ter look the bad guy straight in the eye and then stomp him fair n' square."

The the dwarf adds in as soft a tone as he can muster, "so stop cryin' over spilt milk, and start showing yer god what yer made of. And we kin start by findin' our friends."

Tragon nods. "If you're sure. I was worried that Bryana and Lornard were not in any condition to fight being as wounded as they are."

"Thrwyn, are you capable of casting any more spells today or was that it?"

"Good," remarks the dwarf. "Don't somebody ferget ter collect the booty from that Misha Devi. Cause by the end of the day, we may need it."

Lornard says, "I apologize my friend. I really was surrendering; in my hesitation to use lethal force, I failed to back you up. I will strive to better support you in the future."

Tragon shakes his head. "I gave you no warning. Who would expect subterfuge from a paladin? And she most surely knew that I was one."

"As to your loss... is there not anything you may do to atone?"

Tragon shrugs. "That is a possibility. I will need to spend time praying to St. Cuthbert for forgiveness. Perhaps then I will discover if there is any way to gain back his favor."

Bryana casts a worried look to Targon.

"Will you be okay?", she asks, "I mean, your not gonna die or anything because you lost your god's favor are you?"

Tragon shakes his head. "No, I won't die, but there is a great ache in my heart. Like something was torn from me."

"Well we will just have to convince your god that you were trying to save all of us and what not. As for spells I am out...that has always been just a back up to my weapons." says Thrwyn.

Tragon nods. "Then we know that you will have no more surprises for our opponents. So, we proceed slowly and try not to get overwhelmed again."

"Agreed. Getting overwhelmed could pose a problem." states Thrwyn. "Hopefully we can find our friends quickly. And something to heal us would be of help also."

"If we can find our friends, we can find the healing that Bryana and Lornard need. Remember, Krista is a cleric. If we can find her, she may have some spells available now. If not, then she will after she's had enough rest. So, we need to pick the most likely direction to the dungeons or wherever they would keep Fianna, Krista and Zendar."

Taking the dwarf's advice, you sample the contents of the vials you found on Misha. They turn out to be powerful healing potions, and each vial contains two doses. You give them to the people who need them the most: Bryana, Lornard and Krrl. They are all healed up to full, and there is one draught left.

Feeling much better now, you decide to explore the area that the goblins came out of: the passage through the east door.

The door at the south end of the passage is locked, so you head north. Rounding the corner, you see that the passage runs for 60' from the corner and ends at another door. There are no more alcoves.

You go to the door and open it. Through it, the passage continues east for 10', then there is a flight of stairs going up to the second storey.

You go upstairs.

At the top of the stairs is a landing with an opening to the south. Through this opening you see a passage heading east for 40' (from the back wall), ending at a door.

You note that there are some bloodstains on the floor of this passage.

You go to the door. You listen at it but hear nothing, so you open it. beyond is a large, long room (30' X 60+': 10' north, 10' south, 60' east and on into darkness; door in south wall, 40' - 50' section). This bare room contains only some wooden benches and some skeletons standing against the walls between them. You see six skeletons.

There are more bloodstains on the floor just inside of the room.

Bryana hesitates at so obvious a trap. She does not step into the room, but surveys it closely for a moment before turning to the others.

"Some magic would be useful here." she comments quietly.

"What would you suggest? Thrwyn's out and I've lost mine."

"Yer may be right," adds the dwarf. "I suggests we goes back down the hall one at a time, in case we already sprung the trap. I'll goes first and keep the door at the other end of the hallway from slammin' shut and trappin' us in here. Yer keeps an eye on them bones in case they jiggle ter life"

With that Krrl moves cautiously back down the hall. He uses his dwarven experience to look for any anomolies in the stonework.

"I'll be the last one to leave."

Tragon draws his sword and waits for the others to leave.

The dwarf finds no traps or strange-looking stonework.

"Well, mebbe this weren't such a trap after all. Let's brace this door open, then go investigate that room with the skeletons. Mebbe its where them trogy critters comes in and the bones is what's left of their dinner," suggests Krrl. "Let's look fer hidden doors in that skeleton room. Otherwise, we may need ter get through them locked doors we passed by."

"Krrl, I can't detect evil anymore, but I'd be willing to bet that those skeletons will animate when we enter the room. And this doesn't seem like the way to the dungeons. I'm all for exploring, but I'd feel better if our cleric/ranger and mage were here to help."

"Tragon I don't know...as I don't usally hang out in churches. But since when do they have dungeons?" ask Thrwyn. "They might be in a tower being held. I think we need to explore up here while we are here and then continue on."

Tragon shrugs. "It's a temple and this one seems to be well built for defense. Remember, some of them were built to withstand sieges. Thus, dungeons were part of the design."

"There is a door in the skeleton room also." says Thrwyn, and he moves into the room with warhammer ready in case of anything coming out.

Tragon nods. "Very well, but keep your guard up. In fact, maybe we should hit the skeletons anyway, just so they don't animate on us."

The skeletons do indeed animate, and rush the half-elf, rusty swords drawn.

"Okay, like I wasn't expecting this." says Thrwyn.

Tragon gives Thrwyn and company an 'I told you so' look and moves to meet one of the skeletons with his own sword drawn.

"Thrwyn! Don't be stupid!" exclaims Bryana with dismay at his actions. She moves in to help out.

"I said it before and I'l say it agian," growls Krrl. "Today is a good day to die."

He moves forward to engage the skeletons.

"Of course," he mutters, "better them than me."

All of you move in to attack, and a general melee erupts. For the next little while the chamber is filled with the sounds of weapons clanging off of sword and armour, weapons crunching bones, and rusty blades piercing flesh.

You quickly realise that you can do more damage against the skeletons with blunt weapons or the flats of your blades, but it is still a long six minute fight. By the time you are victorious, all of you have suffered some damage from the skeleton attacks:

Bryana down 5 hit points Krrl down 3 hit points Tragon down 7 hit points Lornard down 8 hit points Thrwyn down 2 hit points.

Bringing some light into the chamber, you see that it is 80' long in total, and that there is a second door in the south wall, in the 60' - 70' section as measured from the west. Otherwise, the place is uninteresting.

You open both doors in turn.

The door that you spied first opens into a small meeting room (20' X 30': 10' east, 10' west, 20' south; door in west wall north corner). This place contains a small table and two comfortable chairs, with an unopened bottle of wine and two clean glasses on a shelf in the corner. Searching, you turn up nothing else of interest.

Returning to the skeleton chamber and opening the east door, you see a library (20' X 50': 10' east, 50' south). In here are many shelves of books, and two small tables.

You search.

Most of the volumes deal with mundane aspects of agriculture or religion. The most ornate book in the room is on one of the tables, and is entitled: A Most Worshipful Guide To Benign Merikka. The huge and richly embossed volume will not fit on any of the shelves. It contains many colourful paintings and was formerly very valuable, but all of the illustrations have been crudely defaced. Some of the pages have rusty brown spots on them.

Returning to the meeting room, you open the east door.

This leads into a passage running west for 30', after which it opens up into a chamber. You head down that way, but midway down the hallway Btyana notices a secret door in the middle of the south wall.

Keeping that in mind, you look into the chamber at the end, and see that it is a torture chamber (odd-shaped: right wall runs north for 10', west for 40', south for 60', east for 20' (door in east corner), north for 30' (door at north end), east for 20' (Thrwyn notices a secret door at the west end), and north for 10'). A rack and a table with heavy straps attached to it occupy the centre of the place, and an iron maiden stands in a corner. Several empty pine boxes, about 6' X 2' X 3', are stacked against the west wall. More disturbing, though, are the fresh blood stains on the rack and table. Under the latter, you find a pile of bloodied clothes. You recognise them as being worn by Fianna, Zendar and Krista, when last they were seen...

You have two secret doors and two normal doors to inspect. Plus, you have one last healing potion to use as well.

"That is not good." says Thrwyn looking at the clothes.

"No, it isn't, but I think they're still alive. I don't know why, but I have a feeling..."

"I am okay for for health. Someone else should use it while we have the chance." states Thrwyn.

Lornard, battered and bleeding and clearly not far from passing out, looks to the others and says, "Is there anybody else who is currently in desparate need of this?"

"Lornard, I think you should take it. I'm down quite a bit, but as long as we don't have to fight anything else, I'm okay."

"Did yer hear the way the bones of them skeletons broke when my warhammer struck," asks the dwarf. "Twas joyous. And they hardly layed a bony finger on me, so I don't need that potion."

The ranger drinks the potion, and is restored to full health.

"Now if I were a corrupt cleric where would I hide my prisoners....I think we should take on the secret doors." says Thrwyn.

"I agree. Here's an updated map. Let's try the one in this room first."

Krrl adds, "Either of them doors is OK with me. If'n yer want, I'll take the front." With that, Krrl hefts his warhammer and heads for the door indicated by the group.

Bryana wipes the blood which is flowing from a cut on her forehead away from her eyes and helps search the rooms with the others. Afterwards she looks to Tragon and then to the doors.

She says, "Let me at least listen at each of the doors before we bash them in and get ourselves into yet another fight."

She then moves to each of the doors and does her best to listen for what might be behind them.

However, Bryana hears nothing through any of the doors.

After several minutes of inspection, you find that by pressing a section of wall to the left of the door, it opens.

Beyond is large, irregularily-shaped room (right wall runs south for 30' (door as mapped), east for 80', north for 30', west for 30', north for 10', west for 30', south for 10' and west for 10'). This room is barren, except for nine straw mats along the south wall and a low, crudely built table. The place reeks of goblins.

You note that the other secret door that you found also leads into this room.

Searching the place finds you nothing.

You return to the torture chamber and open the south door. This opens into a chamber (20' X 40': 10' west, 40' south; opening int east wall south end). Opening the door causes several small bells to chime softly. The walls of this chamber are scratched, stained and covered with strange markings. Loose chips of stone lie scattered on the floor. Aside from the southeast exit, the room is empty.

After turning up nothing, you look through the opening, to see a passage running north for 40' from the back corner. After 30' it turns east.

You head north and look east, to see that the passage immediately turns south again.

Looking south, you see that the passage runs for 40' in total again, turning east after 30'.

However, standing at the fat end of the passage is a man. He wears gleaming chain mail, and has a shield and mace. He tosses something at you. You see the glint of a coin, as it lands at your feet, and suddenly you are engulfed in silence.

He screams silently at you and charges, brandishing his mace.

Krrl smiles and mumbles "time to play."

Of course, neither he nor anyone else hears him.

Lornard has time to get off a couple of arrows before you engage the man. He fires the arrows with his bow over Krrl's head. The first arrow bounces off of the man's fancy chain mail; the second glances off of his shield.

The ranger then drops his bow and draws his sword.

What with the silence, Lornard does not say anything.

Tragon bends down and pulls out his two boot knives and throws both of them at the man. He then draws his sword and waits for the man.

Bryana makes a judgement call and throws two daggers at the cleric while Tragon is bent over drawing his. She misses badly both times, as does the paladin.

Thrwyn lifts up his warhammer and shakes it at the screaming man while everyone lobs things at him.

He prepares to take the place of anyone that falls.

Tragon and Krrl greet the charging man with steel. He is screaming silently, and laughing at the same time. He fights like a madman, swinging his mace here, there, and everywhere but hitting no one. Tragon lands a hard blow with his longsword, but Krrl misses.

The cleric clobbers the dwarf for 2 hit points, as Tragon all but disembowels him with another devastating hit. Krrl misses again, but Tragon makes it three in a row, and beheads the cleric.

Searching the corpse, all you find that appears to be of value is his chain mail. You also find a ring of keys.

Feeling emboldened now, you march forward, and out of the area of silence. Reaching the south end of the passage, you look east and find yourselves looking into a chamber (30' X 40': 30' east, 30' north). The place is decorated in a bizarre fashion. There is a dirty straw pallet on the floor, yet two soft and expensive-looking armchairs rest by a low table. A beautiful robe hangs on the wall above a battered, locked chest, while the floor is strewn with muddy rags. An exquisitely crafted wooden desk has been placed near the northeast corner of the room. At various points around the walls, small iron hooks for hanging tapestries have been set into the stone.

You search.

The rags on the floor are barely recognisable as the remains of the tapestries that used to hang from the walls. At one time, these showed pastoral harvest scenes. The desktop is covered in insane scribblings. They make no sense to you. Trying the keys in the chest, you find one that unlocks it, but inside are only ripped up clothing of poor quality, and worthless fragments of ivory. Once, perhaps, they may have been a figurine.

Then, Thrwyn notices a secret door in the east wall, north corner.

Pulling on a hook causes the door to swing aside, revealing another room (40' X 50': 30' south, 50' east). This large room is dirty and unkempt, with shards of rock lying around four crude granite statues standing about the room in haphazard locations. In the southeast corner is a polished jade figure of a snake with a female human head that is set apart from the other statues by its obviously superior crafting and material. Near it, a small cage with iron bars holds the listless figure of a beautiful young woman clothed in tattered rags. She is perhaps 15 years old. In addition, two brass-bound chests sit next to the east wall.

The girl looks at you without much interest.

"Bryana, can you please check the chests? Stay away from the statue of the snake. I believe it matches what that female cleric was wearing. This must be there god, although I can't place the name right now."

Bryanna nods to the Paladin and goes over to the chest. She checks for traps and looks about it, examining the exterior., then if she thinks it is safe, she opens it....

Krrl stays near the door, keeping a wary eye on the granite statues in case they spring to life as part of a trap.

Tragon moves over to the cage. "Young lady, what is your name?"

"Cirilli," the girl answers in a sullen, disinterested way.

"Cirilli, my name is Tragon. Why are you here?"

"Abramo likes me," she replies quietly.

"Abramo? The man who lives in the room next door? How do you feel about him?"

She looks away.

"Cirilli, do you wish to go home to your parents? We can let you out if that's what you want. Abramo won't touch you anymore, I promise."

She looks up, hope in her eyes for the first time.

"Let me out. But I won't go back to my parents."

Tragon shrugs. "I suppose that is your choice. But, where will you go if we release you? It is dangerous here."

"I don't know," she replies.

"Then you will stay with us until we can see you to the mayor. He should be able to help you."

She nods.

"Now, we have some friends that are being held here. Do you know where they would be kept?"

"In the dungeon."

"Can you lead us there and avoid any meetings with the others who live here?"

"I can try," she replies. "There's a secret door through Misha's room, right below us. There's another secret door in the monk's quarters."

She pauses.

"Are they still around?"

"Misha is dead. We met her and her goblin friends at the entrance. I don't think we found her room."

The girl smiles.

"Is...Abramo..?"

Tragon nods. "He lost his head, I'm afraid. Part of my redemption to St. Cuthbert."

The girl smiles.

"We didn't encounter a monk. Do you know where he is located?"

Tragon shows her his maps.

She points to the west door leading off of the main temple.

"There's more than one of them."

"Hmm.. I think we'll avoid that area for now."

"You don't know where Abramo kept his healing supplies, do you? As you can see, we've been wounded."

She shakes her head.

"He was more into hurting than healing, these days."

"I'm sorry. Are you hurt?"

She shakes her head.

She looks filthy and bedraggled, but mostly in one piece.

"When we're ready, let's head to the dungeon and then out of here."

Not finding any traps on the chests, Briana tries several of the keys you found before discovering the one which unlocks them both. However, all she finds are a few coins: 12gp, 14sp, 29cp).

"They were emptied not long ago," Cirilli says in her quiet voice. "They take the money to the lair of the reptile goddess."

You find nothing else of interest in here.

Briana passes on the keys to Tragon, and he frees the girl.

Krrl tries on the chain mail to see if it will magically shrink to fit a dwarf.

It does not.

Tragon raises a finger and shakes his head. "I've no right to it after my earlier behavior."

"Idiot smiths," growls Krrl. "Always making nice clothes too big. I gotta gets me a tailor." The dwarf drops the chain to the floor.

Tragon picks up the mail from the floor. "Lornard, perhaps you should wear this."

When you are ready, you take your leave, via the same route that you took to get here. The girl hesitates when she sees the corpse of Abramo where you left it, then walks on by it. She leads you back downstairs and down the long passage with the precious artwork. At the end, she stops before the locked door. You try a key in the lock, and it opens.

Beyond is a room (20' X 30': 10' east, 10' west, 20' south; door in west wall south corner). A small bed, a trunk and a desk are the only items in the room.

You search.

The trunk contains only a few clothes. However, under the bed you find a trapdoor.

You open the trapdoor, and see some 10' below a 10' square landing. It opens up to the west and north. A flight of stairs heads down from the landing, to the north.

After Krrl lights a torch, you tie a rope to the bed and climb down.

>From the landing, you see that you are actually at the end of a 20' wide passage heading north (10' west). The walls, floor and ceiling are of stone.

You go down the 20' long stairs to the main level of the passage and head north. In all, the passage is 120' long (turns west after 110' feet. There is a door in the west wall in the 50 '- 60' section. At the end of the passage, you look west. It only runs for 10' and ends. In the ceiling, though, 20' overhead, is another trapdoor.

"That goes to the monk's quarters," the girl explains.

You return to the door in the west wall, and after checking, you open it.

Before you is a 10' wide passage running north-south. To the south, it runs for 20' and ends. There is a passage running west in the 0' - 10' section. To the north, it runs for 40' and on.

As you ponder which way to go, you hear a noise from the west passage, and suddenly an ogre charges at you! It is the smallest, most starved-looking ogre that you have ever seen, but it is still hell-bent on having you for dinner.

Krrl growls, "Here somebody hold this torch so I kin hammer on that creature."

He hands the torch to the party member behind him and unslings his shield.

Tragon grabs the torch with his left hand and throws a knife at the ogre with his right.

The knife strikes the ogre in the shoulder, drawing blood.

"I'd better sit this one out. Thrwyn and Lornard, can you help Krrl if he needs it?"

"Lornard you can have the honors." says Thrwyn, a little downcast.

The ranger sets down his bow and meets the ogre with the dwarf at his side.

Lornard gets in the first hit, and the ogre howls. The ranger dodges an incoming club, and Krrl clobbers the monster with his hammer.

The two fighters circle the ogre for a few minutes, but no openings appear. Suddenly the ogre rushes Lornard, striking the ranger for 5 hit points. Lornard strikes back, and kills the creature.

Searching the body, you find nothing of interest or value.

"Nice job, Krrl and Lornard. Let's check south. The ogre must've been guarding something. Just take a peek, though..."

Lornard nods at Tragon. "I am afraid, my friend, that I am again wounded. Never before in my life have I experienced so many battles in such a short period of time."

"Nor I. And without my ability to heal, you and I are going to stay wounded a bit longer. When we can find our cleric, I hope she will be in good enough health to help us. Thrwyn, looks like you, Bryana and Krrl will need to take the forefront."

Tragon picks up his knife, wipes it on the ogre's skin and puts it back in his belt sheath.

"Where do yer think I've been," growls the dwarf. "I've been in front the whole time. But if'n yer want ter make my life easier, why don't yer hold the torch?"

Krrl takes two more torches out of his back pack and hands them to Tragon.

"And I have complemented you on your fighting each time. Actually, I was trying to encourage Bryana and Thrwyn to join you in the front. I just didn't want to leave your name unmentioned."

Tragon grins as he takes the torches. "I'll gladly be the torch-bearer for this group."

Hammer and shield at the ready, Krrl proceeds. As he forges ahead, he mutters "we're awandering enough ter confuse Celestian."

"Not so, my friend. My maps make this gob much easier. Just say the word, if you wish to look at it."

"I don't need yer compliments and yer map don't tell us what's awaitin' fer us nor where our friends are," growls the dwarf.

Krrl moves into the western passage, looking for secret/hidden doors or panels, traps, etc, whilst Tragon andd Lornard search south.

"Well at least that hasn't changed much. Dwarves are still dumb as boards." says Thrwyn "I believe this is how we lost the other members of the party was by splitting up. As I see it you don't know where they are any better than we do. Tragon at least has a map and we can sort of figure out from it where they could be. We also have the help of this nice young lady if you have forgot. Than again that could be your intelligence again." states Thrwyn a little upset. "Lets go. Our friends are here somewhere and the sooner we find them the sooner we can get out of here." says Thrwyn

He follows Tragon and Lornard to see what the ogre was guarding.

Lornard follows Tragon to the south.

Heading south and then west, you come to an intersection. To the north runs a passage for 40' and on. To the south is a chamber (20' X 30': 10' east, 30' south). The latter was apparently where the ogre waited. Searching, all you find are few rat bones...nothing of value.

You go north.

From the chamber, the passage runs for 50', turning east after 40'. Going up and taking a look, you see that the passage immediately turns south again, runs that way for 40' and ends. There is nothing down there.

You return to the entrance, pass the body of the ogre, and head north to the west corner. There, you find Krrl waiting.

All together again like one big, happy family, you continue your exploration.

>From the corner, you look west.

The passage heads west for 40' in total, turning south after 30'.

You go and look south. The passage runs south for as far as you can see.

You go that way. The passage runs in total 100', turning west after 90'.

You go west.

The passage runs west for 60' in all, and ends. There is a door at the end in the north wall.

After Bryana puts her delicate elven ear to it and hears nothing, you open it.

Through it are two more passages. One runs east (40' from the door, turning north after 30'), while the other runs north (40' and on).

Heading east, you look north, to see that the passage runs for another 20' and ends.

Going back and heading north, you find that the passage runs for 50', turning east after 40'. Heading up that way, you find that the passage immediately continues north...for 40' in total, turning west after 30'. Also, in the 20' - 30' section is an opening to the east.

You do up to the opening, and see that it is a short passage, running south for 10'. There is a door at the south end.

You open it.

Revealed is a rather convoluted area.

A passage runs south for 30' and ends. In the 0' - 10' section of the east wall is an opening into a passage running north-south. In the 10' - 20' section of the west wall is an opening into a passage running south.

You head west and south.

This passage runs for 30' in total, turning east after 20'. It goes eas tfor 30' in total, turning north after 20'. Heading north, it runs that way for as far as you can see (40') and on. In the 20' - 30' section of the eas wall is a passage. In the 30' - 40' section is an opening...the one by the door.

You go north and look east. This passage immediately turns north and ends after 10'.

You continue north, past the door. The passage runs a further 30', turning west after 20'. In the 0' - 10' section is an opening in the east wall, revealing a passage running north. Heading up there, you come to a small chamber (20' X 20': 10' west, 20' north) after 20'. It is bare.

You return to the last intersection, head north and then west. The passage immediately jogs north again, and ends at a chamber (20' X 30': 20' west, 20' north; opening in north wall east end).

Much fresh dirt lies on the floor of this chamber...coming from the north opening. That is an earthen tunnel which has no stone shoring or supporting timbers.

Lornard notes some tracks in the dirt...troglodyte tracks.

You move forward cautiously into the tunnel. It slopes downwards steeply to the north for 40', before curving east and then southeast. It resumes is steep descent for another 30', runs level for 10', and then curves sharly back to the north-northwest . It runs that way for maybe 30', then the passage forks. One branch runs north, curving to the north-northeast; the other runs north-northwest. Both tunnels are extremely muddy.

Right at the fork grows a large, squat mushroom, about 4' high.

Suddenly, the mushroom emits a loud, eardrum-piercing shriek.

"WHEEEEEEEEEEEEEEEE!!!!!"

Not sure how to fight such a creature, Bryana falls back a bit and tries to find some cover that is still in view of the thing. She then readys her short bow.

"Quick kill that shrieker," yells Krrl, "then we kin go back t' where the two tunnels come tergether. That way they can't sneak up behind us."

Tragon draws his sword and moves to swing at the shrieker. "Quick, run back to the where it's narrower and get ready. I'll come at a run when this thing is dead."

"Hope you're quick. Or the response is slow." says Thrwyn as he starts back down the passage.

He takes a position to attack what ever comes after Tragon.

Tragon rushes up to the shrieker and hacks at it. Chunks of fungus fly everywhere, but still it shrieks. He swings again, and it falls silent.

He turns and runs back to the others, at the narrowing of the passage.

Nothing comes out of either tunnel, though.

After a moment, however, you become aware of the distant sound of a woman crying out, from down the right tunnel. The voice repeats again and again, louder and louder, until you can at last make out the words -

"Help, please help us."

The voice is Krista's.

Bryana nods and starts off..scouting ahead of her friends. She moves quickly, but as silently as possible..keeping to the shadows. As soon as she spots Krista or signs enemies she will stop and attempt to assess the dangers.

Krrl shrugs.

"There's no choice," he says, running towards Krista's voice. His hammer and shield are at the ready.

"Torches stay close," he yells over his shoulder.

"Sounds like they are all there." says Thrwyn as he joins the running bunch.

Lornard throws his bow over his shoulder and draws his sword as he follows closely after Krrl.

Tragon shrugs and follows behind the rest of the party.

Thew torches being carried along by the rest of the party eliminate any chance that Briana has of remaining hidden. Suddenly an axe sails by her and bounces off of Krrl's shield, and you smell the now familiar odour of troglodyte.

Two of the foul amphibians move to attack Bryana and Krrl. About 20' behind them on the right hand side of the tunnel is a barred door. Through it come the cries of Krista. The tunnel continues on into darkness.

Now, from behind you, Tragon hears the sounds of more creatures approaching.

Bryana fires off as many arrows as she can before switching to her short sword and taking up a defensive stance against the amphibians.

Bryana buries an arrow into the belly of a monster. She then drops her bow and draws her sword just in time to face a troglodyte.

"Great... Thrwyn, I need you. Lornard, help Briana and Krrl overwhelm those two so that you can get us some reinforcements. Hopefully, Fiana has some spells memorized, we're going to need it."

"On my way. It sure is nice to be needed." Thrwyn says with a smirk.

He heads back to the rear of the party and gets ready to start smashing heads with the warhammer.

Tragon looks for somewhere to jam his torch. A crack in the floor or wall or even a sconce.

He sticks it in the mud, and looks up to see two more troglodytes bearing down on the party from the rear.

He pulls out a knife and prepares for a long-range throw. His throw is wide. Tragon draws his sword.

Krrl charges full speed toward the troglodyte that is attacking.

"Yer gonna die terday, lizard face," cries the dwarf.

Krista yells from her cell with her mouth thrust through the bars, "Zendar and Krista are in a cell, 20' past these beasts! Get us out of here And we can help deal with them!"

Then to Zendar she says, "It is our little group. I saw Bryanna; I'm sure of it."

Bryana fans badly with her sword...so badly that she almost drops it. The troglodyte laughs at her...then curses as he misses her with both claws and his his teeth.

Beside her, Krrl attacks the trog with the arrow sticking out it. They trade misses.

At the back of the party, Tragon chops down a troglodyte with a single swing. All of these trogs look to be rather underfed. Beside him, Thrwyn and the last trog trade misses.

"I will try to free them!" Lornard says. He heads directly forward to try and free the prisoners.

Bryana will do her best to provide cover for Lornard while he attempts to free her friends...

Getting to the cell, he looks around quickly.

There is no lock...just a wooden plank barring the door.

Lornard lifts the blank, unbarring the door, and then throws the door open so that the prisoners can escape.

Glancing in, he sees Zendar and Krista standing before him. Krista looks healthy and Zendar looks to be in reasonable shape, though he bears the signs of having been tortured. At the back of the small hollowed out chamber lies a corpse: Fianna.

Meanwhile, the battle continues.

Krrl misses again, and then is chopped for 6 hit points, leaving him staggered and bleeding.

Bryana is scratched for 1 hit point, then misses again with her sword. The trog lashes out again, scoring her face for 2 more hit points.

Thrwyn, the trog at the back and Tragon all miss each other.

Lornard hurries on to the next cell door, and Krista and Zendar step out into the passage, to see the rest of their companions engaged in a desperate battle with the trogs. All of them are injured, Bryana now the most seriously.

Looking down at his hammer...

"Damn new I should have used the axe this time" says THrwyn digustedly. "Ohh well guess you get to live a couple of seconds longer" he says to the trog as he swings again at it.

This time he connects, and hears the satisfying crunch of disintegrating troglodyte bones. Then he starts to feel ill as the stench of the monster starts to get to him. Still, he is able to dodge the creature's return attack.

Tragon swings again at the trog that he and Thrwyn are facing. He fans badly both times.

"You bastard!", screams Bryana at the trog before her. Despite her wounds, she stands her ground against the beast, more determined then ever to relieve it of it's miserable life. However, her sword thrust is wide. The trog, however, claws her again, and she drops, unconscious and bleeding.

Krrl continues his battle with the troglodyte, trying to get him in range of Krista and/or Zendar.

The dwarf connects, and the trog drops dead.

"Give me a weapon, Lorndar!" Krista yells as he heads down the passage. She moves in his direction grabbing her amply endowed bosom with her left arm, more to steady herself than out of any sense of modesty...which would have been a wasted effort anyway. "I need a knife or longsword..."

She reaches her right hand out to receive whatever he provides...

Lornard tosses Krista his longsword. (The metal one, not the attached biological one.) He looks around. Several stone axes lie on the floor...but too far away from him to be of any use. He steps back, takes his bow off of his shoulder, and attempts to make some choice pot shots into the fray, when he thinks he has a clear shot at a trog without significant risk of hitting one of his companions.

He aims at the trog standing over the fallen Bryana. His first arrow is wide, but his second arrow flies true, and kills the troglodyte.

Only one remains, now, and Thrwyn and Tragon are battling it. Krista rushes forward to help them. Thrwyn misses again as the nausea gets the better of him, but again the trog does likewise. Tragon fares even worse, and splashes himself with mud instead. Krista, though, lands a glancing blow with Lornard's longsword, and it is enough to kill the already wounded troglodyte.

All of the monsters are dead. You hurry over to tend to Bryana.

Bryana regains consciousness to find that all of the troglodytes are dead, and that she and her companions have survived the battle. She will be out of action for a day, however, as she recovers from her injuries.

There is the body of Fianna to attend to; as well as an unopened door to the north. Beyond that, the tunnel continues north, curving slightly to the west.

Lornard finds the arrow that missed, and retrieves it.

"Is everybody accounted for?" he asks, looking around.

Lornard normally wears his recently-acquired chainmail, with a belted dark green tunic over it, boots, and a brown hooded cloak. Since he's got plenty of covering, he lends his cloak to Krista, who seems to otherwise be lacking clothing....

"Thank you, sir," she says, donning the cloak and checking for modesty. It seems well enough for the young half-elven maiden.

"This day has been a harsh one, and I can not take much more," admits Krrl. "I suggest we leave this place fer now or find somewhere's we can hole up in."

Krrl digs in to his backpack and pulls out a wineskin. He pours a little on his wounds, takes a swig, then offers it around to the rest of the party.

"Agreed let us leave this place for now. We have injured friends and a friend we need to bury." says Thrwyn as he moves to get the corpse.

"Tragon, Krrl you want to lead us out of here? Krista would you mind giving Bryanna a hand so that we can get out of here quickly?" asks Thrwyn of his companions.

"I'll do better than that," Krista says as she moves to where Bryanna is resting.

Placing a had on Byranna's forehead, she begins, "Child of Corellon Larethian, know that he is with you, through me. It was by his blood that you were created, and it is your blood that he now heals... Corellon, Krista of the Crescent Moon calls upon the power you gave her in the forest glen, those many springs ago... "

As she chants, an azure hue begins to emminate from under the cloak.

Krista's hands move over Bryanna to the spots of her many wounds, caressing each gently. "The Elven gods have charged me with evoking their will upon the land, and I heal you now child of the elves, for they have given me leave to do so..."

Blue energies course up Krista's body, through her arms, and into the wounds of her companion. A visible relief falls upon Bryanna's face.

"By the power of Corellon Larethian, through his agent in this realm, your injuries heal. By the gods may it be enough."

And the blue glow from beneath the cloak fades.

Bryana is cured for 4 hit points, but she still remains weak.

Turning her attentions again to the group, Krista says, "It was all I could do, but now at least, we can move at speed out of this place."

Bryana nods to Krista and says "Thanks" in a quietly sincere voice. Wiping some of the drying blood from her eyes she struggles to her feet.

"Nice light show. Might have been better with out the cloak" says Thrwyn, smiling. "But you still might need to give her a hand. SHe has lost a lot of strength."

"Agreed," Krista says, not making clear whether the agreement regards aid to Bryanna or that the light show might have been better.

"What is the situation in the Temple? The ones who abducted first Zendar, then Fianna and myself, were a female human dressed as a priestess and a berobed male human," she throws out to the group. "If they have not been dealt with, it might be safer to hole up deeper into this underground..."

"We killed the nasty witch and her goblin friends at the entrance ter this temple o' loonies," replies the dwarf. "We also tangled with a crazy man in chain mail. That's where we picked up this gal," he says pointing at Cirilli. "Then it were on to an ogre and these blasted lizards. But no man in robes."

"That was Abramo," the young girl says. "The crazy man in chain mail and the man in robes were the same man."

She speaks with some authority on the subject, you note.

Cirilli turns to Krista and Zendar.

"You are very lucky," she says to them in a quiet voice, "They would have taken you soon to face the Reptile Goddess herself, in her lair in the swamp. Since you are not full-blooded humans, she probably would have had you fed to the 'gators..."

Zendar and Krista notice Cirilli for the first time.

Tragon tells you that they rescued her from a cage up near where they killed Abramo. Apparently she was his prisioner...

Cirilli is a young girl, perhaps 15 years old.

"By the way, I know I'm not ready for anymore fights terday, and I'm sure some of the others ain't ready neither, so if'n yer got any ways to heal us up, now would be a good time ter do it. Then we kin hole up wherever yer wants."

"Krrl is right about the fighting part and healing. But we are definitely not staying down here. We don't have enough healthy people to put up a guard and the only place I have seen that would be good for us is these cells. And I know I am not going to stay the night in them. I wouldn't think any of us would." states Thrwyn.

"It's settled then that we leave here at once," Krista says. "But it begs the question, where shall we go?"

"As for healing magicks, I'm afraid that my work with Zendar earlier and Bryanna just now has sapped my strength for the time being," the young half-elf adds.

"From the townspeople's perspective, we can have been seen as invading their town and killing the local priestess. Any citizens who are in with the evil mystery and those who are unaware of it will see us as the wrong doers..."

She ponders a bit and then continues, "And we cannot go back to the Serpent to hole up for a number of reasons..."

"We wish no ill upon the innkeeper and his wife as they have done naught but treat us well."

"And... and probably more importantly, an inn is not defensible against attack... not by as motley a band as we have at any rate," Krista looks around to see if there are any descenters.

"So, we need a building that has few entrances, that is not surrounded by the whole town... Do we have any allies here besides the innkeeper at the Serpent?"

"I have only been to the first inn, the Serpent, and the old hermits house... I will not go to the first inn for reasons of defense, and the hermit seemed crazy but mostly harmless... His house is on the edge of town... and rather small. Does anyone here trust him? Do we have anything with which to pay him, if he's of a mercenary mind?"

"Perhaps we are better off leaving town entirely and finding succor in the woods..."

Krista ponders her options...

"I got a couple a thoughts on the matter," replies Krrl. "First, we got this girl here with us, and we need ter git her home or wherever she needs ter be as quick as possible. Second," he adds, "we've left quite the trail of dead bodies behind us. And Cirlli here tells us there's some monks living back the way we came. If'n I were them, I'd be on guard, mebbe with an ambush set."

"I'm not going back to my family," says Cirilli with finality, "They are cult members. They'd kill me."

The dwarf continues, "add ter all that the fact of it bein'g all muddy where that squealing mushroom was growing, then I'm thinkin' we're near the stream, perhaps where Zendar was taken. So mebbe we should try ter find a way outta here by going forward. Mebbe that's what the mushroom was guarding - a back door. It won't take but a few minutes ter find out."

Turning to Lornard, Krista says, "Thank you again for the cloak."

"I have many questions and some little bit to tell. We have rattled the hornet's nest, and I fear the stinging has only begun..."

Then a smile comes unbidden across her muddy face as she looks a Tragon and says, "Well, Holy Warrior? which way is out?"

Zendar says, "I uh, don't know if anyone noticed or even cares. But, I'm Still FREAKEN NAKED. I guess besides being drown, speared, hung, bound, gagged, branded, and having my finger and toenails ripped out. It should be the least of my worries but lets face it -- I need some @@%&%^& clothes and out of this #()#$_@ hole in the ground! So I can get some (@#)@#$@) rest!"

Then after a lot of panting and stomping around Zendar cools down to say: "Sorry, I guess I got a little worked up but could we please get out of here cause I for one am not ready to deal anymore of whatever those things were for a long while."

Looking at Zendar, Krrl says, " sorry, but I don't think my shirt or pants will fit yer, but yer welcome ter try if'n yer want. And yer welcome ter a swig or two of wine. That might help a little."

"Yes true they may be setting an ambush but do you know for sure what is ahead? I would rather take my chances with an ambush of max 12 monks than running into some well fed trogs. We had enough trouble with the ones we faced and they were underfed." states Thrwyn.

"As for camping out...I don't know of any place and we are in no shape to go exploring for one. On the other hand we don't have anywhere else and that is probably are best bet. But first lets get out of here." says Thrwyn as he starts back the way they came with Fiana's corpse.

"Let me at least take the lead, Thrwyn," Krista says. "I'm the least injured of the bunch, it would appear."

And the half elven woman aids Bryanna as they head out the way her rescuers came in.

"Krista you might want to let Krrl and Lornard take the lead. True they are injured but you are also carring Bryanna. She might not take kindly to you droping her so you can protect the front." says Thrwyn

"Mmm," she grunts her assent as she waits for someone to pass her.

Then to her charge, Krista says, "We'll rest soon. If trouble comes, defend yourself as best you can. I'll be there with you also."

The dwarf moves to the front, grumbling and muttering, "What if there's an ambush I says. Don't worry they says. Krrl go in front, they says. Typical."

As the dwarf passes, Krista says in a cautious tone, "And be wary of ambushes..."

Thrwyn grins.

With Tragon consulting his map as you go, you head out. The passage is muddy, but after a time you come out of itat the point where it forks. One branch runs north-northwest, the one you just came up runs north-northeast, and the pasage continues on roughly south-southeast. At the fork is a shrieker...the source of the noise that Krista and Zendar heard earlier.

Continuing on to the south-southeast, the tunnel becomes dryer as it begins to climb.

After twisting and turning for a time the dirt tunnel finally ends at a chamber of dressed stone. A passage runs out of the opposite (south) wall. Tragon leads you that way, and you soon realise that that you have entered a maze. However, Tragon's map is sufficient to giude you, and eventually you come to a doorway facing east. Here, a dead ogre lies.

Passing through the door you go down a 20' wide passage to the south, and up a flight of stairs. At the top is a landing. In the ceiling over the landing is an open trap door. Hanging through it is the rope the party left when they came down here.

You climb up the rope, having quite a struggle with both Bryana and Fianna, to find yourselves in Misha Devi's quarters. You pass through the east door into her anteroom, and from there through the north door and into the temple chamber.

There, Zendar and Krista are greeted by the sight of Misha's lifeless body lying near the altar, along with the corpses of the eight goblins.

You pause for only a moment, then hurry outside, through the temple grounds and out through the main gate.

It is late afternoon, and you hurry down the road. Soon you are back by the Slumbering Serpent. Across the road is the forest where the hermit lives. And finally, Tragon mentions that the mayor could be helpful, too.

Tragon takes off his cloak. "It's a bit big, Zendar, but wrap it around yourself a few times until we can find you more clothing."

"Perhaps the hermit has some healing magics and some clothes fer Zendar," Krrl suggests. "Else we should head straight back ter the inn and hole up. I'm in favor of spendin' a night at the hermit's," the dwarf adds."Which means yer gonna pick the inn," he mutters.

"This is scary. I actually agree with the dwarf. I say we go to the hermit's and camp there if he will let us. We need to find some clothes for Zendar though it is quite cold out here." says Thrwyn as he hands his cloak to Zendar. "Probably too big but at least you won't freeze."

Tragon shakes his head. "Let's try the mayor's house. It's well fortified for this place and we can trust the man."

"Okay well fortified I like that. Probably better any way. If you say we can trust him so much the better. Lets just do it already." says Thrwyn, exasparated.

"It's not far. Bryana, if you will agree, I will carry you. We can make better time that way."

"Thanks, that would be nice, but I can walk on my own.", replies Bryana in weak, but firm voice. Looking at her you are able to tell, that although she is still injured, Krista's healing spell has brought her back to the land of the living.

"As you wish. But, lean on me instead of Krista. She's in far better health than I right now."

"And I agree as well," Krista says as she holds her cloak closed against evidence that it is cold. "I must recover my things from the Serpent, and I suggest that we leave them as ignorant as possible. I'll explain to them some of what's going on. And I fear we must hurry."

"Child," she says to the girl the others rescued, "Come with me." She takes Cirili's hand and heads into the Serpent.

Krista and Cirilli head into the inn. The rest of you wait uncomfortably outside.

After a few moments, Krista comes back outside with the girl.

"Are we ready? If so, let's go."

"Well," Krista says as she comes back to the group, with her backpack slung over her shoulder, her cloak draped to give as much modesty as she could hope for (not much), and the girl, Cirilli, in tow, "time is of the essense, we must get to the Mayor's house if that is our destination. We are drawing attention."

"Imagine that. Two of our members walking around in their birthday suits and we attract attention..." Tragon grimaces at his own sarcasm. "Sorry about that."

"Sarcasm is not like you, paladin," Krista says.

Tragon looks towards the ground and in a pained voice he says, "Paladin no longer, Krista. St. Cuthbert has stripped my powers from me because I used subterfuge against the priestess and the goblins."

Krista looks to the sky as the group heads on, "Gods are a fickle breed, paladin. Have faith; maybe that's what's being tested... They have their own ways in such things."

"If you're a good and wise man, your god will forgive you. My patron deceived me for years before showing his true nature. Follow your heart, if it leads you back to your god, then it will."

Tragon nods again and he holds his chin a little higher. "I shall try to do as you say, Krista. I shall have to show St. Cuthbert that I am still worthy of his trust."

"What happened in the inn?"

Tragon puts an arm around Bryana's waist and helps her walk. "You heard the lady, double time it."

"I had to get my things," the half-elf says. "And I told the innkeeper and his wife a few truths, and a few lies..."

"I told them that we could not stay with them because it would jeopardize their safety, and I told them that we as a group are weaker than we actually are in hopes of drawing out a less potent reaction than might come if they knew our true strength..."

"I don't know if the innkeeper and his wife are with us or against us, but surely they'll talk to our enemies eventually."

Tragon nods. "That was wise."

"Wisdom is my business..." says the half-elf wit a grin on her face for some reason.

"Indeed it is."

"True enough. But we can discuss this when we are in a some what safer locale. I don't think we need to double time it but the faster the better," says Thrwyn.

Krrl chimes in. "Well, that's what yer kin expect fer puttin' all yer trust in them gods. Folks is folks and gods is gods and the two don't mix," the dwarf states. "Now lets find us some supper."

"At this point I think a bed would be more preferable than supper. I am wiped out." says Thrwyn.

You head over to the Mayor's house. Your trek takes you over the bridge spanning the millstream, and past the Golden Grain Inn. Several men are sitting outside of the inn as you pass. They regard you without much interest...then they notice Cirilli, and stare openly at her. They stand and hurry inside.

You continue on your way.

Following Thrwyn and Tragon, you head east when you reach the crossroads.

The first building that you come to is on the right: a gem encrusted ring is pictured on a sign outside of this establishment. The doors and windows are open. The building is small (40' square), but looks extremely sturdy; the shutters and doors are of heavy wood, reinforced with iron bands.

Moving right along, you next pass a house and livery stable on your left. These are exceedingly run down structures made of wood. Faint traces of a former paint job cling to small parts of the walls, but in some places the bare wood has started to rot. A fenced walkway leads from the road to the back of the house, and horse manure is scattered liberally about.

Soon after passing the stables you come to an intersection of sorts. To the southwest is a store. The place looks to be well-kept, a and painted sign depicting a pot, a plow, a sack and a lantern hangs over the door. The main road turns south around the store, then after some 50' continues east again. Directly across from the store, a lane meanders east. At the entrance to the lane is a small cottage. It is a small, square building, freshly whitewashed. Heavy curtains hang over the windows and the door is shut.

Vilma told you that the mayor lived at the end of this lane, so you head up there. Sure enough, you find a house there, located at the base of a small peninsula that juts out into the millpond from the south. The house is well set back from the road, and partially screened by a pair of medium-sized oak trees. It is by far the most imposing house that you have yet seen in the village. The walls have been regularily whitewashed and the roof gleams with new wooden shingles. A wide porch crosses the entire front of the house and columns of wood support the overhanging roof. These columns have been carved into leafy patterns by skilled craftsmen.

You go and knock at the door, and after a few minutes the Mayor himself answers.

"Good heavens!" he exclaims, recognising Tragon and Thrwyn, and taking in the condition of the party at a glance. "What happened?"

"What do you think happened?" replies Bryana with an impatient grimace.

"The Temple captured three of my companions. When we went to inquire about them, we were ambushed by a priestess and eight goblins. We fought skeletons, another priest and at least a half dozen trogs before we found two of our companions alive. We need shelter until we can recover from our wounds and we need someplace defensible. We've come for your help, Mayor. May we stay?"

"Yes, yes, of course you can stay! I'll send my son out for the constable, too!"

"No...no. Don't do that," says Cirilli hurriedly.

"Why not?" the mayor asks, as you start to hobble and shuffle into his house. "Cirilli, isn't it? Your - your parents said you were dead!" he adds, in growing amazement.

"They're cult members," she replies. "My parents...and the constable."

"That's why those men at the Inn looked at you. Because they too are cult members..."

Tragon looks grim. "Mayor, I think you'd better plan for a siege. We need to make sure we have enough supplies and we need to blockade all the possible entry points before any attack is organized against us."

Krista says, "You have a lovely house, and we appreciate your kindness... You have a problem in your town... We have struck the first blow for your home's freedom. Do you know what that means?"

The mayor looks at Krista.

"I'm an old warrior, miss, a swordsman, in fact. I helped to found this town...carved it out of the wilderness, and fought and killed many a creature that would have killed me and my people.

"Yes, I know what that means."

Not waiting for invitation or permission, Krista pleasantly tries to push past the Mayor. "It means," she continues, "that things will get worse before they get better and sacrifices will have to be made... all of us have made some up to this point; it's your turn as of now."

She looks at the house, judging its defensibility, and nodding her approval, she says, "If we have hurt them sorely, they will attack in the open, but if they have much more strength, they will try guile... That is the way of things."

Turning back to the mayor, holding Cirilli to her bosom Krista says, "This child was found in the cursed temple. I'm certain she has much to tell us."

"Also, I'm feeling a sore need to regain my modesty, is there a place I might cleanse and dress myself? I've had a bad day..."

The dwarf adds "and if'n yer gots any medicine, herbs, potions or such, we surely could use 'em ter heal up and git ready fer any attack that might come. Or perhaps yer know of a healer in town where's we kin buys such."

"I'm sorry, but I do not."

"The widow or the hermit would have herbs."

"True enough Tragon...but I don't think that we have the strength to send a group out to get things. We probably should just plan on the defense of this place and hope for the morning." says Thrwyn.

"No, but instead of sending someone to get the constable, perhaps the Mayor could send someone to get herbs from the hermit or the Widow."

"Mayor who else is in the house right now...and if you don't trust them for sure or you worry for their safty you might want to ask them to leave. As we all have said we have reason to believe that they will come after us and any who are with us." states Thrwyn.

"My wife is here, along with my children. Also," he adds after a pause, "There is my bodyguard."

"Good point faer one," Krista says, making it completely unclear what part of the expression on which she's commenting. "Let's make sure the place is clear."

"Paladin," she says to Tragon as she hands Cirilli off, "guard this priceless young thing."

Tragon blinks a few times in confusion or disbelief. He looks at Lornard and shrugs. He draws his sword and stands between the door and Cirilli. "Yes, Mistress Krista."

"Put that sword away, paladin!" barks the mayor with authority. He blocks the door so Krista cannot come barging in. "You won't need it here. As for the rest of you, suppose you introduce yourselves before trying to move in and take over my home."

His sons step into view. They are armed and healthy, and do not look prepared to take any back-talk.

"Now, Tragon, I appreciate you doing what you have done, but this is a home, not a fortress...and it is MY home. I'm not going to have any pushy young half-elves charging in here and searching the place like it was a den of sin."

He glares at Krista, then turns back to Tragon.

"You are welcome to take shelter here...but if you do not trust me then kindly take your leave...NOW."

Tragon sheathes his sword, looks at the others and sighs. "Yes, you're right, of course. We're sorry. It's been a hellish day and from the looks of some of your townspeople, we fear the worst may be yet to come."

"Okay, folks, let's behave ourselves and give some introductions. You already know me and Thrwyn. The one giving orders is Krista and the other lady is Bryana. Lornard is the ranger and Zendar's the one with just a cloak. And can't forget Krrl, our dwarven friend."

The mayor shakes hands all around in true politician style.

Krrl glares at Tragon.

"What der yer mean 'we're sorry.' And what der yer mean 'behave ourselves'," asks the dwarf angrily. "Yer the one tellin' everyone ter do this and do that, go here and go there. Why don't yer watch yer own behavior and let me worry about mine, yer arrogant ass."

Krrl turns to the mayor and says, "Please excuse me."

With that he goes out, onto the porch.

Tragon looks at Krrl and then the mayor and shrugs. "We all have our crosses to bear. Looks like I'm his for some reason..."

Zendar speaks up.

"Hold on here just a second, let me get this straight. We've just been beaten to shreads, lost a companaion, tortured, and who knows what else. and we are thinking of trying to act against whatever the heck it is that we are up against. I meen do even really know "what it is" for sure? And lets say that we do, so what?! Right now we can't even defend ourselves let alone fight. C'mon, nobody's thinking clearly including myself. Look at us were fighting amongst ourselves -- who needs bad guys. Call me a whiner or a worry wort but I don't have the fighting skills of you big tough guys or the magic to depend on. I gotta use what I got and right now it ain't much!

"I'm sorry Mr. Mayor but I don't trust you. I don't even know you. I'm just begining to trust the people I'm with. As far as I know that little girl could be under the so called spell and just leading us on. So again please forgive my not so pleasent attitude but like the rest of us I've had a BAD DAY and would just like to get something to wear, regain a little strength, and maybe figure out what the heck is goin' on."

After his little display Zendar also goes outside.

The mayor nods, and replies to Zendar's receding back.

"Many strange things have taken place in my town, and so please excuse me if I do not just step aside and give you the run of my house. I am inviting you all in to take shelter here...which is more than many of the townsfolk would do to a group of strangers! For all I know, there may be agents of this cult in your party!"

Lornard has been following along grimly and quietly for some time. On the way to the mayor's house, his face took a firm set as he looks about the town, and thinks about the innocent people who are being overrun by the actions of the reptiles who subverted their simple temple and have drawn so many into their cult.

The middle-aged ranger says to the Mayor, "Mr. Mayor, we thank you for your hospitality. As Tragon mentioned, I am Lornard Braumer, a Ranger. I doubt that any of in our party are members of this cult. We all travelled here together from Hochoch, and the ills besetting your fine town does not seem to extend far beyond its borders, at least in that direction."

"There do seem to be some common threads by which one can recognize who are, as Cirilli calls them, cult members," Lornard continues. "They tend to be listless, distracted, uncaring about daily maintenance. They seem pensive to some. Those affected by the cult tend to let their residences fall into disrepair, as is the case with the Golden Grain Inn. In contrast, in your town it seems that most unaffected people take pride in the appearance of their dwellings, this house of yours being a fine example. Without the inside information Cirilli has from being a prisoner, the hermit and Vilma Merride seem to have a good intuition for who has been affected and who has not. Perhaps we should speak again with them tomorrow. I also suspect that there may be more to the hermit than meets the eye."

"I don't trust that hermit," says the mayor, whose name is Zacharias Ormond, "I'd bet that he was behind it all."

Lornard looks to his companions. "For this night, I would suggest that we set a watch outside the house, to warn us as soon as possible if any hostile parties are approaching. Many of us are in serious need of rest. Krista, several of us will no doubt need your ministrations once you have had a chance to sleep and regain your spells. When it is convenient, I would also like back my cloak and my sword."

The broad shouldered farmer-turned-ranger looks vaguely uncomfortable in his new chainmail. He has not shaved since arriving in Orlane, and his few days growth of stubble is grey, matching the grey hairs which are sprinkled through his shaggy brown hair. Although still standing strong, he is a little combat battered himself.

To the young girl Krista says, "And sweetheart, if you could start your tale from the time you noticed the first strangeness, I'm sure everyone here would like to hear it."

Krista smiles at her and then says to the group, "Wouldn't we all like to hear it?"

Tragon responds less hesitantly than before. "Yes. Yes, we would."

Cirilli glances anxiously from face to face, but says nothing.

Tragon leans against a convenient wall. "Now, Mayor, I recognize that this is your home. But, what happens if those people from the temple come calling? Is this place defensible?"

"Well, it's a well-built house, but it's still just that...a house."

"I understand that. How many doors and windows do we need to worry about?"

"Two doors. Maybe eight windows," says the mayor.

Tragon nods. "More defensible than the inn. Can the two doors be barred?"

"Aye, and the windows have shutters."

"The people from the temple are all dead," says Cirilli quietly. "No one will attack us. The townspeople who are under the spell of the reptile goddess are just sheep...they won't do anything unless they're told to."

"We didn't kill the monks that you told us about. They could organize the townspeople. And where there were a dozen goblins, there could be dozens more."

"There aren't," says the girl. "The monks won't do anything, now that you've killed the clerics."

"Are you absolutely sure, Cirilli? If not, then we can't take chances."

"I was their prisoner for months," she replies softly.

Tragon nods and replies with sincerity, "I understand. And I told you I would protect you. Perhaps it's time you told us your story."

Looking very unhappy, Krista follows the paladin's lead... The thought dances in her head {Those at the temple died directly as a result of this man's leadership, he's got only an inkling of the danger we're in, and I'm asked to trust his word now? Dear, sweet Lover, please give me the patience of the elves to deal with the diplomacy needed to curb my tongue...}

Fortified, the young half elf hold her loaned longsword down and approaches the mayor saying, "Forgive my brusque nature, but in the last day, I got to watch one of my companions endure vile torture..." she gestures to Zendar, "and another abused so badly that she chose to give up her spirit rather than live with the shame... These things happened for an unknown reason, in *your* town, Lord Mayor. And I'd personally rather trample your good graces and apologize in extremis later than leave myself open to that sort of treatment again. I'm sure you can understand that, can't you?"

Her manner is forward, but her tone is sincere.

The mayor's stance softens.

"Of course, girl, I'm sorry. These are tough times for all of us. I appreciate what you have all done for us in this town."

Then she adds, "Is there I place I might clean and dress myself; my friends were not alone in rude handling..."

At the memory of Zendar's treatment, tears issue from Krista's eyes.

The mayor looks helpless for an instant at the sight of feminine tears, then calls for his wife.

She comes bustling in and ushers Krista and Cirilli into another room.

Tragon looks to the Mayor. "Thank you. You wouldn't happen to have some extra clothes that might fit Zendar, would you? And some place that we can put Bryana? She came near death and needs some rest to recover."

"Also sir mayor would you happen to have a graveyard close by that we might place are fallen friend?" ask Thrwyn somberly

"We do," he says in a low voice. "But it is by the temple. I don't know if you would want to lay your friend there."

You enter the Mayor's house. His two daughters set about finding you food and drink, and soon the smell of a late dinner draws even Krrl and Zendar back in.

The mayor leaves while you eat, but returns before you are finished. Now, he wears a suit of chain mail and carries a finely crafted shield. He also carries an old, ornate longsword, which seems to glow with a light all its own. With him are his sons, now wearing ring mail and carying shields, as well as longswords. Finally, there is another man with them, a gruff, middle-aged amn whose body - what you can see of it - covered in scars from old wounds. He wears banded mail, carries a shield, and hefts a large glowing broadsword with authority. Ormond introduces him as Traver Stoutheart, his old bodyguard from his army days.

By now, Krista has had a chance to get cleaned up and changed, and Zendar has been dressed in some of the eldar son's clothes, which fit fairly well. Bryana, meanwhile, has been made comfortable by the fire.

Ormond sends his sons and Stoutheart to guard the grounds of the house. When everything is secure, you turn your attentions to Cirilli.

It takes some coaxing on the part of Krista and the amyor, but finally she tells you her story.

"My family run the village store down the way," she says in her quiet voice. "I have three older brothers, along with my mother and father. One night, about three months ago, they - the reptile monsters - came and captured us. They took us to the temple...and after a few days, moved us to the stronghold of the cult in the Rushmoors. We walked for about four days before reaching the place. We were taken before Ex - Explictica Defilus herself. My family fell under the spell of her power at once...but I resisted. She ordered me thrown to the crododiles. Then, Abramo spoke up. He...liked...me, and asked to have me as his special...toy. The reptile goddess agreed. I'll never forget her smile when she said that," she adds, her voice dropping even lower.

After a moment, she continues, "We stayed at the stronghold for a few days, while my family were taught the ways of the cult. I was locked up and kept away from them. Then we were all brought back to Orlane. My family had changed. They all acted as if I was not even there...like they had never known me. When we got back here, I was imprisoned at the temple, and my family went back to the store."

"That's my story..."

The mayor glances at the rest of you, wondering if you have anything to ask the girl.

Tragon shakes his head in disbelief. "This is all too much. Cirilli, I am so sorry that we couldn't have helped you or your family sooner. Can you tell us more about the temple? Where did that passageway below it lead? To the stronghold? Do you know how many more creatures inhabit the temple?"

"Only the monks. I think that tunnel where you found Zendar and Krista just ends in a little hole that the trogs lived in, a bit farther along. To get to the stronghold, you have to travel overland and through the Rushmoors."

She pauses.

"I'm not going there again."

Tragon looks thoughtful. "Could you draw us a map or something? Otherwise, we have no hope of finding the stronghold and if we can't find it, we can't end the threat."

"I can do that," she replies.

You settle down for the night. The mayor, his sons and his bodyguard maintain a watch all night, and you sleep peacefully.


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