The EARTH story - February 16, 1372


Several days pass, while you prepare for your next sojourn into Snurre's old stronghold. In the meantime you are guests of Laurie in her temple stronghold. They tell you that her temple is located far back in the northern wilderness, on the northern slopes of the Wakerley Peaks. These mountains tower some 12,000', and are heavily glaciated. Laurie's stronghold overlooks the Basta River some miles away. It is a major tributary of the McKenzie, one of the largest on the continent. North of the Basta are the North Woods, a dense coniferous taiga, which runs north around the Northern Flank Range - just barely visible on the horizon on a good day - to the southern border of Urguth, the orcish lands.

You also visit Leslie's stronghold, located several miles away. It consists of a cave and dungeon complex that she and her followers cleared and made their own.

Finally you are ready, and return to the site of your camp near the entrance to Snurre's stronghold. It is February 16th, and it is obvious that a fair bit of snow has fallen in the area over the past few days. There is now well over 7' of snow on the ground. The morning is partly sunny but bitter cold...around -44F.

While you were staying with Laurie, Jo-owrn remade your snowshoes with birch and leather, and now you are glad he did.

When you are ready, you return to the entrance of the giant and drow stronghold.

Entering, the place seems to be deserted.

Beth digs through her mess of books, papers, and material components until she finds the parchment she is looking for. They're a bit crumpled and frayed around the edges, but still servicable. Trying to straighten them out as best she can, she shows her maps to the rest of the group.

"So," the sorceress says. "I say we go down and take a closer look at that temple. A few days ago after the combat we were in too much of a hurry to get out and keep people from dying to really search it. But we might want to fully scout this level first to make sure there aren't any more nasty Derro or surprises waiting for us."

Beth looks up and around at the group. "Thoughts, anybody?"

Humphrey asks, "Should we send the EST (Ethereal Scout Team) ahead only this time we note where the enemies are so we can stop before we get to them."

Farad smiles. "We did note where they were... can't help it if they moved since. And illusions work just as well in the ethereal as they do here."

"Perhaps; I doubt there's anybody in the temple any more, but it might be a good idea to check. But," Beth says, throwing a cautioning look at Farad, "if we can find some way of insuring that the EST only scouts, and isn't an AAF (Advance Assault Force), we might end up in slightly better shape."

Farad looks around. "Where are we right now?"

Right now, you are just inside the entrance to the fire giant lair.

"Shall we begin where we left off and enter the drow's lair again. Did you proceed to the temple area and desecrate it properly?"

Ayazin says, "I think we should. We didn't desecrate the temple, at least not properly, since we were worried about being attacked and needed to get to safety. We should take care of that first."

"We still need to do that, but the other option is to fully look around this top level first, to make sure that there aren't any other nasty surprises hiding on it, waiting to jump us the next time we try to make our way out," Beth says.

You decide to quickly scout out the rest of this level, returning first to the area where you met the derro. At the end of that passage were three 20' doors. You open the west door first. A 20' wide passage runs west for 20', then opens out into a chamber. Heading down there, you see that it is quite large (30' north, 30' west, 30' south. Going by the furnishings, a giant lived here. Searching, you find two items of interest: a glowing shortsword and a piece of animal horn.

You open the north door next, and enter the room where you last encountered the derro. It is deserted, now (20' passage north from the door, then: right wall runs northeast for 10', north for 20', east for 70', north for 20', west for 150', south for 20', east for 40', south for 20', southeast for 10'). Once a barracks or some such place, there is now nothing of interest in here.

You return to the passage and open the east door. This reveals a 20' wide passage running east for 40'. In the last 20' section of the north wall is a passage running northeast. In the last 10' section of the south wall and the southernmost 10' section of the back wall is an opening. Heading down there, you see that leads to a 20' wide passage running east (view it like a 10' south jog in the original passage). This passage runs for 30' east in all, after which is a "T" intersection with a passage running north-south (20' wide). You head down there. From the intersection, the passage runs north for 20', then there is a chamber. On your right, it again jogs south for 10' and continues east, to end a row of curtains blocking your view to the east.

You go down and part the curtains, to see into a chamber (20' north, 10' south, 30' east), which used to be the quarters of the verbeeg giants you fought when you first came into this complex. It is now deserted, and a search turns up nothing. You head back out and go to the chamber you saw to the north (10' east, 30' north, 50' west, 20' south, then a passage running southwest). This place is bare, and exiting via the southwest passage, you find yourself back by the doors through which you originally entered this area.

You next go south and east, past the intersection and niche, and to a set of double doors in the south wall, 40' - 60' section from the intersection. Beyond the doors, the passage continues for 50', turning north after 30'.

Opening the doors, you see a passage running south, 20' wide, for 40', turning west after 20'. There is a 20' wide passage in the 10' - 30' section of the east wall. There is a double door in the wall facing you to the south.

You go and look east. This passage runs for 50', turning south after 30'. Heading that way, this passage ends after 40' south.

You go back and look west, seeing that this passage runs for 30', turning south after 10'. Looking down there, you see another dead end, after 30'.

Finally, you open the door, to behold a deserted room (30' south, 20' east).

You head back out, go east and then north.

This passage runs for 100' in all, ending at a large chamber which was once a barracks but is now barren (right wall runs north for 40', west for 40', north for 10', west for 30', south for 50', east for 50').

Checking the other rooms and chambers on this level, you satisfy yourselves that it is deserted.

You head down to the temple, and enter via the west entrance.

It is a large chamber (from the northwest passage, the left wall runs west for 50', north for 170', east for 120', south for 160', west for 20' (20' wide entrance passage leading south to the second illusionary wall), northwest for 20', west for 20', and south for 20' to close up). The southern area that the northwest passage opens into is actually a 20' wide raised area, above the main floor of the temple. A 20' wide flight of stairs in the 10'-30' section (measured from the east) leads down to the main floor. The second exit is reached by a flight of stairs connecting it with the main floor of the temple.

Down the centre of the chamber runs a row of pillars, and between them and the west wall runs a second row of narrower pillars. The wall to the west is a mural showing giants bowing to a cairn of black, and offering sacrifices. the scenes grow more horrific to the north, showing humans and giants being sacrificed. The floor is of porphyry, the pillars are of serpentine, and the colours clash in an almost painful fashion.

To the east of the centre row of pillars, a row of narrow obsidian pillars meanders across from the north end of the northwest wall by the second entrance to end against the east wall, some 50' from the north end. The floor is of red and black hornblende. The scene painted on the east wall shows a scene of various creatures crawling, then creeping up to huge, vaguely squid-like creatures with ten hairy tentacles. In the forefront of this mass sacrifice are elves and men, but there are also dwarves, gnolls, orcs, trolls, halflings, ogres, goblins and other races present in the crowd. Those near the monsters are being torn apart and the bloody gobbets eaten as dainty morsels. There are three of these ghastly things, mottled in various shades and tints of purple and violet.

The north wall is of cloudy purple stone and shows an amber-like inlay of a huge inverted triangle with a "Y" enclosed in it. Beneath this, hanging on chains from the ceiling is a black metal triangle and cylinder. There are three tiers leading up to the back of the temple chamber. The first is of black stone shot through with veins of violet. The second is of dark gray stone, with specks of lilac, orange and purple. The third is of dull black stone, with whorls of plum and lavender and splotches of red.

A great drum of blackened skin and chitinous material is on the western third of the first tier. At the eastern end of this tier stands a rack from which depend nine silver cylinders. Bear the rack is a large pillar of malachite, covered with graven signs and sigils.

On the second tier is a huge stone altar block of dull, porous looking, somewhat rusty black mineral. To either side of it are ranked large bronze braziers whose corroded green colouration is particularily nauseating in this setting. To the left and right of these braziers, set in triangular form with the point to the south, are two sets of three candelabra, each one having three branches. These are made of bronze, green with age, and each branch holds a fat black candle.

Nothing save the metal triangle stands upon the third tier.

Needless to say, the whole place absolutely oozes with evil, though Farad, Raz and Beth immediately notice that the strange whorls of light that pervaded the place on their last visit are gone.

The place is deserted...but you still feel uncomfortable here.

"We sure do have a lot of area to desecarte," says Kelar, grinning. "Well, let's get started."

He moves over towards the drum and cuts it to ribbons.

Aldarin looks around the obviously evil temple and exclaims, "What should we do now? Do we try to defile this place?"

"Anybody bring any holy water?" Beth asks, absently, as she looks around at the rather horrifying wall decorations.

Ayazin says, "I've got your holy water right here."

He urinates on the altar and urges his wolf to do the same.

Leslie giggles. Laurie purses her lips and looks away.

Sharone unpacks the vials of holy water she prepared over the last week.

"Feel free to use some of mine if you lack true holy water."

She goes and blesses the altar in the name of Idun.

It suddenly cracks in half.

Aldarin shakes his head and turns away but has a small smile on his lips, as he goes over to the braziers and turns them over (as long as the stone temple won't burn).

It takes you nearly an hour to trash the temple. By the time you are done the place is a shambles...but somehow...the air in here is more wholesome.

"I could do with a magical weapon," says Jon.

"Well that makes me feel a little better. At least they won't be using this place much anymore," says Kelar.

He turns to Jon.

"Jon, that is one thing this party lacks a lot of. I don't have any either so you just have to make do," says Kelar dejectadly.

Ayazin suggests, "Try one of those weapons we took off the drow. In fact, you might want to try on some of their armor, too. A little face paint and you could maybe even pass for a drow, which might be helpful when we get to their city."

"Good idea, Ayazin."

Jon tries to find drow stuff that fits and look for something that could be used as face paint.

Aldarin says, "Try some of the soot from the braziers or maybe some from the walls where those Fire Balls expoded."

Jon does so and collects some extra soot and ashes.

The dead drow wore black chain mail, carried small shields, hand crossbows and shortswords. The elf hunts through the remains and finds a suit and equipment that fits him.

Jon, who has also been looking at the goodies you found upstairs, nearly jumps out of his skin, when, upon drawing the shortsword, it speaks:

"Hi there! You seem like a fun guy!"

Looking around at what is left of the paintings, Kelar says, "I know I have read some things about those squid things. But they were just refrences to them. Like stay away. Don't mess with. Anyone else know anything about them. What they are called might help me. Not all of my studies had names with the creatures that live down in the underdark."

Having cleansed the temple Sharone searches around looking for loose stones, and other likely hiding places for valuable items.

Aldarin says, "I'll lend a hand."

You search about for a time, but turn up nothing.

Aldarin says, "So where to now?"

"I think we look around the rest of this level, to make sure there are no more nasty surprises," Beth says.

She says to Jo-owrn, "How many levels below us is the Drow city, or encampment, or whatever it is, that we're looking for? I presume you know the way down from here."

Jo-owrn ponders.

"There's one more level to this place," he says, "Then from there you go into all these tunnels and passages, which run for miles and miles under the ground, to the northwest. Finally, you get to their city. It's all on that map you showed us."

Farad looks about. "Well, if we've finished this area, lets go and see about clearing out the level below us."

"We've only barely looked at this level," Beth says, showing Farad her map. "It might be a good idea to take a look around it before we go down to the next one."

"I'll have to agree with Beth. I don't like leaving unexplored areas behind me with creatures possibly lurking in them that could block our retreat." says Aldarin.

You head out to explore this level, heading south first.

Stopping at the opening that you have passed several times, you see a cave (approximately 80' in diameter). The back half is filled with a large pool of lava. Otherwise, it is barren.

Heading back down the stairs to the entrance to this lave, you head west at the intersection and open the doors at the end of the passage. Beyond is a large room, a crypt (30' X 110': 40' north, 30' west, 50' south). The place is filled with sarcophagi. You go in and gingerly search about. This time your searching is fruitful. In one sarcophagus you find loot: 10,000sp, 3000gp, 8 gems (10gp ea.) and a pair of necklaces (2000gp ea.).

Then, in the east wall, south corner, Jon spots a secret door.

It takes a bit of time to find the trick to open it, but eventually you do, and see beyond it a narrow (2' diameter) tunnel running northeast. After about 20' it curves downwards at a steep angle.

Keeping this in mind, you continue your exploration of this level.

Next, you head back to the intersection and turn south. After 20' the passage turns east, becoming 30' wide. You head down there. In all, the passage runs for 100', then angles northeast. In the 40' - 60' section of the north wall is the entrance to an odd-shaped chamber (right wall goes north 10', east 10', northeast 10', east 15', north 20', west 25', southwest 10', west 20', south 30'). This place is deserted.

You continue east, then northeast.

After 30', the passage runs east again. It does this for 60' (doors in north and south walls, 20' - 40' sections), then opens up into a chamber (right wall runs southeast for 10', south for 20', east for 30', northeast for 20', north for 90', west for 50', south for 40', southwest for 10'). A large common barracks, this is where the bugbears resided. Searching through their possessions, all you find are fleas.

You go back and open the doors. These lead into 10' long passages which then open up ionto chambers, both deserted. The south one is 25' X 40' (25' south, 10' east, 10' west); while the north chamber is odd shaped (right wall runs east for 10', north for 40', west for 50', south for 30', east for 20', then south).

Satisfied that this area is clear, you go back up the stairs and head east down the first passage you come to. This passage runs for 200'. There are four doors, one in every other 10' section of the south wall, starting after 10'. After 90' there is a 20' wide opening to the south. Beyond that, there are three more doors in the south wall: in the 130' section, 150' section and in the 180' section. At the end is a door in the east wall, south section. In the north wall, there is a 20' wide passage running north in the 100' - 120' section. After that, there are doors in the 150' and 180' sections.

The doors in the south all open into 10' square cells, but for the first one past the opening, which is 10' X 20' (10' west). The door at the east end also opens into a 10' X 20' cell (20' east). The north doors open into 20' X 30' cells (30' north, 10' east). All are deserted.

The opoening to the south-southwest leads to a 20' long passage that ends at a torture chamber (right wall runs west for 20', south for 10', west for 10', south for 20', east for 40', north for 20'). It too is deserted.

You head up the north passage.

It runs for 100', then forks into two 20' wide passages running northeast and northwest. In the 10' - 20' sections to the left and right are doors. In the 30' - 40' section on the left is a door. In the 50' - 70' section on the left is a 20' wide passage running west, and across from it is a door.

The first three doors all lead into more cells (10' X 20' on the left (20' west), 20' square on the right (10' north)). These are empty.

Going up to the intersection and looking down the passage, you see that it leads back to the entrances to the temple. There are doors in the north wall, 10' - 20' and 40' - 50' sections. These, you find, also open into cells (20' square (10' west), and 10' X 20' (20' north), respectively). These are empty.

You open the last door to the east. It is 20' wide, and reveals a 20' wide tunnel heading down to the northeast.

"That's the way to the bottom level," says Jo-owrn.

You head north to the fork, then northwest.

The passaage runs for 50' (left side), then goes north for another 50', before ending at a set of double doors. There is a second such set on the right at the end. Opening these doors reveals two odd shaped chambers. North: right wall runs north for 20', east for 20', north for 10', east for 10', north for 20', east for 10', north for 20', west for 70', south for 20', east for 10', and south. In this chamber you find a bit of treasure: 4 gems (50gp ea.) and three rings (100gp ea.).

The east door: right wall runs east for 25', south for 30', east for 35', north for 15', east for 10', north for 25', northeast for 10', noreth for 20', west for 20', southwest for 20', and west. This place is deserted.

You head back to the fork and go northeast.

After 40' it opens up into a chamber (40' X 60': 10' north, 60' east; 20' wide passage in middle of north wall; 20' wide passage at east end of south wall). This place is deserted, but can still see piles of ancient excrement and offal...indicative of the trolls who once lived here.

You head down the south passage. It runs for 30' then opens up into a chamber (right wall runs southwest for 30', south for 20', east for 70', north for 20', northwest for 20' and north). This was where the verbeeg giants resided, but when you search their stuff you find nothing of value.

You return to the troll chamber and go north. After 30' the passage opens into another odd, Gygaxian-shaped chamber (right wall runs northwest for 10', north for 30', east for 30', north for 30', west for 90', south for 40', east for 20', and southeast to close up). There are more troll remains in here, but when you search you find two bangles (700gp ea.).

It is early afternoon, and you have completed this level.

Jon says,"AMAZING! A talking sword! Hello Sword! I like you. I can cast magic. Watch."

Jon attempts to cast a Ventriloquism while wearing the Black Chainmail.

He can.

"Well, I'm impressed!" says the sword.

Humphrey, seeing a talking short sword, asks, "Jon, may I take a look at the sword? Short sword is my weapon of choice."

Aldarin tightens his lips together, "Beware my friends, for the Drow are an evil lot. I would be careful of any weapons that they may use that have minds of their own."

Jon says, "Let us both discuss this at a later time...got to go scouting now.. What a wonderful talking sword! I really don't want to give it up but I will discuss it with the sword "

"I don't care who uses me!" says the sword.

Farad gives the sword a curious look. "So what can you do besides talk? How strong of a weapon are you?"

"Fast, man. I'm speedy!"

"Didn't we check the stuff before we left? I could have swore we checked. well then again maybe not." says Kelar as he checks the rest of the stuff you left hidden.

There is nothing of value in the drow stuff that you left. The talking sword came from upstairs, and was not used by the drow, as far you know.

Jon asks, "What happened to your previous owners? Can you speak drow?"

"Some stupid ettin owned me. He used to use me to pick his teeth! Geez!" the shortsword exclaims. "My name's Geerzo. I'm the fasted sword in this dungeon! I can detect shifting stuff, invisible stuff and magic! But I don't speak drow!"

Aldarin turns back to the matter at hand. "Well do we take the smaller passage that curves downward of the larger, more obvious route?"

Farad nods in favor of that option. "The road most hidden leads to greater riches."

Jon nods. "I agree..but be careful now..I'm dressed as drow including cloak I would hate to be attacked by mistake"

Humphrey agrees, "The drow would expect us to go down the main way, this way we might be able to surprise them for a change. Let's go the smaller route."

Aldarin says, "Perhaps we could have someone scout it out first. If we found it safe and it doesn't shrink any, then we could travel through it single file even though most of us would have to do so sideways."

Ayazin says, "We are a large group, therefore we should take the large passage. That way if we are attacked, we can respond more effectively."

Aldarin is not so sure.

"That is true but if the drow or any other minions are waiting for us downstairs they have probably placed an ambush in the most logical place for us to travel whereas if we use the secret tunnel we will probably surprise them."

Ayazin says, "On the other hand, it might not even be a way down to the next level. It might lead to a dead end or some monster's lair. And I wouldn't want to have to retreat back up the tunnel, crawling backwards in the dark. Still, it might be a good idea to scout down there. Could this be another opportunity for the Ethereal Scout Team?"

Jon, invisible and cloaked, puts on the uncomfortable shoes.

"I will go and investigate."

Farad shakes his head. "Nonsence. Everyone here is much too large to go down, and going down while reduced is too risky. A dispel magic, which drow can easily cast, would kill you. I will go down ethereally to see what lies at the bottom. More than likely this is a rat's tunnel, or something for some kind of small creature."

Farad turns ethereal and begins moving along the tunnel to find where it lies.

After a little while, Farad rematerialises beside you.

Aldarin speaks, "So what did you find?"

"The tunnel was probably created by a small creature and leads into a rough cave holding glowing lichen and some dead fire beetles, cause unknown. Outside the cave was a series of tunnels branching off into several directions. They are wide tunnels, so we might find more giants down below. My guess is the larger of the tunnels is probably at the end of the main stair in any case, so if everyone is ready lets proceed on down."

Farad will lead the way to the main stair.

Ayazin follows.

Aldarin is right behind.

Jon follows next to Sharone.

Beth will follow along, assuming her place in the "wimpy magic user" section near the back of the group, furiously drawing lines on her map as she walks.

The rest of you form up into a conga line and follow along as well.

Retruning to the doors, you pass through them and head down the sloping passage to the next level. After awhile, the passage levels off and finally concludes at another pair of double doors, facing northeast.

Opening the doors, you see before three natural stone passages running off in three different directions.

To your left, one runs off to the northwest for maybe 20', then turns north-northeast for another 20' or so, then opens up into a cavern. At the point where it turns is a four-way intersection with a tunnel running east-west.

Ahead of you, a tunnel runs northeast for about 25'. After that it ends at a "T" intersection with a tunnel running north-south.

To your right, a final tunnel runs south-southeast for about 25'. After that, it opens up into a cave.

Standing silently, you listen.

From the right comes the sound of dripping water. From the left you also hear the occasional drip. Then you hear a faint thud from off in the distance. It is not possible to tell from whence the sound came. It could have been a rock falling somewhere...or perhaps a hammer striking stone. The sound is not repeated.

All of the tunnels are in darkness - unlike the passages on the levels above - except for occasional glowing patches of lichen on the walls and ceilings, which do not really provide enough illumination to see by.

Sharone reaches into her belt pouch, retrieving a small roll of cloth.

"I'm not happy in this darkness. If no one objects I'll use one of my continual light bullets to brighten up the area. " She awaits comment from the group.

"Go for it," Beth says, waiting to see in the better light Sharone promises.

The area brightens as Sharone uncovers the continual light source.

Aldarin takes a quick look around.

None of the passages look any more used than the others.

Leslie steps forward and looks for tracks, before anyone has had a chance to trample about.

"Small footprints - drow I guess - along with giant tracks," she says after a few minutes of inspection. "Most of them go left."

Farad nods. "They will wait. Lets make sure we don't have any surprises behind us before we seek out additional combat."

"Not that I disagree with you there Farad but are you feeling alright? The place where most of the tracks are go left...therefore that is probably where we would get into a battle, and you want to go right," asks Kelar. "Maybe death had made you a more thoughtful person."

Farad smiles. "Oh, I can't wait to kill the drow. But remember that our primary purpose here is to map this place out and report on what the drow are up to. I'm guessing the drow have quickly left these halls to go back down below. I want to see what they might have left behind before we go chasing after them. It might give us a clue as to what we might find later."

Farad draws his sword to light the way, and motions for the party to head toward the right tunnel. He again leads the way, moving as silently as possible.

The right passage leads you to a small cave after about 25'. It is roughly 20' X 35', oriented east-west. This passages enters it about 10' from the west end. Immediately to your left, another tunnel exits, running north; and beside it a third tunnel exits, running northeast. The entire western portion of the cave is taken up by a pool of water.

This small cave has excellent acoustics. As you enter, a drop falls into the water, making a pleasant, almost musical sound. Otherwise, the place is uninteresting.

Looking north, you see that this tunnel runs for 60', turning northwest after about 50'. In the 25' - 35' section another tunnel runs east; and in the 40' - 50' section a second one runs west. This latter passage, you realise, runs back to the doorway at the entrance to this level, being the centre of the three passages that radiate from that point.

Looking northeast, this passage runs for about 20', turning east after 10'.

Ayazin looks deep into the pool of water to see if there's any creatures, objects, tunnel openings etc. visible under there.

There is nothing. The pool is maybe a foot or two deep. The water looks to be clear and pure.

Farad turns towards Jon, who is holding the talking short sword. "I believe the sword said he could detect magic. Please make sure to check each room."

Jon draws Geerzo.

"What do think, Geerzo, about detecting magic in each room? You never know what we may find."

"No problem-o!" exclaims the sword. "No magic in here, except for what you guys have!"

"Will detecting magic in each room wear you out?"

"Naw! I've got staying power!"

"Which way now?" asks Raz quietly. He looks to Farad.

Farad points toward the northeast tunnel. "This way."

Farad looks to see if Beth is also mapping.

The druid follows the leader.

You head northeast.

Going up to where the tunnel turns, you see that it next runs west for about 30', turning north after 20'.

You head up there and look.

The passage runs north for about 25', widening steadily until it is about 20' wide. After that it opens up into a large cavern. Also, in the first 10' section to the right is another tunnel running east.

You look east.

This tunnel runs for about 25'. After that is a cockeyed "T" intersection. One passage runs north while the other runs southeast.

You decide to continue on north up the widening passage to take a look into the cavern.

It is a large, oddly-shaped place, and deserted. To the right, the cave wall runs east-southeast for about 50' (10' wide tunnel opening after 25'; tunnel running southeast in last 10' section); north-northwest for ~100' (tunnel opening to east-northeast in first 10' section; 25' wide opening to north in 50' - 70' section; 10' wide opening to northeast in 85' - 95' section); west-southwest for 40'; northwest for ~20'; southwest for 40' (small pool at apext of corner; tunnel opening to west in 20' - 30' section); southeast for ~40' (tunnel opening to west in first 10' section; tunnel opening to southwest in 25' - 30' section; tunnel opening to south-southwest in 30' - 40' section); northeast for 10'; east for 20'; southeast to close up (10' wide tunnel opening to the south-southwest to your left).

The ceiling of this cavern arches high overhead. Apart from the corpse of a long-dead gorgon lying in the centre of the place, there is nothing of interest in here.

You return to the passage and head east to the bent "T" intersection.

Looking north, you see that it leads back into the large cavern. Looking southeast, you see that it runs for 10', then forks. One branch runs southwest while the other runs southeast, into a cave.

You go and look into the cave.

It is odd-shaped (right wall runs southwest for 10', southeast for 10', east for 30' (10' square alcove in last section); north for 20', then west-southwest to close up. A wide tunnel opening to the north-northwest takes up most of this last section. This place is deserted.

You exit via the north-northwest passage, and again find yourselves back at the large cavern. Another tunnel begins immediately to your right, so you take a look.

This passage runs east-northeast for 30', turning north after 20'.

You head up there.

This passage runs north for about 40' in total, then turns north-northeast. In the 30' - 40' section is an opeing to your left into a cave (~20' X 50', oriented north-south). Looking in, you see a few bedrolls.

"Drow," mutters Jo-owrn, poking at them.

More cautious now, you continue up the passage.

The passage opens up into another cave after 30' or so (right wall runs north for 40' (tunnel opening in first 10' section); west-northwest for ~60' (tunnel opening to north in last section); south for 20'; southeast to close up (three tunnels running southwest in thise section).

In here are three large, dragon-like creatures with stinger-equipped tails.

They quickly move to attack you.

"Wyverns!" says Leslie, already invisible.

"Careful, they are deadly poisonous!"

Farad mindblasts, and follows with a forked lightning bolt on those least effected.

One of the wyverns stops in his tracks and collapses, asleep.

Kelar casts magic missile at them.

"Don't let them sting you! They are poison," he adds quickly.

His missiles blast into one of the still functioning wyverns.

"Lightning!" Beth says, and immediately fires off a lightning bolt at whichever of the Wyverns Farad didn't target.

Britan follows in after the lightning bolts, taking the first creature he comes across and attacking it.

"Hope you healers are prepared if someone gets stung?"

Humphrey meets one of the Wyverns, using one of his attacks to parry the stinger attack each round.

Aldarin flings a dagger or two at the wyverns during all the lightning bolts, then he will move in with his flaming sword.

Ayazin stands ready with a Sweet Water potion for the first person who gets poisoned.

Sharone shakes out her flail and moves to protect Ayazin should he need to administer the potion.

Beth's bolt goes off, followed an instant later by Farad's. Chunks of wyvern flesh sail through the air, but both monsters still live.

Aldarin's second dagger buries itself in the neck of one of the monsters.

Britan is up next, and easily finishes off one of the wyverns. Humphrey, though, fans on the other, but still manages to deflect its maw. He has less luck avoiding its stinger, though, and it buries itself in the back of his neck. The warrior howls in pain as he suffers 3 hit points of damage.

Aldarin leaps to his side, but misses with his flame tongue.

Humphrey connects next, and the wyvern drops.

You quickly kill the sleeping wyvern.

Searching the cavern, you find 5000sp and 3000gp.

You look down each of the passages.

To the east, you see that the tunnel by the entrance runs east for about 15', turning south after 10' and becoming 5' wide.

To the north, the passage runs that wat way for about 30', turning north-northeast after that.

The northernmost of the three west tunnels runs south-southwest for perhaps 20', before meeting up with another tunnel which runs west and southeast.

The middle tunnel runs southwest for about 15', then meets up with a tunnel running northwest and southwest.

The southernmost tunnel runs southwest for maybe 10', then curves west.

Raz snaps out of his trace.

"Did I miss something?" he asks with a grin.

Jon says, "Detect magic please."

"No magic!" says Geerzo.

Jon says, "Geerzo...just wondering: do you ever lie?"

"I'm as honest as the day is long!" exclaims the blade, sounding hurt.

"Would anybody like a magical weapon? It's a bone dagger...not sure how powerful."

Aldarin becomes more alert, "I could use it to throw, though I rarely use one in close combat. It may come in handy if no one else needs it."

Jon hands over the dagger. It actually resembles a curved animal horn, but when you press the end of it, a nasty-looking curved blade snicks out of it.

Farad goes around and heals any who got wounded.

"Ayazin, you'd best tend to Humphrey and check that poison sting on the back of his neck," suggests Sharone.

Ayazin says, "Good thinking. Come here please, Humphrey."

He checks the wound to make sure there is no poison in it.

He has a nasty scratch, but Farad's healthy touch makes it go away.

"Don't waste the sweet water potion on him though. If he's not dead yet he'll survive." says Farad.

"Well, there's a kind hearted soul," comments Raz with a grin.

"Now that sounds like the Farad we all know and love." Kelar says with a grin.

Farad gives the others a scowl.

"My recent death might have taught me to take things a bit more carefully, but that does not mean I have any less tolerance for stupidity. A certain druid in this party likes wasting potions and I don't want to see the last of our supply lost healing someone who obviously doesn't need it."

Aldarin says, "Oooh, do I detect hostility in your voice? It seems some of us have some issues to resolve."

Ayazin winks and smiles back at Farad. "Yup, nothing I like better than wasting a good potion. Let's move on, shall we?"

Aldarin carefully cuts off one of the stingers and wraps it in some cloth, placing it in his backpack. (He does wear gloves). Afterwards he begins gathering up the coins into sacks for transport.

Leslie takes out a portable hole, and you dump the goodies into that.

Jon follows Aldarin's lead and cuts off a stinger using heavy gloves.

Once you are ready, Farad gestures toward the eastern tunnel.

The tunnel runs east for about 15', turning south after 10' and becoming 5' wide. To the south it only runs a further 10' or so, then there is a winding flight of stairs heading upwards.

You ascend the stairs.

The stairs finally end at a 5' wide passage running southwest. After 10' or so the tunnel ends at a cave opening to the west.

You look in.

The cave is roughly 20' X 40' (10' north, 25' south, 20' west; 2' wide tunnel exiting to west directly across from you). In here are three open, empty iron chests, plus the long dead remains of seven men.

"I remember this place," says Jo-owrn. "These fellows were wererats."

Searching turns up nothing new.

To the west, the tunnel ends after 10'.

Aldaring heads down there and finds a secret door at the end. When you get it open, you are looking into one of the guard rooms...at the end of the long 20' wide passage with all of the cells. You are on the level above the one where you just were.

You head back downstairs to the wyvern chamber.

Next, you head up the north passage.

After it turns, this passage runs north-northeast for perhaps 30'. At that point it forks, with one branch running east and the other running west-northwest. Also, after 10' or so, there is a 15' wide tunnel opening to the west; and immediately to your right at the bend is another tunnel (10' wide) running southeast.

You head southeast.

This tunnel runs for about 50' and then peters out.

You return and go up to the next tunnel. Looking, this one runs west for about 20', turning north after 10'.

You head up there and look north.

In total, this tunnel runs for 30', then opens up into a cave to the northeast. However, in the 10' - 20' section of the west wall (as measured from the south) is another tunnel opening to the west.

Lounging at this opening is a big fat fire giant with a spiked club.

"Hi!" he says. "Ready to get yer brains mashed?"

He advances to attack.

"Maybe later," Beth says, as she begins to cast 'polymorph other' on the giant. She's trying to turn him into a biscuit, with gravy.

"She must be hungry again. I actually had a good breakfast but then agin we have been hiking around alot" says Kelar with a grin.

"Well there Mr Fire Giant you sure do talk a lot."

Then Britan charges the giant to meet him half way and attacks him.

Aldarin attempts a quick Lightning bolt at the upper part of the giant's body, hopefully over the heads of those advancing. He will then wade in to help with his sword.

Ayazin draws his scimitar and turns around, guarding the party from surprise attacks from the rear.

"Duh!" cries the giant, and wallops the cavalier over the head with hisclub for 17 hit points of damage. Britan lands a lovely hit with his sword in return.

There is a crackle as Aldarin's bolt cuts loose.

"Oww!" cries the giant, taking it full in the face. He is now hurt and angry...or he would be if he were not suddenly transformed a biscuit with gravy.

"Barf me out!" says a voice from behind you.

Back at the intersection with the passage that you just came up, Ayazin sees a girl. She is very pretty, with blue eyes and these cute little horns sticking up out of her blonde hair. She wears a leather halter top with matching shorts, and delicately holds a broadsword in one hand.

"Like, gag me! I HATE biscuits!"

She moves towards the druid.

"RRRRROAR!" come two bellows from down the passage that the giant - errr - biscuit was guarding, and two more fire giants charge out.

Kelar, who had been about to release his magic missile spell an instant earlier, does so now, into one of the giants.

"This is more like it," says Jo-owrn, as he moves up.

Two giants are before you, and a girl(?) is advancing from the rear.

"Yes!" Beth says, making a fist and crooking her arm in a show of victory. "I've always wanted to do that."

Ayazin says, "Egad! A deviless!"

He draws his cloak about himself and casts a quick Shillelagh, then wades into melee with this valley girl from hell.

"Hey, nature boy, wanna get naked?" she says.

"Well it looks like Ayzain is going to get rewarded for standing rear guard. Be careful of her she is probably more than she seems," says Kelar, glancing over at Farad. "It might be something that you like to deal with."

Kelar moves forward on the giants with scimatars drawn.

Jon puts on his TIGHT DROW SHOES, draws his Geerzo and speaks very softly.

"Geerzo is the girl child with horns magical?"

"Her clothes are!"

"Would you like to stick her from behind?"

"Let's do it!"

Jon nods. "Yeah let's sneak around behind and wait for the best moment."

He creeps along the south wall.

Beth is torn between figuring out who the girl is and continuing in her role as Combat Mage [TM]. In the end, the latter wins out and she fires off a magic missile spell, sending all the missiles into the giant that Kelar did not zap.

Her spell blasts into the monster.

"Hey!" the giant complains, apparently thinking that this is unfair behaviour on Beth's part.

Britan sticks the giant - now biscuit and gravy - with his sword and flings it at the girl with the horns, attempting to hit her in the face.

"Here you go, lady. This biscuit is for you."

The biscuit sails wide, though, and hits Jon in the back of the head.

He then moves in to attack her.

Concentrating on her magic missile spell, Beth hopes that Britan isn't being rash just because the girl has horns... or that the horns mean what one would think they mean.

Aldarin continues his assault on the overly large beasts, letting fly a Hypnotic Pattern into the faces of the two charging giants. "Let's try not to get bottled in here, we need to punch through. We are sitting ducks for an area effect spell right about now."

The giants stop dead in their tracks, mesmerised.

Kelar and Jo-owrn stick them post haste.

Humphrey, seeing the horny girl, goes and greets her, with both swords, using the off sword to parry any attack she uses.

"Oh-oh!" says the girl, seeing the giants so quickly delt with. She suddenly vanishes, just as Ayazin swings at her with his shillelagh, connecting with nothing but air.

Three dead giants are lying about. Each of them has a sack.

"Hmm," Beth says thoughtfully. "Methinks we may hear from her again sometime. We should keep our eyes open and keep a watch."

Jon takes off his tight drow shoes and asks Gerrzo, "Any magic in the sacks or anything strange about the area? Nice try Britan..."

"Nope!" replies the sword.

"Jon?" Beth says. "You're the thief. You want to do the honors?"

Jon opens the sacks.

Inside them he finds gold coins...lots of them (18,000gp in all).

Looking down the passage that the giants came out of, you see that it runs for 20' just south of west, then turns south-southwest.

Looking north, you see that the other tunnel runs for another 10', then opens up to the northeast.

You had down the west tunnel and look south-southwest. It goes that way for 30' in total, turning west after 20'.

You go down and take a look.

It now runs west for 30' in total, turning northwest after 20'.

You go and take a look, and see that the passage runs for about 15', then opens up into a cave to the west.

You go down and take a look.

Before them, the party sees a cave (roughly 30' X 45', oriented east-west). Obviously the lair of the fire giants, it contains several large, crude pallets made up with rough blankets and straw-filled mattresses, a fire pit with a cauldron hanging over it, and a cage.

In the cage is a man. He looks rather nondescript, except for his crimson eyes and a long scar which runs from his left eye down to his chin.

The invisible Jon says,"Well G'Day mate. I'm Jon and this is Geerzo" - holding up a short sword - "He's very smart and helpful.

"Geerzo can you see anything of interest around the room?"

"Magic under the beds!" says the sword.

One of the women looks to be in her late thirties or early forties. She's of average height, and slim build. Her brown eyes are set apart over her slight nose. A shock of wavy black hair is held back from her eyes with a bronze hairclip; it tumbles down just below her shoulders. She's wearing a maroon cloak over a green blouse and dark green trousers, and sensible boots.

"Hello there," the woman says. "Are you a prisoner of the giants? How many of them were there?"

Sharone turns to Jon.

"Open the cage for me. This man needs help."

She moves towards the cage.

Sharone is a tall, attractive human female, red haired with blue eyes. Her robes are a deep emerald green. She carries a glowing stone in her left hand. It brightly lights the giants cave.

She smiles at the newcomer.

"Thank Untamo, I'm saved," the man says. "I have been a prisoner of these foul giants for some time. I was almost sure I was tonight's lamb and kidney pie. At least that is what I suspected since I am the only one left of my group which was captured at Dead Man's Pass."

Sticking his hand through the cage bars, "The name's Brennon Scott. My friends and I were traveling from our home of Demon's Neck to the City of Ar'razam, in search of something better than the meager life we were living, when we were captured by the fire giants, and imprisoned here, stripped of all our belongings. The giants took us one by one, until I was the last. The others never returned. I was for sure I was next until I heard sounds of battle and saw your party emerge from the doorway. I am in your debt, for rescuing me."

A bearded half-elf in leather armor steps forward. He wears a scimitar by his side and a cloak that makes him seem a bit fuzzy around the edges, and a large gray wolf follows him about. "I am Ayazin, son of Ayazin, druid of the Blackwood and servant of Mielikki. I myself was rescued by these fine folk from a fate similar to yours. I think you will find our companionship both interesting and profitable. Now Jon, if you would please, stop messing about with that blade of yours and let good Brennon out of this cage!"

Jon replies, "Well, just being careful and checking things...Brennon how did they normally get people out?"

A very tall and regal looking elf with dark brown hair and green flashing green eyes approaches the cage warily. "Good day my friend. It seems that we have arrived at a most opportune time. While we extract you from your present predicament, is there any other information you can give us about this complex or its inhabitants? Especially, a very attractive little deviless?"

"I have seen many strange things since I have been held prisoner here," Brennon says, "I have seen the giants, and strange dark skin elves, also a beautiful looking woman with horns if that is of any help. As far as the others, when the giants came they must have unlocked the cage, and removed them. Was there a key on any of them?"

Several others come over to introduce themselves. One is a middle-aged man, who has obviously spent most of his life outdoors, named Jo-owrn. Another is a young, blonde haired woman wearing clerical robes and the holy symbol of a sword, who introduces herself as Laurie. A third person - another young woman who is extremely attractive - appears out of thin air. Her name is Leslie. A fourth person does not become visible...however his soft voice introduces himself as Tabrina.

Jon wanders over to the cage and examines it for mechanisms and hurtful things...

He finds no traps, but there is a lock.

He says, "By the way, Beth, I'm not a Th...Th...Thei...THIEF. I just like mechanical toys and stabbing people in the back when they're not watching. You die less that way."

"Sorry," Beth says. "No offense. Hmm, can I call you our 'stealth specialist'?"

Beth says, "Let's check the room to make sure there aren't any more surprises."

You search.

Under the mattresses you find: a key, 375cp, 1500sp, a scroll, a falchion sword, a vial and a suit of splint mail (dwarf-sized). Geerzo identifies all of these items as radiating magic, except for the money and the key.

Under some sacking piled in a corner you find an assortment of supplies, weapons, armour (human-sized), miscellaneous odds and ends, and a book. Brennan calls over to say that these items belong to him...and his erstwhile companions.

Jon takes the key and tries it in the lock in the cage. Sure enough it fits, and a moment later Brennan is freed.

Jon says, "What about a rest in this room?"

Looking down at the fellow in the cage, Raz smiles slightly and says, "Good, another gambling partner!"

Brennan notices another elf in the room. There is nothing striking about him. You notice he has two scimitars on him.

"Hey if no one minds I would like the falchion. It is kind of like my scimitars," says Kelar as he hefts the falchion.

He takes the weapon. Aldarin takes the hornblade.

Beth silently looks at the scroll, trying to determine what is written thereon. It is protection from magic.

Sharone checks the vial for a label.

There is no label.

"Brennan, which of these items belongs to you?" asks Sharone.

Gladly leaving his current residence behind, Brennon, thanks everyone enthustiastically. Walking over to the the equipment that was stored from his companions and himself, he takes a couple of minutes to search throgh the various odds and ends retrieving his personnal gear and leaving behind the remainder. He dons is his cloak and his boots, and examines his daggers before he sheaths them in his belt.

He picks up his book, and examines it making sure that there are no missing pages. He goes through the contents of his backpack making sure all his essentials are still there.

Beth looks around. "How is everybody doing? Are we ready for camp yet, or should we press on a little further? I'm getting a little low on spells myself."

Raz looks tired. "I wouldn't mind settling down for the night...and perhaps getting a card game going or something."

Beth smiles at Raz. "Do you play for high stakes, or just for fun?"

"Depends on who's playing, Beth," replies Raz.

She looks around at the rest of the group. "How about the rest of you? If we rest, do you want to try to hole up in the dungeon here -- though I'd recommend at least going up a level to where we've more fully explored -- or do we want to go back out to camp? I'm all for going back out to camp. It's not that far."

Aldarin replies, "I'm for heading back to camp. I much prefer resting under the stars than in a damp dungeon. The only problem is we will have to be careful when we return for the denizens of this place could conceivably place traps in the route back."

Beth snorts. "Under the strom clouds and snowfall, more like. But I agree with your sentiment. Anybody else? If there're no objections, let's head back out to camp."

Humphrey looks about.

"Well if camp we must, then I like to be able to camp where we can get an idea that nothing moves to the areas that we have already investigated."

Ayazin says, "I have no particular need of rest, but if the party wishes to rest, I'd prefer to be closer to the outdoors. I vote for returning to camp."

"That is okay, with me," Brennon says, "it would be a welcome sight from the dank walls of this place."

It is now midafternoon. You have spent a lot of time today exploring and mapping.

So, you gather up the goodies and head out.

Outside, Brennan has a shock. In the months that have passed since he was last outside, winter has arrived. The temperature is a chilly -42F, with a steady breeze blowing out of the west. There is over seven feet of snow on the ground...where it is not drifted. The sun, low in the west, breaks through the broken clouds intermittently.

Jo-owrn looks around, taking in the scene of snow-clad volcanic peaks surrounding you in frigid desolation, and inhales the icy air.

"Ain't it grand," he says, smiling.

Leslie rolls her eyes.

You start to put on your snowshoes, then realise that Brennan has none, and that it will be impossible for him to traverse this depth of snow without any. In the end, Leslie lends him hers, and she flies overhead.

You set out. It is a slow walk back to the camp, what with the newcomers lack of skill with snowshoes, and it is nearly dark when you reach the sheltered clearing. Kelar takes out his tent, speaks a command word, and it assembles itself. You all enter it, and Brennan discovers that Kelar's magical tent is much larger on the inside than the outside. It is more than large enough for all of you, and is comfortably warm inside. In here are comfortable beds, a stable, a large water basin and a large bush adorned with a variety of fruits. The place is lit, and there is a window which looks out on the tent's exterior from a vantage point overhead.

You settle down.

Sharone makes a cup of hot tea.

"Anyone else feel like one?" She looks around the group.

"Well if we are making camp, I would greatly appreciate a small spot of tea, it has to be better than the gruel they fed us while in captivity," Brennon says. "What brought the remainder of you here, to this foul place?"

She says to Brennon, "We've been camping outside in the horrible cold frigid wilderness outside these caves. We're down here... investigating. Seeing what's here."

She doesn't say any more at the moment.

"I don't think there's any need for secrets," says Jo-owrn, as he settles down to make Brennan a set of snowshoes. "These giants, they've been gettin' more active over the past year. Been catchin' the few travellers - like you - who try to pass through these parts and eatin' them. Even gone and raided a few of the little settlements down in Long Valley. I put out the word for some help in dealin' with them, and an arch-mage friend of ours sent these fine people up here to help out. Of course, she had her own motives for doing that, as well..."

He pauses, recollecting his thoughts.

"You see, I guess it was over 20 years ago, this whole area was startin' to fall under the sway of the giants. If you're from Demon's Neck then you've probably heard the story. A group of folks - and I was one of them - came in here and cleaned them out. While we were doing that, we discovered that the drow - dark elves - were the brains behind the whole thing. We ended up chasin' them underground, through all these winding passages and caves, and finally came to their city. Well, to make a long story short, we ended up in the Abyss fightin' the drow spider goddess, Lolth. We killed her, and were sent back here.

"But, you know, we never killed the drow lady who was behind the original uprisin'. She lay low...until the past year. Now, this arch mage, who's name is Ray Jay, says she's uncovered information that this Eclavdra is showin' an interest in things on the surface world again. When Ray Jay heard about the giants gettin' active up here again she put two and two together, and what do you know? When we were in here fightin' giants the other day, what should we run into but a nest of drow!

"So, Ray Jay wants us to go back down into the underworld and check out the situation there...see who's up to what, and try to learn of their plans. If we can disrupt things down there as well, all the better."

Brennan sits down and tries to spend some time memorizing a magic missle spell.


Next day

Return to February 1372 page