The EARTH story - Sunsebb 18, 583


The 18th day of Sunsebb is sunny and mild.

"Farad, what is that ability that you used yesterday?" Malbar asks over breakfast.

Humphrey gets up in the morning and starts his daily routine of exercises.

"Malbar what can you tell me of the three statues? do they represent deities on this plane?" asks Sharone.

"They look like deities, don't they?" says Malbar. "But they are none that I am familiar with."

"Either Deities or Past Kings or Queens!" says Britan.

Following breakfast Sharone busies herself setting up the pavillion tent and building a rope corral for the animals. "Tassier, that sand dune looks like a good place to put one of the people on watch. It has a good view of the approaching terrain"

She then sets up her small tent, fixing one of her sling bullets to the tent pole at the front door. She throws a sack over the bullet to extinguish the glare. "Better than a light bulb...."

"Well I'm ready to go and have a closer look at this city now what about the rest of you? "

Farad replies to Malbar's earlier question.

"As I mentioned before, the gods have blessed me with many powers. They have even granted me the ability to walk amongst them if needed. Using this power I can visit the gods themselves. But other places can also be travelled to, and I invoked the ability and moved myself to a place where the gods can travel unseen on this world yet see all that occurs. It is a shadowy world. A mirror of our own."

"It sounds like you are cursed with the talent of psionics," says Malbar. "Be careful using it on this world, for those with the ability are considered to be demon-spawn here. You are as likely to be run through or burned at the stake as anything, should you be discovered.

"Fortunately for you," he concludes with a smile, "I know better."

Farad frowns. "Cursed? With the ability to heal great wounds and do other things that serve the gods? It is a strange world that view such powers as evil."

"That it is," says Malbar with a nod.

Farad looks at the others. "The secret door is the obvious starting place, but it obviously also is trapped. We should enter carefully."

Raz nods in agreement. "I bet the entire city is filled with traps...we'll need to be very careful."

"Well since we are going into an area full of traps should we have someone at the front of the group, who is good at detecting and disarming traps?" asks Humphrey.

Tassier says, "I can detect traps....I have about a 50/50 chance. I relied a lot on my sword to help me find them before since it had that ability. Can anyone else here find traps?"

Once you are ready, you set out. Malbar does not come with you.

You make for the pyramid, and climb the stairs on the south side. Soon you are standing beside the open door.

It is but a stone slab, now held open by the body of a hobgoblin. It has been dead for a very long time.

Looking through the door, you see a 10' wide passage running east for 30', turning north after 20'. In the wall facing you is niche, and when you shine your lights into the passage you see that in the niche is a large, unloaded crossbow...pointing at you.

Ayazin regards the empty crossbow. "How like the honeybee it is, that in delivering its sting it becomes lifeless. With luck, the first sting will not draw other bees. I do hope that this hive contains much of the honey of gold, though."

"Well at least we know what killed the hobgoblin" says Kelar smiling. "Nobody been back to reload it that is a good sign."

"I was thinking here...how good are our clerics at turning undead???? We might run into alot of them in this place. Being it isn't occupied by living creatures...."

Sharone looks to Kelar. "I've been thinking about that too. Pyramids and mummies sort of go together..... and currently the odds are in their favour. But on the brighter side skeletons, zombies, ghouls and shadows are a snack."

Farad quickly changes to and from the ethereal to test to see if he can move through this stone or not, or if it is of the same variety as Umboth's castle.

Farad plucks the crossbow bolt out of the hobgoblin. The door is a heavy stone slab, but you are sure that if three of you shoved on it, you could get it open or closed.

Tassier says, "Let's shut it. The winds will blow our tracks away and we don't want anyone following us."

He pulls out a bit of chalk and marks the inside of the tunnel. "I will leave a trail so that we don't get lost."

Farad agrees. After moving the hobgoblin outside - after checking and finding nothing valuble on him - he helps shut the door. He then pulls out a map and begins mapping this place. "Only one way to go..."

"I suggest rearming the trap. We've made a trail entering this place, and it might serve as a deterent for anything trying to follow us."

"That sounds like a good idea." says Britan.

"I'll do it," says Gamvik. He sits down and starts examining the crossbow triggering mechanism, and is soon oblivious to the rest of the party.

"Let's get everyone in the door way first before you rearm it."

Humphrey nods his head in disagreement. "Malbar may come to open the door for whatever reason and we wouldn't want him to receive a nasty surprise, now would we?"

Farad frowns. "As we've found, the door is too heavy for him to move by himself. So that possibility isn't likely."

While Gamvik is rearming the crossbow, you look north. In that direction the passage runs north for 20' and ends at a closed door.

When the gnome is finished you move up and he listens at the door. Hearing nothing, you open it.

Beyond is a 40' square room (10' east, 20' west, 40' north), which fills the highest tier of the pyramid. The place smells old and musty. The dust on the floor has been disturbed, though no details can be made out. Three huge bronze cylinders reach from floor to ceiling in the middle of the room. In the centre of each cylinder, facing you at floor level, is a bronze door. Each door has a bronze handle that can be used to pull the door open.

Farad looks at Sharone. "I'm not familiar with the strength's or weaknesses of mummies. I've heard that those that contact them rot away, but other than that I know little. Do they require magical weapons to strike them? Does fire work?"

Raz goes over to the three cylinders and doors and begins to examine them. He is looking for writing and/or symbols.

He finds none.

He also looks at the floor around each door to see if it looks as if any of them have been open recently.

There are some scuff marks in the dust, but it is hard to tell from them whether the doors have been opened or not.

Raz also notices some dried blood on the floor before the middle cylinder, before going over to look at the east cylinder.

Farad tries to guage the relation of the cylinders with the statues atop the pyramid. They are directly below the statues.

Looking up from his examination of the cylinders, Raz smiles at Farad. "Good observation Farad. I was wondering about that myself. I am not well versed in mechanical law, but if this cylinders rotate or move that if is possible that they are indeed tied to the statues above. Perhaps a mechanical means of animating them? Hmmm...I wonder," says Raz thoughtfully.

Farad precogs what might happen if we open each of the doors, using mulitple attempts.

Precogging six times, Farad gets the feeling that there may be unhappy consequences should the doors be opened.

Sharone steps forward..."I've got a Find Traps if you like , its better than 50/50 but the unarming part will have to be up to you. " She then turns to Tassier "Tassier can I borrow your chalk?"

She then pulls one of the continual light bullets from her backpack lighting up the corridor like daylight ....using the chalk Sharone puts a strange drawing on the door.... " there the mark of Sharone"..... she checks it and then returns the chalk to Tassier.

Assuming the group is ready to continue she casts her Find Traps spell

"Tass what group order are we using , I need to be near the front or second row so that my spell will work.."

Tassier says, "I was thinking about the one I had come up with before which put you in the third row. If that isn't close enough, then Kelar and you can switch spots"

Tassier says, "Here is the new marching order.

Humphrey Illyana

Tassier Kelar

Ayazin Sharone

Raz Beth

Gamvik Aldarin

Britan Farad

Since it will do us no good to open those doors, let's check this area for secret or trap doors."

You move into the room and start poking about, as Sharone casts her find traps.

She finds a bunch of traps...

She notes the presence of four small holes in the walls of the room, one per corner.

She also notices that the doors to the left and right cylinders are trapped.

She spots several small slits in the west wall.

She notices that the flagstone that Raz is currently standing on, before the east statue, is somehow connected to a trap as well.

Suddenly you hear a grinding thump from behind you.

Turning, you see that the door in the south wall has closed.

Then, Kelar hears the hiss of escaping gas...

Raz looks around..confused. "Sharone...did I set off the trap already...can a move off of this stone?"

Tassier says, "Farad, can you take anyone with you into the ethereal?"

He gets out a water flask and pours water on his cloak. He puts that over his mouth and nose to filter the air he is breathing.

"Someone cast knock on that door!"

Then he quickly looks about for a secret door. If the other door is knocked, he will help open it.

Farad holds his breath and becomes ethereal, taking Kelar and Humphrey with him and out of the poisoned air.

Raz begins holding his breath.

Britan quickly holds his breath and pulls out a piece of cloth to put over his nose and mouth.

Sharone takes a deep breath of fresh air , holds her breath and runs to the holes from which the gas is escaping. She stuffs rolls of bandages into the holes to stop any more gas getting in.

Gamvik does likewise.

This seems a good idea to Tassier as well. He follows suit.

Aldarin also takes a deep breath pulls a candle from his pouch, snaps it in half and moves to shove one part of it into the nearest hole. He then pours water over the face mask he is wearing to attempt to protect himself when he does have to breathe.

It only takes a moment to plug up the holes from which the gas is issuing. During that time you start to feel a little dizzy, but suffer no other consequences.

Farad, Kelar and Humphrey return, to state that they cannot reopen the door for some reason.

Ayazin examines the center pillar more closely. "Sharone, you said that the other two doors were trapped, but not this one. There is an ominous patch of blood here, but no body, as with the hobgoblin we found. If we carefully open this door -- with a spell, perhaps -- we might be able to escape through it to the top of the pyramid."

Humphrey goes to the door that is not trapped. "Well, let me have a try at opening this door."

Humphrey then goes to the untrapped door and opens it.

Kelar quickly moves so that he is parallel with Humphrey. When he opens the door he check blocks him out of the way and to the floor.

However, no trap is sprung. They both stand up again, and look inside.

As expected, the cylinder is hollow. A ladder runs up and down the inside. Looking up, you see faint daylight. Looking down, you see darkness.

Kelar climbs in and ascends the ladder. He finds that he is inside the middle statue of the three atop the pyramid. The daylight comes in through two glass eyes. There is a speaking tube leading to the statue's mouth. A number of levers control the movements - he discovers - of the statue's arms, head and eyes.

Next, he descends the ladder. After a moment he gives the okay, and the rest of you follow.

The ladder comes out through the ceiling of another room below. Two other ladders flank it. The room is 40' X 40'. A battle was fought here, once, it seems, for there are two dead fire beetles on the floor. This room seems to contain spare parts for the machinery that causes the statues to function. There are also several large covered clay pots. In addition, there is a small foundry here, consisting of a forge, an anvil, tongs, hammers and whatnot.

The place has not been used for a long time.

In the east wall, 10' - 20' section as measured from the north, is a door.

There are two more doors in the west wall, at either end, respectively.

Beth goes over to one of the large covered clay pots. She cautiously looks around it, on the floor, near the lip or the edge of the cover, looking for signs of anything dangerous. Pushing her hair back over her shoulder, she also sniffs the air near the pot, to detect any threatening odor. Finally, she knocks lightly on the side of the pot, trying to decide if it is hollow (empty) or not.

It sounds mostly hollow.

"Everybody duck," Beth says as she removes the top from the pot. She instinctively flinches after she does so, so that her head is not hanging over the opening in case something jumps out. Nothing immediately jumps out, so she listens and sniffs cautiously at the air. All seems safe, so she finally cautiously looks into the clay pot to see what is in there.

She follows the same cautious procedure with each of the other clay pots.

Each of the pots are mostly empty but for a bit of oil at the bottom of each. In total, you think there's about six flask-fulls.

"Hmm," Beth says noncommittaly. "Whee. Anybody need some oil?"

Tassier pours all the oil into one pot. "We will get it on the way back to have as a reserve."

"Anybody for east?" Beth suggests randomly.

Britan readies his sword "East sound good to Me."

"Sure, lets go." Farad comments, writing all of this down on his map.

Tassier says, "Right. Let's go then."

"Sounds fine with me," says Raz with a grin, relieved that he did not kill everyone by mistakenly setting off that trap.

Opening the east door reveals a passage running east for 30', after which it ends at a "T" intersection with a passage running north-south. There is a door in the middle of the south wall, and another door in the easternmost section of the north wall.

You move down to the intersection and look both ways.

To the north, the passage runs for 50' and ends. There is nothing else up there.

To the south, the passage runs for 60' and then ends. There are doors in the 30' - 40' and 40' - 50' sections of the west wall.

At the end of the passage you see a glittering statue. It appears to be made of gold. The statue appears to be a smaller version of the bearded man with the lightning bolt, that you saw atop the pyramid.

Tassier says, "We should check that dead end for secret doors."

He heads up and begins to do so.

Farad directs those best able to do so to check for secret doors on the north passage.

The elves spend a half an hour looking for secret doors at the north end of the passage, without success.

"The statue is quite a find, if its entirely made of gold. But someone check for traps."

You head down to the end of the south passage and check the statue. The gnome checks for traps but finds none. You also see from close range that the statue is not gold, but only gold-painted wood. It is of no value.

Farad says to try the door in the south wall.

You return to the passage that leads back to the cahmber with the dead fire beetles, and open the south door.

Revealed is a 20' X 20' room (20' south, 10' east). This room may once have been the quarters of a cleric, it looks like it has been abandoned for a long time. It contains musty, dust-covered furniture, a sleeping pallet, a writing desk with a wooden stool, a chest and a wooden holy symbol that looks like a balance.

Searching the place, you find nothing of value.

You open the door on the north side of the passage. Revealed here is another 20' square room, furnished in similar fashion to the other one. However, from behind the bed come scuffling sounds. Suddenly, the head of a large, pale blue lizard with orange spots comes into view.

Ayazin immediately urges his companions to wait. "Let me attempt to befriend this creature, then it will leave in peace."

He casts Animal Friendship on the lizard.

Sharone steps aside. "Ayazin, this looks like a task for you."

Humphrey waits to see if Ayazin makes a friend.

Tassier backs away and lets Ayazin do his work. "Maybe we can talk to it after and see what it knows of this place."

Britan hangs out in the rear watching the group's back to make sure nothing sneaks up on us. and mumbles under his breath. "Wizard always looking for little animals to control."

However, Ayazin barely has a chance to start his spell before the lizard keels over and lies flat on its back, eyes closed, its legs sticking stiffly into the air...apparently dead.

Sharone, going back across the hall to the other room, gives the writing desk a thorough search, taking any paper, whether written on or not, any quills, any inks. She likewise checks out the chest.

She finds a few old pieces of parchment, but nothing else.

In the chest are a collection of clerical type robes. All are in poor condition.

"Farad does your Paladin skill enable you to check this Holy symbol for good or evil vibes?"

"Curious," comments Raz, regarding the lizard.

"Ayazin, I take it your befriending didn't work?" Beth says. "Any idea what went wrong there?"

Britan starts laugh a little. " That's okay little lizard, he has the same effect on us."

Ayazin says, "It wasn't me! I was just trying to make friends. Farad, did you mindblast this lizard?"

Illyana scratches her head. "Creatures have dropped dead around us before. Something Farad usually does. Maybe this one didn't like him too much." Illyana pauses. "I don't suppose there could be something in the air?"

Tassier says, "It had to be a psionic blast."

He looks over at Farad and says, "Why did you do that? Everyone seemed to be cooperating and you go and kill the damn thing."

He shakes his head and says, "Let's move on. Who has the map?"

Farad holds out a paper. "I do."

"Okay, as long as someone knows where we are."

Ayazin says, "No, let's not move on just yet, please. I would like to hear from Farad...what he has to say, because I for one am quite angry indeed. Go ahead, Farad, let's hear your answer."

Farad nods. "Aye. I'm sorry but I had already reacted before you made your intentions clear on making friends with the beast. Next time please state your plans should we meet unintelligent creatures in advance. I was not aware you could charm them."

"I see," says Ayazin. "Very well. I had thought to act as quickly as I could, but you are right. I forget that not everyone values life as highly as I do. My spell is lost, but starting tomorrow, please allow me to befriend animals we come across. And I would appreciate it greatly if we could refrain from killing animals at all, unless they are a threat to us. Many creatures of nature can be frightened away, and even hungry animals may leave us alone if we give them food. Remember that they are not truly unintelligent, rather that they possess an intelligence that is different from our own. And creatures of nature are rarely evil, so little is gained from their deaths."

"I suppose we should move on, then."

Raz grins briefly at Farad and says, "All that talk...and still nothing changes. Kind of funny isn't it?"

"Hilarious," Beth says in a flat tone of voice. "There is actually an important lesson in this: skip the talk."

She looks over at Tassier. "You were saying something about moving on?"

Farad just shrugs his shoulders. "A mindblast takes only a moment's thought. Before our companion had even mentioned his intentions of befriending the creature its doom had already been sealed."

Tassier nods his head, "Ah, I think I had heard something to that affect before. Poor critter. Still, better him than us."

Tassier shrugs.

Farad looks at the dead creature. "Unintelligent monsters are easily disabled or killed by this power, and I have used it in the past to quickly kill them before they can attack. If you wish to give our druid friend a chance at befriending such creatures I can hold my ability. We've never discussed such a possibility before however. But I'd be careful considering such. Lizards for instance can be poisonous, and the charm may not be totally successful."

Tassier says, "If we can find something that can tell of this maze, it might be worthwhile. Next creature we meet, let's delay on killing it until we have some information."

Farad answers Sharone's earlier question.

"I do not have that sort of innate ability, no."

She takes the parchments and puts them in her back pack for future study. She lays the robes out taking notes of colours, designs etc. for future reference. There seem to be a number of faint animal designs on them: birds, wolves, fish, and the like.

Tassier says, "Indeed. Let's move on."

Kelar says, raising an eyebrow..."Gee not a single argument. Maybe the talk did help. It tired everyone out and so it doesn't happen now."

"Let's go we are wasting daylight already."

Since everyone is ready to proceed, Farad directs you back into the north/south hallway to check the northern most door.

However, some folks want to stick around...

"Let's look further, this is a most interesting place," suggests Sharone.

Humphrey mutters to himself. "Raz'ed and Zapped. Raz'ed and Zapped. I am glad I am one of the good guys." Humphrey then begins to search the room and check for secret doors.

But, as soon as he steps into the room a second lizard, which had been waiting patiently, clinging to the ceiling just inside the doorway, drops on Humphrey. However, it bounces off of the fighter's shoulder and lands on the floor.

It leaps to its feet and attacks him again.

"Farad, Ayazin, quick, do a rock-scissors-paper to figure out who gets this one," Beth says.

Britan hurries over to where Farad and Ayazin are.

"Hey you two that cold hearted you left me out." he says as he joins in on the Rock Paper, Scissors for the bid on the lizard.

Raz steps out of the range of combat and waits to see how the situtation unfolds.

Ayazin says, "Damn, I'm out of spells! Try to scare it away, there's 12 of us in this room and only one lizard, it'll get the message!"

He then starts jumping up and down, waving his arms and making lots of noise in order to scare the lizard away.

The lizard stops attacking Humphrey, sits down, and watches Ayazin's antics with a bemused expression on its scaly face.

Ayazin continues with his Animal Friendship spell, which is still in effect, attempting to befriend the new lizard.

The lizard seems to be quite taken by the druid, and after a bit comes over and starts to nuzzle him.

Farad shrugs and looks at the others. "Shall we proceed now? I believe we have a pyramid to explore."

Humphrey, seeing that the lizard has beed absorbed by Ayazin's antics follows Farad in exploring the pyramid.

Tassier grabs whoever is in the room, leaving Ayazin for last. He then grabs him and shuts the door. "Let's move on."

You leave the room unsearched and continue on your way.

You move down the corridor toward the gold statue and the two doors...pausing to check the first for traps and then open it. Ayazin and his lizard bring up the rear.

Finding no traps, you open the door.

Beyond is a room (20' X 20': 10' north, 20' west; door in south wall west corner; door in west wall south corner). The room contains three double bunk beds. Five men are seated on the lower bunks, talking. Each man wears iron chain mail over a blue tunic. All wear steel helmets, and each man's face is covered by a golden mask. All of their masks are the same, showing a long haired, bearded man with a stern gaze.

When you open the door they jump to their feet and draw their longswords, but they do not attack you immediately.

"Who are you?" asks one of them. "What do you want?"

"My favorite color is green," Beth says. "No! Blue! AAAAAAAAAAAA!"

Humphrey looks over to Beth, "Why are you in such pain deciding what's you favorite color? Now I could see where asking the velocity of an air laiden swallow could cause some problems. Sorry, I am forgetting myself."

Turning to the masked fighters, he says, "My name is Humphrey, my goal is to defeat evil, be a champion of good and find all the power I can to help me achieve the first two. And, to be a credit to my friends and a bane to my enemies.

"Now then who are you? Are not those masks heavy and impair vision?"

"We wear the masks as a symbol of our devotion to Gorm. Besides, it is not socially acceptable - in our society, anyway - to bare one's face in public."

The masks, you note, are of gold.

Britan watches for trouble in back and slightly under his breath says, "What everyone wants to rid the world of evil and get rich."

Tassier says, "I am Tassier Perianth. We want to rid this place of evil, create more unity within our own ranks and make a profit that is our purpose and our quest. Who are you?"

Beth looks over at the masked men. "Actually, aside from my quest for green, or maroon, or whatever, I'm not quite so high minded as these others. Me, I'm here mostly because I was interested to go through this lost city and see what it was all about. Curiosity, adventure, blah blah blah, that kind of thing."

"The important question, though," Beth adds, "is who are you and what do you want?"

"Gee I would say I am out to rid the world of evil as my companions but...I am just here for the treasure and for my honor. Now I think it is your turn to tell us who you are and why you are here and how you got in?"

Kelar draws his scimitars as he is saying this.

"We are servants of Gorm," one of the masked men replies.

"They bare their faces in public," says another man. "They must be from the Outside."

"Gorm is the god of war, storms and justice," says a third. "Where are you from? What brings you to Cynidicea? Are you seeking treasure?"

"We are from the outside. This is Cynidicea?"

"Yes. Or...it was. The city and all of the lands around it...now a waste. Our people moved underground long ago, and built another city."

"Where is the new city? Underground? Cool!"

"Yes...far below us," says a man.

"I'd rather be down here than outside in the desert, anyway," says Gamvik.

Britan smiles under his helm "Underground is for dwarfs. I would prefer the great outdoors but evil likes to hide and therefore we must go into there hiding spots and get them."

Gamvik starts to say more, but thinks the better of it and keeps his mouth shut.

Sharone replies, "I am a priestess to Idun and my desire is to spread her beauty to all who are interested. Perhaps yourselves? I am also very interested in the past masters of this city, can you tell us anything about them and their ways? "

"I am Ayazin, son of Ayazin, druid of the Blackwood on the planet Earth. I have come here with my companions to explore this city and this world, to better learn its nature."

"We are the descendents of the past masters of this city. It fell many years ago, when a sleeping evil god was disturbed in his lair far below us. Many of the population took to worshipping him, and so the decline began. Some of us have remained true to the Old Gods, though: Gorm, Usamigaras and Madarua. Gorm is the greatest of them, of course."

"Like my mother always said, let sleeping gods lie," mutters Gamvik to himself.

"Indeed," says one of the men with a nod to the gnome. "Your mother was wise."

Aldarin mutters, "This place doesn't seem to be that deserted."

"Deserted? No, it is not entirely so," replies one of the men.

"Tell me, how does Gorm manifest himself to you? What does he look like?"

"Gorm looks like the images on our masks. He makes his presence known through thunderstorms."

In turn, the face on the masks resembles that of the gold-painted wood statue out in the passage, and one of the statues atop the pyramid, outside.

Tassier says, "Do you get many thunderstorms under here? That would be very interesting to see."

"Of course not. But occasional ones strike outside."

Tassier says, "Well, you are in luck! We are trained experts in the elimination of unwanted evil sleeping gods! I think we can Rectify this infestation of pesky ESGs for you. In order to achieve this end, can you tell us more of this place? You mentioned that this Evil sleeping god was below? Where at exactly?"

The men shiver as one.

"We do not know," says one of them. "But you will find his servants roaming the halls of the pyramid and the streets of the city."

"Wandering? Well, we need to make sure they wander no more! Show me to them!"

Farad gives Tassier a smile. "Yes indeed, this seems like a task we should strive for. We can rid your city of this evil creature and its servants also!"

"Very good," says one of the masked men.

Sharone makes a note of the three Gods names in her notebook.

....Gorm..Usamigara..Madarua....

"Is your evil god still at large in the city?"

They nod.

"How many other descendents are there in this city?"

"Our numbers are few, and we grow fewer with every passing generation. It is the spreading evil. Most people have taken up bizarre pastimes...drugs...depraved activities...and care not for themselves. Many live in their own little dream worlds. We, the followers of Gorm, are trying to reverse this evil, but our task is daunting."

Tassier says, "Well, you are in luck! Don't you worry...we are going to take care of all this stuff."

Tassier seems very excited.

"Will they all have masks similar to the God they worship, so that we can distinguish them?"

"We who follow the old gods wear the masks of the gods. Others wear masks as is their whim."

"My apologies for the number of questions but religion is my favourite subject."

"We appreciate your interest," says one of the men.

"My companions and I came originally to explore this city and we intended to use any treasures we found to fund our expedition. But perhaps now we can assist you in recovering your city from the evil that over took it."

"You are welcome to do what you can, and we shall help you if we can, but you are not followers of Gorm and so our aid must be limited."

"What kind of aid can you provide?"

Beth says, "Could you serve as our guides through the city to help us avoid misunderstandings with those friendly to you, and to point us out to trouble spots that might warrant our attention?"

"There are many parts of the pyramid and city that we do not dare pass into," the first man explains. "Most areas are under the control of evil, or hungry monsters, and we are but a small faction. Only this room, the room next door," he says, pointing to the south door, "A temple on the level below and another temple in the city far below are under our control. While we are very devout, there are only a few followers of Gorm remaining."

"We can tell you a bit about the pyramid and city, though," says the last man.

"Yes, we can do that."

"I assume your city was called Cynidicea, what of her treasures can you tell us? "

"The city was rich in her heyday, but now most of the treasure has been taken by the evil one and the monsters that he has now attracted to the place. If you can destroy them then you are welcome to what you find. It is a small price to pay."

Gamvik, who has been looking progressively more uncomfortable at all the talk of sleeping gods and evil minions, perks up a little at this.

Humphrey says, "You must forgive us of not knowing your ways. Where we come from all people freely have their faces bared. In fact a group of men such as yourselfs would be looked upon with suspicion if you showed up with masks. Still I will honor your ways."

Humphrey makes sure that his helm is on and that the visor is pulled down.

"We do not expect you to change your ways to suit us," says one of the men.

Humphrey perks up at the mention of another city. "Who rules the city far below? Would they be friend or foe?"

The one man shakes his head regretfully.

"The rule of Law has broken down in Cynicidia," he says. "No one has complete control of the city, though the followers of the evil god are the most powerful faction."

Tassier says, "We are here to change everything! In the name of Gorm, if you like. Anyway, first things first. Show us the areas of this place with monsters and evil creatures. We will clear them for you. Then we will go down to the city and make sure it is cleared as well!"

Tassier says, "That is all I need to know. Let me at them!"

Beth looks around at the others in her group and asks faintly, "Did anybody remember Tassier's medication?"

Tassier snorts and then laughs loudly. Then he gives her a deranged look.

"Do many of your people or the evil ones go outside of the city into the waste above?"

"Very rarely," says one.

"It's so...big," says another.

"And...bright," says a third.

"Or dark..." says the fourth.

Turning to Tassier, Kelar says, "Yea I have his medicine right here..."

Resheathing one of the scimitars, he smiles.

The first man thinks for a moment, and then says, "I will describe the pyramid and city to the best of my knowledge.

"Through that door," he says, motioning to the west, "Is a room filled with green slime. Stay clear of it. From the centre room under the statues, the northwest door leads into a deserted area. The southwest door leads eventually back here. However, there is also a door leading to a flight of stairs down, too.

"The third tier is much larger than this one. The stairs lead into the southwest section, and a passage leads you to the centre of the tier. The entire centre portion rotates. There are 8 doors opening off of the centre. To the west is an area under the control of the followers of Usamigaras. They are strange. To the north is a deserted area. To the northeast is the area of the followers of Madura. Our temple lies in the southeast.

"The fourth tier is larger still, and contains the tomb of King Alexander, in whose honour this pyramid was raised. It is also the lair of many undead creatures.

"Tier five used to be the ground level of the pyramid before the samds of the desert buried it. many evil creaures - lured here by Zargon - have taken up residence. Tiers seven through nine are the catacombs under the pyramid. They used to be controlled by the clerics of the three old gods but have now been overrun by evil.

"There is s secret passage into the city far below, on the main level - tier five - in what used to be the main entry chamber."

"The city is in an enormous cavern many hundreds of feet below us. There is a lake there, and the city is built along one side of it."

"I hope that this information will help you."

 Farad writes it all down. "Indeed, I think it will. Do you happen to have maps we could copy?"

"Sorry..."

"It sounds as if most of the clerics of the original three gods reside on the third tier. Is it completely controlled by you or are there creatures that come up from below that we need to eliminate? If not, then it seems our real work should start on the fourth tier."

Tassier says, "Maybe we should just wander around the upper tiers till we clear them off all evil creatures and slimes. Sounds like there will be many to deal with...then we can hit the 4th tier. So, my vote is to clear this level first. Anyway, let's take care of the green slime."

Humphrey nods in agreement, "No good can come of green slime and it will only get bigger if left alone and possiby clog up our retreat. Better to deal with it now."

"Things wander up from below...and there are deserted areas..."

Farad ahs. "I see. By deserted you mean they are not occupied by your own people or the other two god's minions, not that nothing is in them. We will check those areas then too."

Farad turns to our druidic companion. "You see, we can not simply leave the wild animals alone. They pose a threat to the people that live here. If this was an abandoned area it would be one thing, but if we are to aid these people we must restore order to the pyramid and insure that they can roam freely and safely through its halls."

Farad pulls out some oil. "We can burn away the slime I believe. That should give you a bit more room to work in." The grey elf gives a glance at Ayazin. "Unless you have a better solution?"

Ayazin scratches his beard. "Yes, a quandary. In the case of green slime, there has been some debate, but I do not see it as part of nature. It behaves as a plant in some respects, but as a disease in others, and no true plant dissolves metals or transforms other creatures. I believe it should be destroyed."

"However, I disagree that we should destroy animals we encounter. Monsters, certainly. But we have pledged to rid this place of evil, not of danger. We cannot prevent the forces of nature from entering this place any more than we could prevent the sands from burying it. If we kill all the snakes, the mice will multiply, spreading disease which could be much more dangerous. Nature balances itself, and it seems this place has found its balance, otherwise, it would not have survived so long closed off from the rest of the world."

"No we do not want to kill everything we come across but if it attacks first then we have no choice," says the cavalier.

"This 'evil sleeping god,' however, seems to be threatening the balance of this place. We should eliminate the influences of this god as best we can. But we don't need to slay everything we find, only creatures of evil. And the occasional green slime. Yes, fire works well, unless there is a danger of igniting the building."

Aldarin gives a small golf-clap after that speech.

"I think we are dealing with mostly stone or sand stone, but we certainly do not want to burn down anyone's home" says Britan.

The pyramid is made of stone. There is very little flammable material in it.

"How about a cure disease? That will kill off a green slime," says Tassier.

Sharone takes note. "Do you have any idea of what types of undead inhabit this area? And what power controls them....a cleric or a powerful undead ? "

"There are zombies, skeletons, mummies, shadows... I do not know what controls them...Zargon, perhaps?"

"Can you give us directions so that we can locate this secret passage ? It my be the exit we need to leave this city, once we have finished," asks Sharone.

"It is located in the pillar closest to the old main entrance...if my memory is correct..."

Sharone thanks the men for their assistance, busily writing down their comments, especially the warnings. "C'mon gang, enough talk its time for action...."

"So who all knows about this secret door? If a lot of people it isn't very secret now is it?" says Kelar. "Farad I agree with you that the danger starts at the fourth tier but we may want to get are bearings in the others in case we have to retreat that way. Wouldn't be good to get lost when we are retreating."

You move across the room to the west door. Ayazin's lizard brings up the rear.

Opening the door, you see another room (20' X 30': 10' south, 30' west; door in east wall south portion; door in west wall south portion).

In he centre of the room you see a 10' tall cage. In the bottom of the cage is a pile of coins and gems. Hanging from the top of the cage is a giant beehive. Several large, ~1' long bees are buzzing around the room. The mesh of the cage is large enough for them to fly through. There is also a 1' square hole high in the south wall...through which faint daylight shines through.

"You are safe from the bees as long as you are with us," says the first man, as he leads you across the room. The bees ignore you.

You open the west door.

Beyond is another room (20' X 30': 10' south, 30' west; door in west wall south corner). The entire floor is covered with green, oozing slime. Otherwise the place appears to be empty.

With a giggle of glee, Raz launches a fireball in there, and slams the door.

You hear a dull roar...which eventually subsides.

You attempt to reopen the door, and it crumbles to ashes and tinders, as smoke pours out.

When it finally clears, you see that the green slime is gone...as is the door on the other side of the room.

"An impressive display," say the men, regarding Raz warily. "Well...gotta go!"

They all but shove you into the room, and then beat a hasty retreat back to their own quarters.

You cross the room and look through the west doorway. It opens into a 10' wide passage running north, for 30', but turning west after 20'.

You move up and look around the corner.

The passage runs west for 30' in total...turning north again after 20'. There is a door in the last 10' section of the south wall.

You move up to the door and look north. It runs for 30' in total again, turning east after 20'.

Raz regards the retreating men with a grin. "Suppose they never saw magic like that before," he comments with a slight laugh.

Britan grins and shakes his head "Raz are you always so flamboyant with your Magic?"

"I try my best," replies Raz with a wink.

Farad frowns as he looks at his map. The map flinches. "Lets continue and follow this passage, then come back for the south door. It probably meets back up with the central room though by the looks of things."

Raz looks at the others. "Well...lead the way.", he says.

"Let's go then." Tassier marches up that way...

Looking around the corner to the east, you see that the passage does indeed go for 30' to end at a door. You go up and open it anyway, to find yourselves back at the first room on this level. However, Kelar also notices a secret door in the north wall of the passage, in the 20' - 30' section as measured from the west end.

"Oh, let's go that way!" says Gamvik. "There's got to be something good if they took the trouble to hide it behind a secret door."

He starts fiddling with the door to see if it is trapped, and to see how to open it.

"I just thought of something...those men said we could only get by their bees if they were with us...how are we supposed to get out?" asks Kelar.

"If you can find the opening Gam I think we should go that way also."

Britan looks at Kelar "Thats No Problem we Have Raz he can turn them into fire bees."

"Yes but how will they feel about us torching thier bee's? Wouldn't want to upset our new friends..."

Someone swats Kelar over the head and points out that the room through the east door has the ladder which leads upstairs and ultimately out. In other words, you have gone around in a big circle.

Meanwhile, Gamvik has found no traps and has proceeded to open the secret door.

Revealed is a room (20' X 20': 10' west, 20' north). In here you see seven bird-like creatures with long beak-like tubes. They are stirges. A faint glitter catches your eye from the centre of the room as the stirges fly at you.

Before Gamvik can react, one has landed on his shoulder, inserted its probiscus into his neck, and sucked him for 2 hit points of blood.

The others are swooping through the doorway as well.

"Owch!" squeals Gamvik, as he pulls out his knife to detatch the stirge.

Sharone moves to Gamvik's aid...calling to the group, "Anyone got a sleep spell? "

Gamvik easily beheads the thing.

Ayazin draws his scimitar and shield and attacks the nearest stirge.

However, before he can swing, a stirge attaches itself to his leg and sucks him for 1 hit point. The druid then fans with his scimitar.

Britan draws his sword and enters the room ready to attack the nearest stirge. "Raz don't you dare toss a fireball in here do you hear me?"

Britan easily kills a stirge.

Tassier draws his sword and attacks one of the stirges.

The half-elf follows the cavalier's example and kills another one.

Beth lets loose with a magic missile. She kills two more and injures another. The injured one lands on her shoulder like a parrot and has a drink for 3 hit points.

Farad likewise sends a volley of magic missiles, spreading them out one per bird for as many as he can cast.

He kills the remaining stirges, including the ones on Ayazin and Beth.

Drawing his scimitars, "Well what do you know big mosquitos," says Kelar, smiling.

You move in and search the room, finding four gems which Gamvik appraises at 100gp, 100gp, 500gp and 1000gp, respectively.

Aldarin also notices another secret door...this time in the north wall of the room, west corner.

Farad looks at his map. "Check the south wall along this passage too for secret doors. There is a large section of nothing on the map where a room might lie."

Aldarin also lends his assistance.

They find no secret doors there.

You go back to the room and open the secret door. Beyond is another passage running east-west. To the east, it runs for 20' and ends at a door. This, you suspect, leads again back into the first room on this level that you visited. To the west, the passage turns north in the next 10' section.

You look north.

In total, it runs for 50', turning east after 40'.

You move up and take a look.

In total it runs for 60' east, turning south after 50'. There is a door in the 10' - 20' section of the south wall.

"Well whats ya say we open the door and see what is inside?" asks Britan.

Aldarin says, "I'm with you, let's do it", as he moves forward with sword drawn.

Farad marks the new corridors on his map, and notes that opening this door seems like as good an option as any.

"Well it sounds like majority rules. if no one has any objections I will open the door." Britan draws his sword and steps up to the door to open.

"Nothing personal but why don't you let Gam have a look at it beforehand? He might see something or hear something that would be bad for you," says Kelar.

That is all the opening that the gnome needs, as he runs up between the cavalier's legs and presses his ear to the door. Much to his chagrin, though, he hears nothing, so Britan opens it.

Revealed is a storage room (30' X 30': 10' east, 10' west, 30' south). In here are rotting bales of what might be cloth, and a number of dusty crates. The place smells like is has been closed off for a long time.

You move in and search around for awhile, but find nothing that is not mostly rotted away.

Returning to the passage, you go east and look south. It continues in that direction for 20' from the corner, turning east again after 10'.

You go south and look east.

In all, it runs east for 40', turning north again after 30'. In the middle of the north wall is another door.

You repeat the routine that you used at the previous door, and then open it.

This is another room (20' X 20': 5' east, 5' west, 20' north). This place seems to be drier than the other areas of the pyramid that you have visited thus far. In the centre of the room are half a dozen small crates. Seated on the crates are nearly a dozen small (1' tall) winged people. They are talking in a strange musical language and laughing merrily when you open the door.

"Look!" several of them exclaim, pointing at you. "Visitors! Come in and join us!"

Beth moves forward through the crowd of her companions and pokes her head around into the room to see the creatures.

"Why, hello," she says. "Do you live here?"

"Oh yes. This is our home!" replies one of the little creatures.

"Do you come and go much?"

"All the time!" says another, pointing to a small opening in the north wall, though which faint daylight shines.

"Do you know the followers of Gorm?"

"Those guys!" says several. "Borrrrring! All they do is march around, preaching in those silly masks of theirs! They never get down and boogie!"

Raz smirks at the small creatures' behavior..."Well, things are never boring around us," he comments dryly.

"Nope It is definitly never boring around us," as Britan pats Raz on the back.

Tassier moves into the room and pulls out a wine flask. "Anyone want some wine?"

He drinks some himself.

The little creatures all come flying over.

"Wine???!!! Wheeee!"

They then form up and start singing, as they all play air guitars...

"I wanna rock and roll all day,

And party every night!"

Humphrey looks at the group, "They're mad I tell you! But, at least they are having fun."

Tassier laughs and says, "What is rock and roll?"

He looks over at the group and says, "Maybe we should take a break and have a party! We have been on the road forever."

Tassier passes the wine skin around.

Gamvik takes a swig that is a little too deep for someone of his body weight.

You party down with the sprites for all of ten minutes.

Then they get bored - even when Raz starts dancing atop the crates - and move off to a corner to read comic books.

Realising that you have worn out your welcomes, you decide to continue on your exploration. It is mid-morning as you stagger down to the corner to the east, where the passage turns north, and take a look.

The passage runs north for 20' and ends. There is a door in the first 10' section of the east wall, and also you spot three 4' tall pottery jars standing in a row at the end of the passage.

You open the door, Gamvik being too senseless to bother listening at it.

It opens into a 20' square room (10' north, 20' east). This place is sparsely furnished with rotting furniture, including a bed, desk,chest, a writing table with wooden chair and a wooden holy symbol shaped like a lightning bolt. All of the furniture is covered in a thick layer of dust. On the floor lies the body of a dead hobgoblin. The body looks to be several weeks old. Its left arm is swollen and discoloured.

You search, finding nothing in the room. On the body, though, you find a full water bottle and a purse with 135sp and 40gp in it.

You leave the room and go and inspect the jars.

Looking into them, you see that the first jar contains sand. The others are empty.

Finally, you head southwest again, to the one remaining door, near the green slime room.

Getting there, you open the door.

Beyond is a flight of stairs curing to the right...and down.

For wont of anything better to do, you go downstairs.

The stairs end at a door facing south.

You open it, seeing a hallway running south, before you. It runs for 40', turning east after 30'.

You go down and take a look.

From the corner, the passage runs east for 60', turning north after 50'.

You move forward, but come screaching to a stop when Farad notices a secret door in the north wall, 10' - 20' section.

Ayazin draws his scimitar and stands ready.

"Well Gamvik you want to check it out or do we just take our chance with what ever happens?" asks the cavalier.

Gamvik crawls over to the door, puts his backside to it, and says, "I don't hear anything."

Britan tightens the grip on his sword "Well then let's see if we can open it to see what awaits us behind door number one."

You fiddle about for awhile and eventually get the door open.

Beyond is a square room (30' X 30': 20' east, 30' north; door in middle of north wall).

This place is filled with crates and barrels. Four large beetles, each about 3' long, are breaking into them.

Humphrey says, "First we are introduced to Rock N Roll and now 4 beatles."

Ayazin tries to send his giant lizard in (what else to feed a giant gecko but giant bugs?). However, the lizard just looks at the druid with adoration in its eyes. You don't know if that is because it has not been trained, yet, or because it does not like to eat beetles.

Raz looks to the others and says, "Magic missles or do the fighters think they can handle them?"

Tassier says, "Farad? Wanna take care of these?"

"Might be better to let the fighters handle this and save our spells for bigger things," comments Raz.

"Oh, you don't want to cuddle up next to them and make them pets?"

"Not really." Tassier laughs. "Of course, maybe the druid, but these are destructive creatures."

He shrugs.

Britan starts to laugh at Farad's statement. "I don't know. Maybe they might want to start a circus, or better yet maybe the Druid might want to make a steed out of them?"

Tassier says, "Okay, humor is good, but let's keep it clean and not make fun of anyone. That isn't good for building a team."

"Yes, thank you Tassier," says the druid. "It's never easy being Green, you know, and I've been so confused lately as to what is natural in here and what isn't."

Tassier smiles and says, "Easy enough to do in foreign places."

Hearing Tassier's comment, Raz starts to laugh..."Oh that was a good one Tass!...team building...like that has ever been a priority..."

Tassier's eyes narrow and he says, "Be careful, Raz, your comment makes light of a very serious problem with this group. Do you want to make it worse? If so, leave now."

Raz gives Tassier a hard look and says, "Get a life Tassier. We've got bigger problems to face without you stirring up trouble." Raz looks back over to the beetles and then to Farad and asks, "Did you mind blast the bugs yet? Need me to follow up with some magic missles?"

Tassier smiles and says, "OK, Raz, I am going to get a life. Thanks for understanding my point."

Raz looks back towards Tassier with an arched eyebrow. "I have a feeling I am going to regret my statement.," he comments softly to no one in particular.

Britan shakes his head and says under his breath, "Gee's some people need to find a sense of Humor."

Beth sighs. "Children, children, stop fighting and pointing fingers blaming each other for stirring up trouble. I think we've found that the less we talk about how we don't work together very well, the better we work together. In the name of Thoth, it's just a couple of bloody beetles! I think nobody should mind if the lizard eats them. After all, that's natural, and then we don't have to worry about the beetles. What's not to like about that plan?"

"Guess that means that the Druid doesn't see any reason to talk to them," comments Kelar.

Farad laughs and then mindblasts.

Three of the beetles suddenly explode, while the last one rolls over and lies on its back, still.

Humphrey takes out his two swords and heads toward the beetles.

"Take this George," he says, as he finishes off the beetle on its back.

Once the beetles have been dealt with, Beth inspects the crates and such herself.

Gamvik also scuttles into the room and starts poking around.

The rest of you follow suit.

Prying open some crates, you see that they are filled with dried food. Removing the bungs from a few of the casks, you discover that they are filled with wine.

The food appears to be in good condition, and the wine is tasty.

 Sharone takes a quantity of the food and wine and puts it in her back pack.

"Never look a gift horse in the mouth I always say."

"Ahhh wine...who knows might come in handy."

Kelar fills up 2 wineskins of the wine.

Illyana pokes her finger into the wine. "How strange. If this food is still good, then there has to be someone alive nearby."

"I bet you're right," says Ayazin. "I'd hate to think we killed those beetles for nothing. I had hoped my lizard's instincts would take over, but I suppose it's still too enamored of me to something unless I've trained it. Ah, well. The next time we rest, I'll have a chat with it and see if I can get it to do something."

Gamvik has another deep draught of wine, mutters something about a bar, and then falls over unconscious.

Britan looks as everyone gets some wine. "Looks like we have a bunch of drunks in the group, Oh yea I remember: Medicinal purposes."

"Also good for taking up your time when everyone is off training," Kelar says with a grin. "Besides never know when we might find a batch that no one here has ever had."

Tassier says, "How is the map coming? I have no clue where we are."

He walks up to the North door and opens it up to see what is behind it.

Beth, who eventually stopped trying to keep looking over Farad's shoulder, has been making some maps of her own.

Ayazin takes a look at Elizabeth's beautiful map. "Hmm. If someone is living here, we have entered through their back door. It might be more polite to continue around to the front."

Nevertheless, Tassier opens the north door.

Beyond is a passage running north for 30'. After that is a "T" intersection with a passage running east-west.

You move north and take a look each way.

To the east, the passage only runs for 10' along the south side, and ends. The back wall is curved inwards, with the centre of the radius of curvature towards the northeast. In this curved section is a door. There is a large button on the wall to the right. Engraved on the button is a symbol in a flowing script.

"Hmmm...the button formerly known as Prince," says Gamvik, and then passes out again.

You look west down the passage.

It only runs 10' in this direction, and ends. At this end is an 8' tall bronze statue of a winged child with two snakes entwined about its body. It holds a wand in one hand and a handful of coins in the other. The statue looks to be firmly connected to the back wall.

Raz looks at the statue with a critical eye. "That thing has trap written all over it,"he comments, "How much would you bet that it comes to life in the next few moments?"

Raz backs away a bit and prepares himself for combat spell casting. Raz looks about the room..."hmm..too small for a fireball I bet....lightning will have to do."

"Yo, Raz, not so fast," Beth says cautioningly. "Ten gold pieces says that this is Usamigaras. It looks just like one of the statues we saw up atop this whole Pyramid."

She looks down at her map. "Well, OK, I've marked this section '2nd level,' but I think it corresponds to what the followers of Gorm call the third tier. They said that the stars came into the soutwest section of this tier, and that the west section was under the control of the followers of Usamigaras. The Gormies told us that the Usamigarides were weird, but I thought the Gormies were weird enough themselves, so who knows what it means. Nonetheless, weird or not, I expect that they wouldn't be too pleased if we went off blasting the statue of their god."

Britan walks closer to the statue and looks at it with out touching it.

"Hummm interesting."

He continues to get every angle of view of the statue.

The statue appears to be mostly harmless.

"OK Raz I'll take the bet. 20 gold pieces and you take my next watch. Is it a deal?"

Raz shrugs..."well I supposed it wouldn't be worth the 20 gold to bet that something bad is going to happen. ...I pass for now Britan. I just hope you're right."

"Well how bout we push the button. It has activate trap all over it," smiling says Kelar "I don't particularly want to but...."

Tassier says, "I will! Maybe it is a door bell."

He walks up to it and says, "Everyone stand back!"

"Why don't we just hit it with a rock or something?" asks Illyana.

"Okay, that works for me. Who is going to do it?"

Farad looks at his map, and then at his notes. "It might be trapped, but it might also be the control for the rotating room that our friend upstairs mentioned. He did say that the entire center of this tier rotated, and the curved wall seems to indicate that this is the place.

Farad takes note of the symbol.

Tassier says, "I missed that entirely! I musta been day dreaming."

Farad smiles knowingly. "I don't expect everyone to have the gifts the gods have given me. Luckily I have an excellent memory, and the foresight to take notes."

Britan sighs. " Oh what the heck just push the button or let me by and I will do it."

Humphrey grunts and pushes the button with his non-magical sword.

You hear a faint grinding noise from beyond the door. After a moment it stops, and the door swings open, to reveal a 50' long passage running northeast. At the far end is another door.

Just inside the passage on the right wall is a vertical row of eight buttons like the one that Humphrey just pressed. Seven of them have different patterns engraved on them...but one button has the same pattern on it as the one that Humphrey just pressed.

Looking down the passage, you see a second row of eight buttons on the wall at that end, too.

The excitement of a rotating room sobers Gamvik up immediately. He starts muttering excitedly to himself, and appears to be doing mental calculations as he taps on the floor and walls in various places.

Ayazin stands there, goggle-eyed and dumbfounded.

Farad smiles. "As I predicted. And my experiment determines that there are only four possible positions for this passage, with one symbol for each exit point."

"The first order of business is to open the far door now and determine if there is a symbol by it also. That way we will have one ordered pair in place."

He gives you his usual self satisfied grin and marches back down the hall, prepared to open the other door.

"Gee wouldn't it be just so great if like a trap went off in his hand or something," Kelar whispers to Beth.

Kelar gets ready to follow the all mighty and all knowing Farad out the door.

Farad doesn't look back, but comments. "I know only how this works because we were told to expect it. It does not take a genius, such as myself I must say, to recognize how a known phenomenon might function."

"As for the traps, I expect our scouts to identify them and disarm them. But in this case I did not Foresee any trouble other than the door function as predicted."

Farad does turn then, and looks back into your eyes. "Do not forget that the future is an open book for me. The gods have granted me the gift to see that murky roadway, and they lead me safely down it past all dangers. We need not worry while the gods walk with us. Evil will surely be vanquished and righteousness will prevail!"

Beth sighs and shakes her head. Those of you near her may hear her mutter "...too much."

Farad opens the far door, sword drawn and ready.

"Ohh forgot bout that little trick of yours that works off and on," Kelar says smiling.

Drawing his swords he follows Farad out the door.

Ayazin conks himself on the forehead with the heel of his hand. "Four! Of course! This room is like a compass, with four directions, and we are in the needle. The buttons are like N,S,E,W. Yes, it makes much more sense when I have a metaphor. And it helps to have Farad figure it out first."

He follows.

Opening the northeast door reveals a landing (left wall goes ~5' north, 10' east. Right wall goes ~5'east). A passage runs northeast out of the east end.

Flanking the entrance to the passage are two 10' tall statues of women fighters. The statues wear masks with the face of the female statue atop the pyramid. They stand with spears outstretched to form an arch.The only way down the corridor appears to be in single file under the crossed spears.

It is midafternoon...you think.

Raz grins and says, "You're right as always Farad!"

Britan draws his sword. "Humm we are starting to get a little testy, people, let us think happy thoughts and good Karma and promote."

Britan Pauses. "Tassier what was that you said, humm oh commarodory or something like that, Or maybe we all need a Group Hug," he concludes as he snickers.

Tassier goes over and gives Britan a long hug. Then he slaps him on the rump.

"Anybody who tries to hug me gets turned into a frog," Beth says to nobody in particular.

"Too many statues," comments Raz with a slightly paranoid look in his eyes.

Farad frowns and lets one of the scouts check the thing for traps.

"I believe they look like the one female one up top. What, you don't remember them Farad?" Kelar says, grinning.

Humphrey looks to the corridor of spears, "Well I guess we need to get going."

Humphrey then leads the way through the spears.

"Hey Humphrey you might for once want to let Gamvik check and make sure that you don't become a shish kabob."

Humphrey stops. "Ok, I'll stop. Just getting ansy for some reason."

Gamvik takes a long look at Humphrey.

"I don't think he is going to turn into a shiskabob," he says. Then reaches up and sticks Humphrey with a pin, right in the butt. "Shiskabob, shiskabab!" he squeals maliciously as he runs down the hallway to check for traps.

"Well maybe he will get turned into one the way he is acting. Who found that little one? Maybe we should send you up there with him," Kelar says grimacing .

Humphrey, seeing that Gamvik has tried to stick a pin in his butt, says, "Gamvik, that would have worked better, had I not been wearing armour. Let me know if I can lend you my strength."

Turning to Farad, Kelar asks as he grins, "What no other worldly or godly inspirations about this?"

"Nothing obvious. Lets see if our thievish friends can detect any traps. If not, I suggest we proceed through single file."

Gamvik has run through the arch formed by the statues without harm, so you assume that there are no traps there.

Beyond the statues, the passage runs northeast for 40' (left wall), then ends at a door facing north. The door is locked.

Gamvik returns and reports that he found no traps anywhere along the passage.

"Boy for such an evil place not much goes on here," Britan says as he looks at the statues.

You move through the arch without incident and walk down to the door at the end. Gamvik has a go at picking the lock, and easily succeeds.

Opening the door, you see a square room (40' X 40': 20' east, 10' west, 40' north). Near the northeast corner of this room is an altar covered with a green and white cloth. On the altar sits a 3' high statue of a woman holding a sword and a sheaf of wheat. To each side of the statue burns a large white candle. In front of the altar itself, incense burns in three small braziers. White drapes hang on all the walls and the floor is covered by a green carpet. The room is dust free and has been scrubbed clean.

Facing you, though, are five women, wearing bronze chain mail over green tunics. Each woman's face is covered by a bronze mask depicting the face of the woman whose statue is atop the pyramid. All of them have their longswords drawn. One of the swords glows.

"Who are you?" the woman holding the glowing weapon asks in a harsh voice. "Why do you invade our holy temple?"

Her questions are directed at Illyana, Sharone and Beth.

Before you can answer, you hear a faint rumble from behind you. Evidently the rotating passage is being used.

Farad's anger at being apparently snubbed by the women before him is barely kept in check. Although his eyes do seem to flare in anger for a second and his hand tightens around his sword, he is able to keep his reflexes in control. He looks at Illyana, waiting for her to answer.

However, it is Beth who replies first.

"Greetings," Beth says. "We mean no disprespect to Cynidicea. My name is Elizabeth Eastlake, and these are my companions Illyana, Sharone, as well as Aldarin Hawk, Ayazin, Britan, Farad Golamarth, Gamvik Skotternop, Hymphrey, Kelar T'Alster, Raz, and Tassier Perianth."

Beth gestures to each of her companions in turn.

"I am Pandora, and these are my Warrior Maidens," she replies, still wary.

"We are from the outside," Beth continues. "We entered at the top of your pyramid, and passed through the level above. We spoke with the followers of Gorm. We understand that you and the followers of the other Old Gods have been beset by a terrible evil sleep god which has been awakened in the depths beneath us here. It is our hope and our intention to investigate this Sleeping Evil God (SEG) and to do our best to find a way to eradicate it."

"Yes, we follow Madarua," Pandora replies, relaxing slightly. "We seek to reestablish her cult and thereby return the City to its glory of old."

Beth nods. "Well met, Pandora. I wish you well in your goal to reestablish your cult, for surely that would be a good day for this city."

Pandora smiles.

"Yes. Perhaps when that day comes our armies may again march forth to reclaim the lands about us...which have now fallen into desert!" she says with a gleam in her eyes.

"It is too bad that you have had dealings with the men of Gorm, for they are pompous idiots."

"Yes, well, at least they aren't malevolent minions of an SEG," Beth says, "and they did mention that we might find you here. Is there anything else you can tell us which we might need to know as we venture to deeper levels?"

Pandora willingly starts to tell you what to expect below. As she does so, five more warrior maidens come up the passage from the southwest, where the rotating passage is, and, seeing their leader talking to you, they stand at ease.

However, the information that she conveys to you is virtually the same as that which the men of Gorm have given you already.

"Watch the followers of Usamigaras, though!" she concludes. "They are in the western portion of this tier. They dabble in the arcane arts..."

"Thank you for the warning," Beth says. "Are they trustworthy though?"

"They claim to be utterly trustworthy, but they seem to have their own definition of that word, and - if it is to their advantage - will twist words and deeds to suit their needs," Pandora says with disgust in her voice. "They claim to follow Law, but it is their own Law that they follow."

"Although the followers of Gorm may be pompous idiots, they are at least followers of one of the Old Gods, and not in league with the evil below."

"True. They are better than the enemy, which is why we have not destroyed them."

"Are the followers of Usamigaras the same way? Strange, dabbling in the arcane arts, but still not in league with the foes?"

"They are chaotic and unpredictable," she says dismissively. "They will never amount to much. While they claim to value life and knowledge above all, the experiments that they sometimes conduct seem to contradict their words. But, they are ardent enemies of the followers of Zargon, and so we let them be as well."

"Also," Beth says, "I apologize for my ignorance, but could you clear one thing up for me? You say you are followers of Madua, but the followers of Gorm emntioned three gods: Gorm, Usamigaras, and Cynidicea. Who is Cynidicea, and how would she relate to Madua?"

"You have gotten the names confused...or more likely the men of Gorm have. Cynidicea is the name of our city. It is not a deity."

"Ahhh, yes, thank you," Beth says. "It was probably me who got the names confused; a whole bunch of names came at us all at once, and I must have gotten a couple of them mixed up in my mind."

Britan whispers to whoever is next to him.

"I am going down the hall a little bit but not out of sight."

Britan wheels around and heads down the passage.

" I am Sharone, a priestess of Idun. And mean you no disrespect. We are visitors investigating the pyramid and looking to perhaps help in returning the ownership of the pyramid back to yourself and the other residents."

She smiles towards them in a friendly way.

"We appreciate any such help that we can get," Pandora says, relaxing further. "There is much evil to be delt with on the levels below."

Sharone, hearing the noise behind her moves into the room away from the door and waits to see who is following.

"Those are more of my maidens," Pandora explains. "If you mean us no harm then you need have no fear."

Hearing Pandora say this, Sharone steps toward her holding her hand out in friendship.

"Then we should talk for it seems we have mutual enemies and together the might of feminine beauty will prevail."

"Tell me of your Goddess, I am a stranger to this land and so know little of her or her teachings. Maybe we have doctrines that are similar."

"Madarua is the goddess of birth, death and changing seasons," Pandora explains. "She and her followers stand for a balance between good and evil, law and chaos. We are the only ones who know the True Path to restore the kingdom."

"Is it alright with you if we expore the rest of this Tier before we venture on downwards?" Beth asks.

"Of course," says Pandora, finally lowering her weapon. Her accomplices do likewise. "This all there is in this part. Our quarters are to the east from the rotating passage. To the southeast is the temple of Gorm. To the west are the mages. The areas to the southwest, north and northwest are deserted."

"Excellent. Thank you," Beth says. "If there is nothing else you wish from us, or nothing else that any of my companions which to ask of you, then we will probably be on our way. With some luck, we will be able to check in with you again on our way back out of here."

"Good luck," she says, and you leave, passing the other guards and returning to the rotating passage.

"Thank you," Beth says, smiling at Pandora. As she turns, she looks back and says, "Oh, I just remembered. Could you tell us which symbol corresponds to which orientation of the rotating passageway? Just so that we don't get too terribly lost down here."

"Each button corresponds to one of the eight exits. The passage rotates clockwise. Going down the vertical row of buttons, each one represents a clockwise step."

The button leading into this area depicts what looks like a blowing wind.

"Ah, excellent, thank you," Beth says. She follows the rest of her companions back to the rotating passageway.

Once there, she says, "So, where to now? To be polite, we might want to forgo the east passageway. Even though they said it was allright to explore the rest of this level, we may not need to go tromping through their quarters. We should stop by the temple of Gorm and say hello, and I would like to talk to the Usimigaras' followers. And, of course, we have to poke through the deserted areas."

Britan puts his sword away and pulls out some dry rations and begins to snack, he then holds some over toward Raz "Care for any Raz? It looks like we will be walking for awhile longer."

Once done Britan puts his food away.

Aldarin follows Britan's lead and does likewise, "Its probably a good idea."

Reentering the rotating passage, you identify the matching button that depicts blowing winds and press the button two spaces below, thinking that it will take you southeast and to the area of Gorm. The button resembles a clamp or a vice, by the way.

When you open the door after the passage has shifted, you see a hallway extending south for 60' (east wall), turning east after 50'.

You head down there, and see that the passage runs a further 30' east, and ends at a door. The door is of iron, and has three lightning bolts engraved in it.

You head for the door.

However, when you approach within 10' of it, it begins to glow electric blue! You hear a static-like crackling sound coming from it as well.

You pause and ponder the implications here...

 Beth hits the deck.

However, in so doing, she calls out, "We mean no harm! We are friends of the followers of Gorm, we wish to help!"

"What a bizarre door. They don't like company do they?" comments Illyana.

Raz nods. "This is very interesting however...never saw anything quite like it,." he comments.

"With the people of this city apparently fearing random monsters from below, they would need some protection."

Farad looks at the ward before him. "It seems the followers of Gorm also dabble in the arts, or they have asked for help from the other orders in the past. In any case, if they do not answer we had best not intrude. We should go and visit Usamigaras' order next. Magicians usually keep better notes than most, and they might have better insights into how to best counter Zargon's followers. Also I would love to learn the spell that wards a passage like this."

Humphrey: "Well we could try knocking."

He then goes up to the door and knocks on it.

"Hey Humphrey did you just become kin to lightning. If so go ahead and knock but if not you might want to have a cleric ready to heal you when that door zaps you," says Kelar.

As expected, there is a crackle of electricity as Humphrey knocks on the door, and he is shocked for 4 hit points of damage. The door does not open, and no one comes to answer it, either.

He also notices that the door is locked, as well.

Britan ducks around the corner as Humphery attempts to knock on the door knowing how lightning likes plate mail.

"Hey, next time give a little warning before you attempt a stunt like that."

Beth stands up and brushes herself off.

"Right," she says. "Never can be too cautious."

Aldarin inquires, "Well, did the spell deactivate after releasing its magic? If so, lets let ourselves in."

The door continues to glow as before.

Britan starts to laugh and says sarcastically, "Hey Humphery maybe you want to rush the door and break it down?"

Smelling the faint scent of ozone in the air, Beth says, "So, Gamvik, can you disable this one? Or do we want to?"

Gamvik does not look inclined to touch this one.

Beth walks forward to the door and calls out, "We wish to speak with the followers of Gorm! We are friends!"

She seems to be yelling right into the door.

Tassier walks up and casts knock on the door.

There is a clink and the door springs open.

Revealed is a large chamber (40' X 70': 20' south, 40' north, 40' east). The walls, ceiling and floor of this room have been painted sky blue. A golden marble altar, surrounded by golden candle holders and braziers, rests along the middle of the east wall. On top of the altar is a small stone statue of a bearded man throwing a lightning bolt. Next to the statue rests a golden bowl.

The place is deserted.

You go in and walk around. None of the items atop the altar are worth anything. The bowl is filled with a clear liquid.

Returning to the rotating passage, you try the next button. It causes the passage to turn so that it is oriented north-south. Opening the south door reveals a passage running south, for 60' and on. You head down that way. In total the passage runs for 70', turning west after 60'. Heading west, you soon discover that this is the passage through which you originally entered this level...for at the end of it are the stairs leading up.

You return to the rotating passage and open the door at the other end...north.

Before you is another passage...running north for 60' and on.

You walk north.

The passage runs for 70', after which is a "T" intersection with a passage running east-west. Looking east, you see that the passage runs in that direction for 40', turning south adter 30'. Looking west, the passage runs for 50', turning south after 40'.

"Let's check east," Beth suggests. "Might be more Madua folks over there."

Humphrey looks to the rest. "You know my head is starting to spin. OK, we go east."

Britan says, "Yep, east sounds good."

You then go west - errr - east.

Looking around the corner, you see that the passage runs south for only 10' and ends at a door. This door does not look like anything special, so after Gamvik has pronounced it trap-free, you open it.

Beyond is a room (30' X 40': 20' west, 40' south). It looks to be a ruined chapel. It has been looted and deliberately wrecked. The stone altar has been smashed, and no ceremonial paraphanalia can be seen. Across the south wall someone has scrawled the word 'Zargon'.

You go in and take a look around, finding nothing of value. However, when Humphrey strolls over into the southern section of the room, there is a noise like stone grinding against stone...and the entire 20' section of the floor starting from the southeast corner (where it is hinged), slowly swings down to the west!

When it stops - with Humphrey still standing on it in surprise - the ramp extends from the east end of this room to the west end of another room below...which must be on the next level.

Looking about at the room below, Humphrey sees that it is 30' square. The west end of the ramp rests against the middle of the west wall of the room. There is a door in the middle of the north wall. Painted on the walls of this room are court scenes showing a noble king and his beautiful queen being entertained by a dwarven jester. A small coffin rests in a niche in the east wall, and in each corner of the room is a large brass jar.

Humphrey with a very surprised look on his face, says, "I see my head isn't the only thing spinning."

Gamvik is in heaven, as he jumps onto the ramp and inspects it to see what makes it tick.

Humphrey says, "Folks, you have to check this room out. I think this could be the resting place of someone noble."

He then makes his way down the ramp. The rest of you follow.

Stepping onto the floor of the room below, you note that the ramp stays put. The gnome checks the urns and the coffin for traps, finding none. Taking the lids off of the urns, you see that they appear to be empty.

Humphrey flips up the lid of the coffin, then jumps back in surprise, as suddenly an oversized wooden model of a dwarf's head, painted in bright colours, sproings out at him. The head is attached to a coil spring...like a jack-in-the-box.

Apart from the head and some ashes at the bottom, the coffin is empty.

It is dinnertime.

"Strange sense of humor these people have," comments Illyana.

Britan lifts his visor to get a better look then looks around the room.

"Hum hum very strange indeed but is it a warning or a joke?"

As if in answer, the door in the north wall bursts open and six large, toothy apes come bounding in at you!

This does not look like a social visit.

Britan with one fluid motion leaps up from his squatting position and draws his sword to commence attacking the nearest Ape.

"Yee Haa it's Ape trashen' time!!"

He moves to help Kelar, who seems to be paralysed with indecision, as an ape tears into him for 3 hit points. He finally swings his scimitar, doing a lot of damage into the monster. In return, it bites him for 8 hit points.

Then Britan attacks, and lands a solid hit on the ape.

Ayazin is startled out of his NPC-like trance by the arrival of the apes; drawing his scimitar and shield, he wades into battle with the apes, commanding his wolf companion to join him.

The ape swings a clawed hand at the druid, but his target is not quite where he thought it was and so he misses. Ayazin fans with his scimitar. The wolf, though, bites the ape in the rear. Undeterred, the ape catches Ayazin for 1 hit point...then misses again.

Tassier also seems to be strangely immobile, as an ape claws, bites and tears him for 18 hit points. The half-elf draws his sword at last and proceeds to miss by a country mile.

Humphrey plunges both swords into the ape that is attacking Tassier.

Both of his blades connect and the ape dies on the spot.

Raz, apparently caught in some deep mental debate with himself and completely unaware of the ape bearing down on him, is bitten, clawed and torn for 17 hit points.

Illyana draws her two handed sword. "It's been a while. Anyone care to zap them?"

She attacks the ape that is making mincemeat out of Raz, critically injuring the monster and allowing the mage to scramble away.

Farad sends a volly of magic missiles towards one and draws his sword, attacking with it. "Too close for anything powerful. Steel will work as well as anything else."

Farad's spell does some damage into the ape, but as he draws his sword to follow up, he is clawed for 3 hit points of damage. The elf then buries his sword into the creature, and it shrieks in his face.

Aldarin decides against getting off a Sleep spell, instead pulling his blade and entering into melee with the others. "Where the heck did these come from, in a desert?"

He lands a grazing hit with his flame tongue, on the ape that Farad is attempting to do in, but that is enough to kill it.

Gamvik hightails it away from the apes. If possible, he will move around behind them and backstab--or kneestab, as the case may be--one of them, but only if he thinks he has somewhere to run to afterwards.

In other words, safety first.

An ape charges after the gnome, though, perhaps invisioning him as a tasty treat, so Gamvik ends up scuttling back up the ramp and into the room above.

The ape decides to seek slower prey...namely Beth.

Britan will continue to attack aiding anyone in serious need of help against the menicing apes.

Kelar nails his ape twice, bringing it to near death, and the cavalier finishes it off.

Beth casts a "Shield" spell upon herself, and then points her Wand of Paralyzation at the Ape and fires it. She does it just in time, freezing the ape solid in mid-leap. It lands at her feet, and she crunches its skull in with her staff.

Illyana easily dispatches with her ape.

Ayazin continues attacking with his scimitar.

The druid is scratched for 2 hit points and then grabbed for another 3. He fans again with his scimitar. His wolf connects again, though, with another bite.

Tassier, mentally exhausted from migrating 48 web hosts to different machines, attacks the last ape with his sword. "The fabled killer ape! Take that, foul beast!"

He misses.

Ayazin finally connects, slicing open the arm of the ape. It, in turn tears and bites him for 12 hit points. The wolf bites it again...killing it.

All of the apes are dead. The north door is open, revealing a passage running west.

"What is this...When did we go to a jungle to find these guys?" says Kelar.

Farad quickly heals the scratches and bites of the party.

"If everyone is able I suggest we try to get a little more travelling in before we decide to rest for the evening," Aldarin states, looking to the others.

You go through the door and west, then.

From the back wall to the east, the passage runs west for 60' and on. In the last 10' section is an intersection with a passage running north.

You go down and look.

To the west, the passage runs for a further 60' and on.

To the north, this new passage runs for 20', after which it ends at a "T" intersection with a passage running east-west. In addition, there is a door in the north wall of the intersection, facing you.

Ayazin thanks Farad for the healing, and gives his wolf companion a few wolf-cookies for doing such a good job against the ape. He then follows whatever everyone else wants.

Seeing that no one else is taking the lead, Ayazin clears his throat.

"Ahem. Since some of us are low on spells, we might want to find someplace secure where we can rest a while. Once we find a place, we can continue on exploring and return to it if need be. I suggest we try that door to the north."

You go north to the intersection. To the west, the passage runs for 30', turning north after 20'. To the east, it runs for 60' and on. In the 10' - 20' section of the north wall is a passage running north.

Gamvik listens at the door and pronounces it quiet.

You open it.

Beyond is a 40' X 40' room (10' east, 20' west, 40' north). A mummified human in full plate armour and holding a halberd stands at attention against the west side of the south wall, in the corner. Grouped around the mummy are nine skeletons holding longswords, also at attention.

All stand perfectly still, and do not react to your presence.

"Nobody do anything," Beth suggests. "Let's back slowly out of here and reconnoiter."

You back out of the room, closing the door quietly behind you.

Beth then says to the others, "Ayazin has a good point: it might be good to pack it in for the night and rest. We might solicit the hospitality of the Madua worshippers so that we might rest in a safe place."

"However," Beth continues, "in any event, while I don't want to damp our enthusiasm, I might suggest that we look around the rest of the level above this one before we go on. In particular, we should contact and speak with the followers of Usmaigaras. I think Farad was right when he said that users of magic, as those people putatively are, might have better records and knowledge of what is below."

"Question is where are we going to go to let the spell hurlers rest and meditate at? or are we just going to back up and see if the lady warriors or who ever will let us camp for the night?" asks Britan.

"Our resting and meditating won't do us much good if we don't sleep for the night first," Beth says, "so the second part of what you said was pretty much the idea. If you don't like it, we can find an empty room to hide out in. Or, we could try to find the followers of Usamigaras first."

It is midevening.

"If nobody has any objections," Beth says, pointing at her map, "I say we go back up that ramp, out the passageway to the north, turn left, and continue west along the direction we haven't yet explored when we first hit that intersection."

"Sounds okay with me," replies Raz.

"Me too," nods Aldarin also.

Humphrey says, "I am not to sure that we should go to see the lady warriors again. They didn't seem to like some of us who were in this group. You know, the Males. Plus, there are some here who might errupt if provoked so I would suggest not allow a misunderstanding from occurring."

Ayazin agrees with Beth. "Yes, this looks bad to me - undead give me the willies. Besides, the followers of Usamigaras might be able to tell us something more about Zargon. Let us try to rest on the level above."

You return to the previous level and - following Beth's directions, move west.

The passage continues for 50' past the intersection, turning south after 40'.

You look around the corner. The passage continues for only 10' more, ending at a door to the south. Gamvik puts his ear to the door, hears nothing, and so you open it. Revealed is a room (20' X 30': 20' east, 20' south). This place is filled with shelves. Most of these are empty, but some contain old crates. The shelves are covered with dust...and a vile looking yellow fungus that grows in large, thick clusters.

Tassier says, "That doesn't look very healthy. Maybe we should avoid this room as well."

Ayazin says, "Yellow fungus! If it's anything like the yellow fungus on Earth, it is very dangerous. We had better leave it alone."

Beth nods. "Agreed. We can send somebody in here protected from posion (somehow) later if we decide we want to look at this. In the mean time, let's go back to that rotating passageway and check the northwest position, which I think is the only one we haven't tried yet."

Raz nods and follows Beth's lead. The rest of you follow.

Using the rotating passage, you figure out which button you want and press it.

There is a grinding sound, then the noise and motion ceases.

You open the door.

Revealed is a passage. The right wall runs north for ~15', then turns west. The left wall runs west for ~5', then turns west. The result is a 10' wide passage running north, then west.

You head up and look around the corner.

The passage runs west for 30' from the back wall...then turns northwest.

You head up to the corner, but as you do so, Aldarin notes a secret door in the middle section of the north wall.

Looking northwest, you see that the passage runs for 30' (right wall)/40' (left wall), ending at a door facing north.

"Gamvik, can you hear anything behind that secret door?" Beth asks.

The gnome hears nothing, and after some experimentation he finds the trick to opening it.

Revealed in all its glory is a room (20' X 20': 20' north, 10' west; door in north wall west corner). The room is empty but for a large wicker basket in the middle of the floor.

"Well if there is nothing dangerous or highly unusual about this room it might make a good hole up for the night," says Britan.

Tassier says, "Let's check the wicker basket....stay back."

He casts unseen servant and has it go tilt the basket toward the party so that we can see into it.

The basket has a lid on it, so you also have the servant take it off.

Revealed are the contents: a pile of gems and two snakes...which immediately hurl themselves out of the basket and come slithering across the floor at you, fangs dripping...

Raz steps back, letting the fighters take care of the snakes. There is humor in his voice when you hear him quietly comment, "They need the practice."

Tassier says, "They are poisonous!"

He magic missiles them.

"Farad, blast them!"

However, Farad's thoughts are turned inwards at this point in time, and so he doesn't.

"Ah, hell," Beth says. She looks up, gauges the size of the room, and deicdes that firing off a lightning bolt would be a spectacularly bad idea. She pulls out her wand and trains it in the direction of the snakes. If things start to look dicey, she will paralyze one, then the other.

Ayazin draws his scimitar and shield but hangs back, letting the fighters engage the snakes and readying a Neutralize Poison spell in case someone gets bit.

Humphrey goes towards the snakes.

Sharone finally shakes herself into action.

With flail and shield prepared she watches the outcome of the battle with the snakes, ready to assist if needed.

Aldarin immediately speaks an arcane word, pointing at one of the snakes and sends three sparkling missiles at it.

Britan hangs out in back, not wanting to push and shove just to get to two snakes.

The air lights up with the release of magical energies as the snakes lunge at Humphrey and Farad. Humphrey deflects the one snake with his glowing shortsword, but Farad is bitten for 1 hit point. He cries out in agony as the venom surges into his veins...then the gem that he wears starts to glow...as it seems to draw the poison out of his body and into itself.

Farad draws a shuddering breath, and feels fine.

Tassier's two missiles burn into the snake on Humphrey, hurting it but not killing it. Aldarin's three missiles blow the other snake to bits.

The remaining snake springs at Humphrey again, bouncing off the fighter's plate mail. He brings down his glowing shortsword next, and beheads it.

The snakes finished, Sharone casts Detect Magic on the gems and looks for any unusual ones.

There are 5 gems and 3000sp in the basket. None of them are magical. The gems are worth 10, 50, 100, and 500gp apiece.

You move in and set up camp.

Sharone prepares a fire and food for the group.

However, that mysterious unopened door in the northwest corner nags at you as you get settled in...

Ayazin eyes the unopened door and says, "You know, the last time we stopped in a room to rest a minute, a company of apes burst in on us. Can any of you magicians lock that door with magic? If not, we should at least spike it closed."

Beth shakes her head. "Sorry," she says, "but you know how we can only memorize a very small number of spells each day, and alas nothing like that was one of the ones I memorized. And, in any event, I don't think I have spells like that in my spell books."

She looks over at Farad, then Tassier. "Can any of the rest of you cast a wizard lock or hold portal?"

Tassier says, "No, I can't."

"ZZZZZZZZZ," says Farad, already in dreamland.

Aldarin shakes his head, "Sorry, that is not one in my repertoire either."

Gamvik listens at the secret door if he can get everyone to shut up long enough to let him hear anything. He hears nothing, so you let it be.


Next day

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