After eating breakfast of rations and relearning/praying for spells, you ponder the day's activities.
After getting his fill of breakfast Britan says, "Well now that all the Spell hurlers are rested and back up to power I say we go visit those skeletons we saw yesterday."
Tassier says, "Yes, let's go."
Ayazin says, "I am still wary of the undead, but I am willing to be brave if you are. Lead on, and we will fight."
Farad decides to not let closed doors lie and opens it up.
"We'll get the skeletons later. Lets see what lies here first."
Beth nods. "We should make sure we make contact with the followers of Usamigaras before we venture down to the next level again."
Ayazin breathes a small sigh of relief. "Yes, let's save the (shudder) undead for later."
Britan begins to laugh. "What's wrong? They're just bones. Besides we came here to vanquish the evil from this place so lets do it." Then he shakes his head. "We'll take on hoards of orcs, and vampires but put four skeletons in our way and its let's kill the fungus instead."
Opening the north door, all you see is small room (10' X 20': 10' north, 10' east). The place is completely empty.
A decision is reached: explore the bare room, deal with the undead and finally seek the mages of Usamigaras.
"Yes. In that order," says Aldarin.
Britan seems to perk up when he hears the order of the suggested events "Yes, yes, that order."
Farad frowns. "A secret door into a barren room. This is possibly only a connecting corridor. Lets see if we can find any other doors."
"Or it could have held something important...we just didn't get here before someone else."
Kelar still sticks his head in to see if there is a door. "But never can be too sure."
Aldarin goes in and begins searching for secret doors, "Let's see if there are any other exits out of here."
The elf heads in while the rest of you watch. He immediately notices a secret door in the north wall, west side. Searching for the trick to open it takes a little longer, but eventually he springs it open, and finds himself looking into the room with the yellow fungus.
He hurriedly closes the door and spends some more time examining the other sections of the barren room/passage for secret doors, without success.
Part one done, you head back downstairs to deal with the undead. Returning to the room where you found them yesterday, you open the door and see that they are exactly as you left them: nine skeletons surrounding a mummified human in plate armour who holds a halberd, in the southwest corner.
"Well, I'm sorry that Rob, my avatar, wasn't paying attention yesterday, but I disagree with what we are in the middle of doing," Beth says. "Wrong order. We shouldn't have come back downstairs: we should have stayed on the level where we were and contacted the Usamigaras people first. They may know something about these undead, and if we talk to them first we may be better prepared to deal with them."
Sharone shakes her head "'Tis fear caused by unbelievers that give undead their power. Idun will release any of these poor souls that evil has trapped in our plane."
With that she steps boldly into the room, her holy symbol held high.
"Begone ye denizens of evil, the Goddess Idun frees you from your bondage."
The skeletons crumble to dust, their old swords clattering on the floor.
The mummy turns and runs for the northwest corner, dropping its halberd, and cowers before the power of Idun.
Ayazin casts a Barkskin on himself, then Flame Blade. Telling his animals to stay back, he charges into the room.
Tassier charges forward with his sword drawn and attacks the mummy!
"Die again you nasty smelling bag of rags!"
Watching Sharone, then Tassier, Beth sighs "Oy vey. Space out for a moment, and look at us."
With that, she steps back to see what happenes to the others before she does anything.
Aldarin makes his way in, and moves into a position to attack the mummy with his flaming blade if it makes a move.
"I didn't think they were attacking. It looked like they were just standing around," says Illyana.
"Well, yes, that's sure what it looked like to me," Beth says. "I was kinda hoping that the Usamigaras followers might know of these and tell us a good way to deal with them without getting bloodied in the process."
Farad frowns. "If they are even undead. Mummies are intelligent, and hunger for the living. They wouldn't simply lie there. As for skeletons, they do as they are told by whomever created them."
He keeps his sword out should the things attack, but otherwise leaves them alone.
Eyeing the undead and their remains, Farad sees nothing that looks magical.
Tassier says, "Strike first and hard enough and you don't have to strike again!"
Britan draws his sword but waits.
Tassier swings his sword at the mummy but succeeds only in swatting it with the flat of the blade. That is enough to shake the mummy out of its torpor, though, and it moves to attack the half-elf. He swings again as the mummy comes at him, fanning badly.
The sight of the now attacking mummy is a terrifying one to see. All of you feel sick with fear. It is only thanks to the calming presence of Britan that the effects are not worse for you.
Tassier dodges the swinging fist of the mummy as Aldarin rushes in, his flame tongue alight, and plunges the blade into its flank.
The monster ignores him and continues to concentrate on Tassier.
Beth sighs and mutters, "Great. Smooth move, X-lax. Well, so much for caution. Maybe we'll attack the walls next, to convince them to fight us."
Gamvik wants nothing to do with a mummy.
Raz watches the battle with some interest, but stays out of the present battle.
Not having much luck with his sword, Tassier will magic missile the mummy twice.
He gets his spell off as the mummy nails him for 9 hit points of damage.
The undead then collapses in a heap of flaming rags and bones.
Sharone smiles and offers a prayer to Idun to look after the souls now at peace.
"A small number of flaming arrows and magic missiles would have ended this poor creatures torment. With little danger to us," Sharone offers.
Searching the room and the remains of the undead, you find nothing of value, so you head back upstairs to the west exit from the rotating passageway.
Opening the door, you see a passage running west for 40', ending at a door. The passage before you has been painted black with tiny white stars in an attempt to resemble the night sky. The door at the far end is of iron and has a star carved into it.
Aldarin notes, "Well, this is certainly odd. Seems someone has a fascination with Astrology perhaps. Let's see what awaits us behind yonder door," he concludes, looking around to see who will be the first to charge this door.
Tassier says, "How about some healing? Anyone?"
Farad heals those who are injured. "Watch for disease. I believe mummies can cause such. If you notice anything I'll attempt to cure you of it."
Tassier is cured completely, though Farad is drained more than usual.
Regarding the door, the half-elf says, "Shall we knock?"
Tassier goes up to the door.
"You go, boy," Beth says quietly, as Tassier takes the bold step of knocking. She watches with interest to see if either (a) somebody opens the door, or (b) a bolt of energy blows Tassier's arm out of its socket. Either way, she figures, it should be interesting to see.
Britan says, "Humm I wonder if it could be a teleporter to a different planet or location and maybe Tass will find himself on some far off distant planet when opens the door?"
He smiles.
"You'd think they'd have learned not to charge ahead by now," Illyana shakes her head. "Even I'm not that stupid."
Tassier stops and says, "Shut the hell up, Illyana. I am just tired of standing around all the time. This is one of the biggest wuss groups I have ever been in. Everyone stands backs and watches except for Aldarin, Ayazin and Sharone it would seem. So if you don't have anything useful to say shut your trap."
Illyana sighs. "Yet you wonder why we spend so much on bringing people back from the dead? How can anyone with a spell help if you keep making yourselves such convenient targets?"
Tassier stops and says, "Okay, who is going to cast a spell? Who is going to do something?"
He waits for something to happen.
Sharone says, "My powers and the support of my Goddess sort of put me to the fore when we meet undead, so I make no apologies for how I handle these creatures. Except next time I will give a bit more warning so that the rest of you are in position to finish off. And I gladly yield to others when 'strength of arms' or ' arcane power' is needed cause these are not my forte."
Having said her piece Sharone moves back into the group to await her next opportunity to advance the progress of the group.
Raz sighs. "I understand your frustration Tassier, and I do apologise for my lack of helpfulness has of late, but there just hasn't been much opportunity for me to step in. I'm trying to hold off using valuable spells until we encounter more dangerous creatures."
Raz looks thoughful for a moment. "Perhaps...it would be better for me to start memorizing less combative spells...ones that might be more useful given our current situation." Raz looks to Farad. "Any idea?"
Britan just shakes his head and says, "Is it possible to do this without the bickering and arguing between ourselves because this is getting really old now, fast."
Tassier makes a point of not replying to Britan's comment.
Farad laughs. "The first time anyone has ever said I just stand around and watch.
"Go ahead and open the doors."
Tassier then knocks on the door.
The door swings open when he raps on it, and a bell rings.
Before you is a large chamber (40' X 50': 10' south, 30' north, 40' west; door in south wall, 10' - 20' section as measured from the east).
Along the north and west walls of this room hangs a large tapestry showing the major constellations of the Oerthian sky. You have interrupted a religious service. Thirteen figures in rainbow coloured robes and silver masks stand in front of a stone, star-shaped altar. The masks match the face of the middle statue atop the pyramid: the winged child. The centremost figure in the group wears a winged crown.
They turn and stare at you.
"Well, well, well," says the crowned figure, apparently a man, and a stout one at that. "Visitors. Welcome to the temple of Usamigaras. I am Auriga Sirkinos."
His tone is friendly.
Raz bows slightly. "Your pardon... and Greetings." Righting himself, Raz then visually scans the room for signs of danger.
"Greetings, Mr. Sirkinos," Beth says. "I am Elizabeth Eastlake. We come as friends, and hope to help you with your troubles. Would there be a better time for us to come back?"
Tassier says, "Yes, sorry to barge in like that during a service."
"No...we are just finishing," Sirkinos says. "Where on the surface are you from?"
Tassier says, "We are from the Sandas area of Earth. However, I believe that is another world...not this one."
"Earth...never heard of it. But I have heard of legends that say that each of the stars in the sky have their own words accompanying them! Could this be one of them?"
Tassier says, "Sure is!"
Raz smiles. "Your idea has truth to it sir. It could indeed be one of the stars in your sky."
"Ahhh!" he says, sounding pleased with himself. "Tell us more of this place! We always seek to learn, for knowledge is power!"
Tassier says, "Well, what would you like to know?"
"Everything! Is it hot? Cold? Wet? Dry? What are the people like? What races inhabit the place? Are there great Empires? New spells?"
"It is all of those things. I have travelled much of my world and it has areas that have everything. There are many great cities and empires. As for new spells...I do not know. What spells do you have?"
He pauses.
"We have many spells, but we do not share them with outsiders."
Tassier says, "Oh, that is too bad. Of course, we don't share all our very unique and extremely powerful spells with insiders. Damn, that didn't work out too well, did it?" He winks and laughs at his joke.
Raz pauses for a moment and then replies. "It is a moderate land. There are seasons, but they are not so extreme as to make survival impossible. Like here magic is present. Additionally there are signs that a much older civilization once occupied the world. What happened to that civilization is the subject of much debate. Are there any such signs here on your world?"
"Oh yes," says the mage, then pauses. "Though we have been out of the stream for many years since our own city fell. A great empire - the Great Kingdom - ruled much of the Flanaess before becoming corrupt and decadent. Before them, other great races of people - the Flan and the Suloise - ruled these lands...but little of them has survived."
"Your city fell? What happened? What was the cause?" Raz is concerned.
Auriga tells you the story of the fall. It is basically the same story that you have heard from the other cults.
Ayazin asks the mages, "Tell me, on your world of Oerth, is glass transparent in the dark?"
"How can you tell...in the dark?"
Raz laughs quietly at this.
"Do you mean to say you don't know? Or have you simply not thought about it?"
"I...had not thought about it," admits the mage, sounding a bit irritated.
"What if it is crushed on a moonless night under a tree falling in the forest with nobody nearby but a deaf guy with one hand who is clapping?" Beth adds to the question.
"Well," says Ayazin, folding his arms and looking a bit hurt, "No need to be sarcastic. I thought it was a simple enough question."
"You are belittling us," says the mage. "Please leave."
Tassier says, "No, we are just joking around. Please do not be insulted. We have a tendency to joke with each other and sometimes forget ourselves."
The mages just regard you in stony silence.
Tassier frowns and says, "Okay, so long."
He says to the rest of the group, "Let's go...we have a cult to destroy and an underground city to free."
Britan shakes his head as everyone is making fun the Mages and he says, "Yes I am sorry for the behavior of some of the members and apologize for it."
Raz shakes his head in annoyance. Looking back towards the mages he says, "Perhaps another time then. I have a sincere interest in knowledge as I know you do and would like to talk further if you are willing."
"Come alone, and we will discuss arcane matters."
Raz nods in reply. "Thank you," he says. Raz then turns and follows the rest of the group out of the room.
Farad speaks for the first time. "Yes, not all of us here treat guests so poorly. I too am a student of the arcane arts, and have other skills as well that you might be interested in. Having travelled to the other planes of existence myself I might be able to offer insights that you have not yet considered. So if you don't mind, I too would respectfully wish to come at some future point."
"Indeed?" says Auriga, apparently affected by Farad's dazzling charisma. "Then you are welcome to visit again as well."
Farad bows to the man.
"No, please, I apologize," Beth says. "I only intended to tease my friend here. I meant no disrespect to you or your cult. We wish to speak with you. We have spoken with the followers of the other old gods who remain in the upper levels of this pyramid city. It is our intention to travel deeper into the city in order to root out, and if possible, destroy the creeping evil which has been invading your territory; I will not speak the name of the evil in your sanctified area. Surely, if we are succesful, you will benefit from this. Any information you could give us about this evil cult, and about what we might find, might help us survive and succeed."
"Oh..." says the mage, his tone growing icy. "You have already talked to the others...the mad women and the stifling men...warrior fools all of them. I do not think I want to have any more to do with you. Please leave our temple now...lest we be forced to defend it."
Gamvik looks like he is about to do something unwise, then thinks better of it.
Tassier says, "No need to get hostile, we are heading out. Come on down to the city to visit after we have freed it and driven out all the evil creatures. There may be a place for you in the new order."
Farad gives Tassier an icy stare warning him to be silent...
Tassier smiles as he leaves.
Farad says, pouring on the charisma, "Yes, unfortunately we had to pass through their grounds to get to this level. You are correct, they are ignorant... We spoke to them only long enough to learn that they were not the ones who truly must inherit this great city. They do not understand that magic is the ultimate power. Now that we have found your group we no longer need to speak with the others. Magic will triumph over the sword."
Farad moves to leave. "I look forward to our future conferences. I'm sure we can learn much from each other."
"Hmm," Beth says. "Allright then, so we understand each other. And, perhaps, when we've dealt with the minions of the Evil Sleeping God deep below, and have restored your city, we will remember the followers of which old gods it was who were helpful to us beforehand."
With a dismissive sniff, Beth turns and stalks out of the room.
Ayazin shrugs and leaves.
Leaving the mages to themselves, you decide to head up the northwest passage...past the secret room where you spent the night. As previously described, it ends at a door facing north.
You go and open this door.
Before you is an old temple room (40' X 40': 10' east, 20' west, 40' north). Tattered tapestries hang from the walls. A dusty altar along the north wall is covered with a rotted altar cloth. The candlesticks, offering bowl and holy symbol on the altar are carved out of wood. The holy symbol looks like an eye.
Next to the altar you see a 6' long lizard with wide flaps of skin between its legs.
No one is surprised, as it starts to run at you.
Sharone prepares her flail. "That skin probbably means it can fly so check the roof for more of them "
She pulls out a continually lit sling bullet to light up the area better.
With practiced speed, Raz intones the words and makes the gesters required to launch a fury of magic missiles at the creature...
Tassier also magic missiles the lizard thing.
Ayazin begins to protest, but seeing that he is already too late, he simply mourns the senseless slaughter of a few more of nature's creatures. Such is the way of the predator and prey... big fish eat little fish...alas, poor flying lizard, we hardly knew ye.
"Hey, it attacked us," Illyana waits to see if the lizard makes it through the resulting blitz.
The two mages put on a dazzling display of multicoloured missiles. After loosing one spell apiece, the lizard explodes into little pieces of lizard meat.
You move in and look around.
Behind the altar you find the remains of a woman. Going by her garb, she used to be a thief. The body has been there for some time, you judge. Searching, you find on her a full canteen and a sack which contains 400gp and two gems (100gp ea). On the altar, the candlesticks, bowl and holy symbol are made from a rare teakwood, and look to be fairly valuable.
Sharone carefully collects the religious items for returning to the owners.
"Oopsy-daisy," cackles Gamvik at the dead thief. "And you were doing so well."
He rolls the gems in his small hands appraisingly.
Aldarin stores the coins and holy items in a sack for easy carrying.
Britan looks around to find something to cover the dead lady thief then bows his head."Rest in peace fair lady."
Raz wipes his hands on his robe. "Well, that seemed easy," he comments.
"It was just a lizard. You mages have blown apart bigger things before," says Illyana.
Farad examines the body for signs of what may have killed the thief.
It has been partially eaten...presumably by the lizard.
He also checks to see if any secret doors or the like might be hidden by the altar or elsewhere in the room.
Farad finds no secret doors.
Tassier says, "Anyone for lizard tonight?" He collects the tail of the lizard for cooking later. "This should be good...tastes a lot like chicken."
"It would be better than dry rations,"comments Raz thoughtfully.
"Indeed it would," says Ayazin, "and I for one would feel much better if we put this creature's death to some use."
He slices off some lizard bits for feeding to his own animal companions.
Humphrey says, "Chicken. I love chicken. My farther's cook has 23 different ways and cooking and preparing chicken. You can count me in."
"Hummm Chicken you say, Well I will try anything once and maybe we can come up with 24 ways to cook chicken or Lizard."
Farad gives the group a strange look. "Remind me not to die while you folks are hungry."
"Where to now?" asks Tassier.
The grey elf looks at his map. "Perhaps we had best go back downstairs now. The only real challenges we've faced have been on that level thus far. Besides, the farther away I am from these masked citizens of this city the happier I will become."
That said, you head back to the room with the pivoting floor, and soon descend to the level below. You head through the north door and down the passage to the west, stopping at the intersection with the northbound passage.
To the west is unexplored territory. To the north is the door leading into the room where you recently killed the mummy and the skeletons, as well as passages running east and west into more unexplored territory.
Britan looks around and says, "Humm west, north or x-Mummy? I say North."
Farad nods, agreeing. He begins to scout the way.
Raz follows.
You head up to the "T" intersection to the north. Before you is the door into the mummy room.
Tassier says, "How about East?"
Farad smiles. "Good as anything else."
From the "T" intersection, the passage runs east for 60' and on. In the 10' - 20' section of the north wall is a passage running north.
You go and take a look.
From this latest intersection, you can see a further 20' down the eastbound passage. It continues on into darkness. From where you are now, though, you see a door in the south wall, 40' - 50' section.
Looking up the new north passage, you see that it runs for 40', turning east after 30'.
"I say we take the door. Never like to leave a door behind. We could end up having some stupid creature come up behind us and that wouldn't be good," says Kelar.
Raz looks to the rear. "No, it wouldn't be good."
You head east to the door.
Beyond the door, this passage continues east for a further 20'...turning south after 10'. Since you are so close to the corner, you go and take a look.
From the corner, the passage runs south for 60' and on. In the 20' - 30' section of the west wall is a door. In the last visible section of the east wall is another door.
You turn back and go to the door in the south wall of the east - west passage. Gamvik listens, but hears nothing, so you open it. Revealed is a 20' X 30' room (10' east, 30' south; door in east wall south corner). The place appears to be empty except for an odd-shaped mound in the southwest corner. Rustling and faint squeaking noises seem to come from the mound.
Raz looks to the other's reactions first.
Britan tries to look over everyones head to see if he can get a good look into the room but then gives up and is content with guarding the rear. " So what's up, is it alive or what?"
Ayazin uses his druidical knowledge to identify the odd-shaped mound, or at least the manner of creature making the squeaking noises.
It sounds like rats. Dirty rats.
Humphrey looks over the mound, "Rats, I was expecting much worse."
"You were hoping for worse?" asks Gamvik, confused.
Humphrey smiles back at Gamvik, "Not hoping, just expecting."
Britan smiles and says "Always expect the worse and Hope for the best and hopefully you won't get surprised when the worse happens. Yes I must agree I also was expecting something a little more terrifying, but no place goes without its Rats."
"It's just a mound of dirt. There can't be dangerous creatures everywhere in here."
"So," Beth says with a resigned sigh. "Do we have to wipe them out as usual, or can this time we be slightly rational and save our spells, strength, and health as we leave them be and close the door as we be on our merry way?"
In reply, Farad mindblasts the mound that is emiting the sounds.
The squeeking and rustling ends abruptly.
He then goes and searches it for what might have lain underneath.
Kelar follows Farad in. "Well it looks like the druid is going to be upset with you again Farad," he says, smiling.
The grey elf shrugs. "He should have spoken up sooner. I gave him ample time to do so."
Ayazin says, "Those dirty rats are likely carriers of diseases that could endanger this entire ecosystem. Besides, for every rat you see, there are probably dozens more inhabiting the walls of this structure. Just be careful not to destroy that lovely pile of compost."
As the room is being searched, Aldarin keeps a watch down the hall for anything coming up behind us.
Carefully taking the pile apart, you find the remains of ten giant rats, their heads reduced to mush. Also in the pile you find 300gp and 4 gems that Gamvik appraises at 500gp each.
In the west wall at the back of the pile is a small hole...just large enough for a rat or a gnome to crawl through. The gnome takes his cue, and explores it. After a few minutes Gamvik emerges again, reporting that the tunnel leads to the east end of the passage which runs from the room with the ramp...the way upstairs, in other words.
You all exit this room through the east door, which opens into the north-south passage, and head south to the door in the east wall. Looking south, you see that the passage continues for 60' and on into darkness.
Suddenly, you hear the grinding sound of stone on stone from the north. Looking back that way, you see a previously unnoticed secret door open in the north wall where the passage turns west. A large (almost 10' diameter) boulder rolls slowly through the doorway and down the passage towards you, bouncing off the walls and sending up showers of sparks and stone chips when it does so, and making the floor shake.
Gamvik pushes the door open and ducks, as though he expects a spear to come flying out from behind it.
Britan looks briefly at the rock coming their way and sees Gamvik open the door and duck in.
"Damn, I hate snap decisions like this," he says as he ducks into the doorway next.
Tassier also follows Gamvik into the room.
Aldarin flees through the door.
Raz goes through it.
Ayazin grabs his hat with both hands and hi-tails it through the door.
"Well it looks like we all better go through the door. And quickly," says Kelar and heads on in through the door. Once through he is prepared to cast a magic missile spell.
Humphrey also follows.
Stepping aside to avoid the rush into the door, Farad turns ethereal and waits for the boulder to pass him by.
Illyana watches the bolder lazily smash into things for a few seconds.. and then she ducks into the doorway.
A mass of humans, elves, half-elves and a gnome pour into the room. A moment later the boulder rumbles by, and rolls off to the south. After another moment or two, there is a loud crash from that direction and the noises cease.
Farad fades back into view and joins you in the room.
This place is 30' square (10' north, 10' south, 30' east; door in north wall east corner). A sarcophagus rests in the centre on a dias. The dias is 10' square. From each corner of the dias rises a slender, 6' tall column. The tops of the column meet the corners of an arched dome above the sarcophagus. On the dias at each end of the sarcophagus is a brass jar from which flames dance. Finally, the walls of this room are painted with scenes depicting the life of a noble lady.
It is afternoon.
Britan walks slowly around the sarcophagus with his sword drawn. "Hum I wonder was the boulder the trap or was it forcing us into a trap? Maybe we should have Gamvik check the dias out also."
"Maybe you should ask Gamvik's Trap Checking Service before you decide what he is going to do," says Gamvik, with his hands on his hips, looking offended at being talked about as if he weren't there.
Aldarin also pulls his sword, blade flaming, and takes a defensive pose, watching the sarcophagus.
Sharone, having finally reloaded a full operating system, looks to the paintings on the wall, trying to understand if the woman died naturally or otherwise.
Going by the portraits and paintings, the woman lived a full and normal life, and died of natural causes.
Ayazin gazes thoughtfully at the dome that covers the dais. "Is it me, or does that structure appear to be some sort of mechanical device? We have encountered several strange machines elsewhere in this place. Perhaps this is another. Gamvik, can you detect such a device?
"Please, if anyone gets the urge to leap forward and throw open the sarcophagus, don't do it without warning the rest of us so we can prepare."
Raz looks over to Ayazin and nods. "Agreed...let's take some time to ready ourselves before jumping into yet another battle."
"Should we even bother to open it? I'm more curious as to where that boulder came from." says Illyana.
Ayazin says, "It was probably formed while this planet was a red-hot, seething mass of lava that eventually cooled and formed both atmosphere and water. While some rocks are made of the accreted remains of ancient sea creatures or plant life, they are most often fragile and would not be suitable for rolling down hallways. Also, the sparks that the boulder was throwing off would seem to indicate either a mass of granite or basalt -- or flint, of course, though a giant boulder formed entirely of flint is quite unlikely."
"Now there's an answer I can get behind," Beth says.
Illyana's eyes unfocus as Ayazin rambles on. When he's done, she blinks and says, "Huh? Sorry, school was never my strong point."
Tassier giggles.
Britan just shakes his head and continues to search the room for secret doors or any thing hidden, making a point to stay away from the Dais for now.
He turns up nothing secret or hidden.
Humphrey looks back out in the hallway at the path the ball just took.
The passage continues south for 60' and on into darkness.
Humphrey then goes back into the room with everyone else.
"If this room was a trap in conjuction with that boulder then this door would not so freely open."
"I think we should open the sarcophagus," says Raz after a minute of thought, "It may contain important clues that could help us figure out the puzzle that we find ourselves in."
It doesn't take long for Gamvik's curiosity to overcome his indignation, and soon he is scurrying busily around the dias, examining everything closely without touching anything. He looks for traps on the floor and on the dias. The gnome notes that the brass jars are bolted to the floor. Behind one, he finds a small, hollow brass tube. Peering up the tube, Gamvik sees a rolled up piece of parchment in it.
Not setting anything off by looking, he next starts to poke and prod around the dias. The flames apparently cannot be snuffed out, he discovers.
Further poking and prodding fails to set off any traps, so, feeling emboldened, you open up the sarcophagus.
Within are the mummified remains of a woman, her corpse clad in rotted rags. The body has been disturbed at some point in the past, apparently by grave-robbers, for the bones are scattered about.
Further inspection of the interior of the interior of the sarcophagus reveals nothing of interest or value.
"Why am I not surprised?" Illyana says, when you find nothing in the sarcophagus. "I'm not one to wander around opening graves. Where to next?"
Sharone shakes her head slowly. "Seems the dead have no right to peace..."
She sets about restoring what order she can for the corpse and then performs a short ceremony before closing the sarcophagus.
"And? What did she do during that life?" asks Illyana, regarding the paintings.
Going by the artwork, you surmise that she was some sort noblewoman...consigned to a horrible life of sloth, decadence and luxury...waited on hand and foot by a bevy of manservants and ladies-in-waiting, courted by numerous handsome suitors, finally marrying a charming prince and bearing him several heirs.
"It figures. Some people have all the luck."
"Somewhat important, I suppose." Illyana says, concerning the tube.
"Probably," Beth nods to Illyana. "Gamvik, can you pull it out?"
Aldarin adds, "Try to be careful. It could be extremely brittle with age and may crumble if handled harshly."
Gamvik does so.
It is a map. You recognise the room that you are in. It details the passage that you came in from. It continues south before eventually turning west. Midway down, though, is another passage running west. It eventually terminates at a secret door.
The original passage, after turning west, runs for a long way before turning north. It finally ends at a large, black "X".
"That sounds like the place that we need to get to. Maybe we can get a few more clues. It is unusual that she is here by herself. There are no others," Kelar observes.
Farad updates his map, and nods to the others. "Let's see what lies at yonder X."
Ayazin says, "Yes, let's leave this place at once. Call me insensitive, but I hate burial rituals. Even if she was a queen. It reminds me of a legend I once heard, of a beautiful princess that was so admired that legions of artists followed here wherever she roamed, attempting to take her portrait again and again. The poor princess had no rest from their attentions. Eventually, she was killed when her carriage plunged over a cliff as she fled from them."
Britan looks at the map. " Well maybe X marks the spot, just what spot we will have to find out. But as for the grave site here I think we are done."
Aldarin agrees as well, "Nothing much of interest here. Let's move out."
You return to the north-south passage through the west door and turn left. From the door, the passage runs south for 170', turning west after 160'. In the 80' - 90' section of the west wall is another passage, running west. Presumably this is the one that ends at the secret door on the map. Continuing south, in the 140' - 150' section of the east wall is a door.
This is not marked on the map.
Reaching the corner, you find the way blocked by none other than the boulder that chased you into the sarcophagus room a short time ago. It completely blocks the passage at this point...making further progress impossible.
"It figures. Can anyone do anything?" asks Illyana.
Raz turns to the others. "Does anyone have a pickaxe handy?" he asks with a smile.
Tassier says, "Nope, left my pickaxe at home."
Humphrey: "I have a grappling hook and rope. We should be able to set up something where we roll the boulder back with the rope and move it back to a point where a rock or something can be used to wedge it in place."
Illyana starts to look around the boulder.
There are small gaps at the top and bottom...being as how the passages are rectangular and the boulder is more or less spherical. Looking, Illyana sees that the passage continues west for 50' from the corner, turning north after 40'.
This northward turn is not indicated on the map, either.
Ayazin says, "Hmm. I could perhaps make an opening to squeeze through with a Stone Shape spell, but I have none memorized today."
Farad nods. "I could get past, but I'd prefer not to go exploring without someone to watch my back. Why don't we just wait for you to memorize the spell and open a passage for us. If you've not cast any spells today it shouldn't take you more than a few minutes"
Aldarin says, "I have a way to make it past the boulder and do some reconnaisance, but I'm afraid it won't be much help for anyone else. Perhaps, Farad, you and I could take a look while the others contemplate this situation? It should only take me a short time to memorize the spell to do so."
Farad nods. "When you are ready let's go."
Ayazin joins Aldarin in study, discarding Neutralize Poison in favor of Stone Shape. He waits until Aldarin and Farad return before casting anything.
The two memorise and pray for their respective spells, while the rest of you keep watch for wandering nasties.
Finally, they are ready, and Aldarin casts his spell.
Farad turns ethereal and walks through the boulder. He rematerializes once past and casts an invisibility spell.
"Too bad I don't know telepathy. I could stay ethereal and still communicate."
Aldarin memorizes Wraithform and uses it to travel past the boulder.
Once Aldarin gets past the rock, Farad begins slowly scouting the way toward the X spot on the map.
"You guys might not want to go all that far. You don't have any backup at this point," states Kelar, then mumbles, "Might knock some sense into Farad though."
Britan pulls out some Rations and a wine skin and find a nice place to sit down and begins to eat and drink.
"Well, looks like we waiting again, So Raz do you have any cards we could play some poker or Black Jack?"
Aldarin and Farad reach the corner and turn north, moving out of your sight.
Raz smiles at Britan's comment. "But of course," he says. After searching through his bag he quickly pulls out a deck of cards. "So..what is your game? Black jack?"
"Sounds good to me Raz, Anyone else want to play while we wait?" Britan says as he clears a spot for Raz to sit.
"Thanks, Britan," says Raz taking a seat in the spot that Britan just cleared for him. He then begins quickly shuffling the cards in front of him while he waits to see if others would like to play. He looks very pleased with this diversion and the cloud of dreariness that has hung about him seems to have faded.
Tassier says, "Count me in."
Sharone lowers her backpack. "Looks like this could take a while, anyone for tea? "
She lights a small fire and begins boiling some water. She takes out a glowing bullet to help the card players and herself see whats going on.
Ayazin declines to play cards, instead getting in a little animal-training time while we wait for Aldarin and Farad to return.
Humphrey, though, looks at the boulder, determined not to give up, "Anyone has some spikes that I can borrow? I'd like to hammer them into the boulder for hand holds and then see if I can't roll this rock back."
Britan looks up from his cards and says. "So, Humphrey, even if you manage to move the rock where are you going with it?"
He looks back up the hallway.
"All the way back up there, I doubt it, or maybe squeeze by it? I doubt that also, No our best bet is for someone to stone shape it or turn it to mud."
Humphrey looks over to Britan, "I just need to roll it enough so that we can wedge it in place. Put some rocks or something on the downhill side to keep it from rolling from the start. It's worth a try. So, does anyone have some spikes?"
Ayazin stands well away from Humphrey and his attempts to move the boulder.
"Humphrey, if you manage to squash yourself underneath that rock, can I have your rations?"
Humphrey looks over to Ayazin, "Don't be silly, if I get squished, my rations will be squished too."
"Not to state the obvious but did you happen to notice how far that thing rolled down here? Not saying you can't pull that far but you are going to be very tired by the time you get it there. Why don't we just wait and see what Farad comes back with?" says Kelar.
Humphrey looks back to Kelar and replies, "I don't have to roll it all the way back. Just far enough so that we can get around it. Like to the door to that room. There should be enough of opening to allow us to squeeze around there."
Gamvik seems to be enthralled by Humphrey's project, and hands him several spikes. The fighter hammers them into the boulder, and then grips one and pulls.
Humphrey is no mama's boy. As his muscles bulge, the rock shifts a bit. He releases it, and then pulls again, setting up a rocking motion. Gamvik, standing to the north side of the boulder, jams another spike under it as it rocks upwards to its highest point. Humphrey relaxes for a moment, and then pulls again, and the rock rolls.
Humphrey does not even have to move the rock up the passage to the door. Instead, he settles it back into the southeast corner of the passage, leaving a space of about 2' where you can squeeze past and continue on your way westwards, after Farad and Aldarin.
Humphrey looks pleased. The womenfolk all swoon at him and his rippling muscles.
Raz has won 15gp off of Britan and 2 gp off of Tassier.
Humphrey says, with a huge smile on his face, "That was fun, let's get moving!"
He squeezes through and heads after the others.
"Cool! What happens if it rolls back?" asks Illyana.
Gamvik spikes the boulder so that it is immobilised...you hope.
"Man that was cool." says Kelar, looking at the boulder.
He quickly follows Humphrey through the opening. "You should have done that sooner. Might have saved some people some money."
Tassier says, "Raz...you are good. Almost too good...." He gets up and winks at Raz. Then he heads down the corridor after Farad and others.
"Yep but next time Raz, I deal."
Britan hands Raz 15 gp.
"And there will be a next time!"
"Just the luck of the cards my friend," replies Raz with a smile.
Seeing that his friends have moved the rock, Raz gets up and packs away his items. "Good job! It's nice to see people relying on muslce, rather then magic for a change."
Whistling quietly to himself, Raz follows the others out into the passageway.
From the corner, the passage runs west for 50', turning north after 40'.
Reaching the corner, you look north. From this corner, you see that the passage runs for 60' and on. In the 20' - 30' section of the west wall is a passage running west. In the 40' - 50' section of the west wall is another passage, also running west.
You walk up to the first passage. To the north, this passage continues for a further 10', turning west in that section. Looking west, you see that this new passage runs for for 40', after which there is a "T" intersection with a passage running north-south. Also, in the 20' - 30' section of the south wall is a door.
Suddenly, Farad and Aldarin walk into view at the far end of the passage, coming up from the south.
Illyana waves. "Hello!"
Aldarin fades back into his normal self, "What? No mischief? You all must be loosing your touch."
Farad smiles and shakes his head. "Remember, I was with you Aldarin. I'm the one who has the habit of getting this group into trouble."
Humphey also waves, "We couldn't let you have all the fun by yourselves. What all did you find to the South?"
Farad nods. "Moved the rock? Good. The map leads to a large slab of the floor that can be lifted up. Below it is a ladder leading down, presumably to the next level. My guess is that civilization pretty much ends on this level. That portal was probably made for defense, as it would be hard to move it it something heavy was placed atop it."
"But before we go down, there are other doors on this level. We passed a couple also."
Humphrey approaches the two and stops by the door. "Did you find anything in this room?"
The reply being negative, you open the door.
On the other side is a room (30' X 40': 10' west, 20' east, 30' south). The walls of this place show painted scenes of a man signing documents and organising tax collection. A wooden coffin that has been smashed open is lying on the floor. Six pale-skinned humans stand around the coffin. They all have wounds bad enough to kill a normal person.
As the door swings open, the zombies turn as one and come lurching towards you.
Aldarin wades in with flaming sword. "Taste death again, creatures of undeath."
Britan joins with Aldarin in attacking the Zombies.
"I really hate fighting the undead."
Sharone raises her holy symbol high... " IDUN... give these creatures the rest of true death. They need your help."
Kelar draws his scimitars and wades in. "I have a bad feeling about this place. All that we seem to keep running into is stupid undead."
"This is getting tiresome,"sighs Raz, who then launches a series of magic missiles at the Zombies.
"And boring. It feels like we're cleaning out a house full of pests."
"Well that is one way to put it! I never thought of us as an exterminator."
Tassier draws his sword and wades into the battle as well.
Ayazin stays out of the way, ready to heal the injured should there be any.
Humphrey goes zombie slicing with his two swords.
But suddenly the zombies are engulfed in holy fire, as Sharone successfully sends them to the great beyond for once and for all. When the flames clear, there is nothing left but ashes.
Raz holds off on his spells, and the rest of you put your weapons away.
Yawning, you search the room for goodies, but the place has already been looted.
You leave, and continue your exploration.
Farad and Aldarin lead you west to the "T" intersection. Looking north, you see that the passage runs in that direction for 20', turning east again after 10'.
To the south, it runs for 30' and then turns west. This is the direction that the two elves lead you.
Rounding the south corner, you see that the passage runs west for 60' and on (from the corner).
You move west.
After 60', the passage continues for an additional 60' and on. However, in the 0' - 10' section of the north wall is a passage running north; and in the 30' - 40' section of the same wall is a door. Looking north up the passage, you see that it runs for 60' and on, with a door in the 20' - 30' section of the east wall.
You head up to this door.
Looking north, you see that the passage turns east in the next section beyond what you had seen previously. There is another door, in the north wall, facing you.
You open the door in the east wall, after taking the usual precautions.
Beyond is a room (40' X 40': 10' north, 20' south, 40' east). A white ivory coffin lies in a niche in the east wall. Painted on the walls are scenes from court life, focusing on the lives of the queen's ladies-in-waiting.
Searching the room, you find that it is empty. The coffin is barren.
Returning to the passage, you continue north to the next door. Looking around the corner to the east, you see that the passage runs for another 40' and then ends at yet another door.
You open the north door, revealing an embalming room (40' X 60': 20' east, 30' west, 40' north). This room contains several large tables. Around the walls are a number of large jars and casks. There is a bin in the northwest corner of the room.
Seeing no threats, you go in to search. However, as soon as you troop in, five shadows move towards you from behind the casks!
Only Humphrey, Britan, Aldarin, Kelar, Illyana, Tassier, and Gamvik are not surprised.
Tassier casts 2 magic missle spells at one of the shadows. His first spell burns into an undead, but then it touches him. He is hurt for 3 hit points, and he feels weakened.
Britan sheath's his longsword and pulls out his Mysterious Military pick and commences to attack the evil creatures.
"I don't know if this can touch them but one of you mages said it was magical, So lets see!"
"Great now we have shadows to deal with. Does this place have anything that is alive anymore?"
Kelar launches a magic missile spell at one of the shadows, then draws his scimitars and defends. His missiles injure a third shadow, but it in turn touches him as he is drawing his weapons. The elf suffers 4 hit points and is weakened.
"I don't know about the rest of you but it looks like we need to start locating some magical weapons that we can use." Kelar says smiling grimly.
"Indeed...I don't think I can affect them at all."
Tassier backs away to allow any warriors that may have magical weapons to attack.
Humphrey is missed by a shadow.
Illyana pulls a magical arrow out of her quiver. "Never tested these things. Still don't know what this does." She shrugs. "No matter."
Raz, not paying attention, apparently, is touched by a shadow for 5 hit points, and is drained a point of strength as well.
Ayazin asks, "What is it? What's the matter? Why are you all drawing weapons when there's nothing here to attack?"
Farad is slack-jawed and slow footed as he tries to decide between spell and sword...
Next, Beth and Sharone are able to act.
Once Sharone sees what's going on she again lifts her holy symbol high, stepping towards the shadows " IDUN..... Foul creatures from the pit, return to your evil master "
The shadows ignore her.
Tassier is pursued by his shadow, struck again for 2 hit points, and feels weaker still. He is unable to launch his second magic missile spell.
Britan is likewise hurt for the same amount...and his strength falters a bit.
Kelar too takes another 5 hit points, and Humphrey takes 4.
Raz is touched again for 2 hit points.
Humphrey attacks with both swords. The big fighter easily dispatches a shadow with his glowing shortsword.
Britan's pick does indeed injure an oncoming shadow badly, as the cavalier sidesteps its touch. However, it is awkward and unweildy to use.
Illyana hesitates over shooting an arrow into a melee, and instead pulls out her longsword. She is not nearly as skilled with this weapon as she is with her old two-handed sword, but she is still able to kill the shadow on Tassier.
Finally, Farad is able to act and he pulls out his sword and begins swinging at the undead on Raz. He kills it easily.
When he figures it out, Ayazin brings out his wand of magic missiles and zaps one at the nearest shadow. The missile misses its target.
Two shadows remain: on Britan and Kelar.
Seeing the shadows, Gamvik hurries to the back of the party.
Raz launches his remaining magic missle spells at the shadows and attempts to keep out of the range of combat.
It only takes one spell for the mage to blow both shadows away.
"Should we wait a bit for those who have lost their strength to regain it or do we proceed on?" asks Farad.
While the hurt party members wait for their strength to return, you search the place. It is an embalming room. The jars and casks are filled with various spices used in embalming. However, they have been stored here for so long that they are now worthless. The bin is filled with strips of cloth for winding around bodies (a la mummy)...now rotted. Underneath the linen, though, you find a vial and a chest. Pulling out the chest and flinging it open, you find it to be filled with gold...3000gp, in fact.
By this time your strength has pretty well returned, so you continue on with your exploration. Leaving this room, you head east, to the door at the end of the passage. Opening the door after the usual precautions, you see a square room before you (30' X 30': 10' north, 10' south, 30' east; door in middle of east wall).
This room is filled with skeletons. The bones lie in piles on the floor. They cover the floor so thickly that it is impossible to walk across the room without walking on bones.
Illyana looks around the room. "Do I want to know what they did here?"
Aldarin activates his flaming blade, then examines the bones near the doorway a little closer, staying alert.
They show no sign of animating when you inspect them close-up.
Britan looks at all the bones and turns his sword sideways to make it a blunt object.
"Well, Sharone, get your holy symbol ready. It seems it is getting a work-out today."
Ayazin picks up one of the bones and tosses it back into the hallway to his wolf companion, as a new toy.
"Arf! Arf!" says the wolf, wagging his tail and gnawing on the bone.
Nothing else happens.
"Well, this room looks safe."
Kelar heads in and looks for anything valuable or any secret rooms or doors.
Britan will follow Kelar into the room trying to avoid the big bones like HEADS and RIB CAGES...
"If we are lucky nothing will happen but have we been lucky lately."
You find nothing of value in here. However, Farad inadvertantly notices a secret door...in the east wall, north corner...right beside the not-so-secret door.
Farad smiles. "I wonder if opening the secret door causes everyone in the room to turn into nothing but bones."
He laughs, and after listening at the door opens it.
Sharone piles all the bones up into one heap and after performing a ceremony of burial set fire to the pile. "That should put them to rest."
"Wonder what kills a room full of people, just like that? "
"I think I would rather not find out. That is a lot of people that have died here."
Kelar prepares for the worst as Farad opens the secret door.
Revealed is a long passage running east. You head down there, and find that it leads to an area that you have already visited. After 90' it ends at a "T" intersection with a north-south passage. Looking each way, you recognise it to be the hallway down which the boulder rolled.
You return to the bone-filled room and open the non-secret door next.
This also opens into a passage running east...for 50'...turning south after 40'.
You go down and take a look.
This south passage also leads into an area that you have explored. The passage runs south from the back wall for 60' and on. In the 20' - 30' section of the west wall is a passage running west. In the 40' - 50' section of the same wall is another passage running west. This is where Farad and Aldarin met up with the rest of you when they returned from their exploration.
You decide to continue on to the trap door that Farad and Aldarin discovered, pausing to open the last door that they found.
You go south, then to the first passage, turn west, follow it until it turns south, and then head south. When the passage turns west again you follow it...past the north passage that took you to the shadow and bone rooms...to the door in the north wall in the 20' - 30' section.
You note when you inspect this door that there is a 2' wide hole gnawed in it, near the floor.
Opening the door, you see a large room before you (40' X 50': 10' east, 20' west, 50' north). Painted on the walls of this room are scenes of a throne room with a man giving advice to kings and queens. In the centre of the room lies a wooden coffin. Large holes have been gnawed in the sides of the coffin.
"Vampire rats? Sharone you might want to get your god warmed up. We may need him," Kelar says. "Farad you want to do the honors? I know how much you like to deal with vamps."
Farad mindblasts the coffin to remove any rats that might lair in there.
There is a muffled bang from within the coffin. The lid of the casket shoots up into the air several feet, then crashes back down again. There is silence.
The grey elf advances into the room to the coffin.
Britan walks up next to Farad with his sword drawn, ready to attack if necessary.
Aldarin activates his flame blade once again and prepares for anything that may erupt from within.
Farad then uses his sword to open the lid, standing back should there be a ghoul or the like inside.
The interior of the coffin has been transformed into a nest for three large, rat-like creatures, now dead thanks to Farad. Except for their size, they resemble shrews. Their heads have been blown apart, their bodies shredded.
Searching the coffin and the chamber, you find nothing of interest or value.
You exit, and continue west down the passage.
30' past the door, the passage turns north. From the corner, it runs north for 120', before coming to a dead end. in the floor in the 90' - 100' section is a stone slab with a bronze ring bolted into it.
This is what the map has led you to.
Humphrey goes and pulls on the ring, lifting the slab.
Revealed is a shaft going down into darkness. Along one side of the slab is a row of iron rungs.
It is late afternoon.
"Well, this looks like fun," Britan laughs.
Farad comments. "This is where the X on the map led to. My guess is the rungs are your handholds to climb down. Shall we?"
With that Farad tests the topmost rung, and if its sturdy begins climbing down.
Once Farad gets a little ways down, Kelar starts down after him.
"This would be a really bad place to be attacked don't ya think?" Kelar says with a smirk . "Keep an eye out up there."
Farad looks up. "True. Any of you have something with continual light cast upon it, or perhaps a torch we could drop down into the pit to light the way?"
"Humm no torch but I do have a lantern and oil if no one has a continual light spell," says the cavalier.
Farad's own magical blade lights up the area immediately around him. He wants something that can be dropped. "Your lantern would shatter if we dropped it past."
Sharone drops one of her continually lit sling bullets past the elves in the shaft.
It lands on a floor some distance below...illuminating nothing threatening...so you all proceed downwards.
The rungs end in the northwest corner of a bare, 20' X 20' room, with no obvious exits. However, with all of the elves in this party, it does not take long to turn up a secret door, in the south wall, west corner.
Once you are prepared, you open this door.
The door opens into a much larger room (40' X 50': 40' south, 40' west; door in south wall, 30' - 40' section as measured from the east). This room contains a bed, a table, a chair, a lantern and a wooden holy symbol of two intertwined snakes. The furniture is made of wood. A hooded white robe is draped over the chair. Except for the furniture and the robe, the room appears to be empty.
Humphrey goes over to the table and looks at the lantern.
"Looks like we just came in through the back door. She must have been a pretty important person to have a escape route," Kelar comments. "Any ideas on who she was? I am guessing a cleric of some kind. White dress, holy symbol...I don't know...just sounds right."
Farad looks around...noticing that the room is fairly dust-free.
Farad begins to search for other secret doors and items hidden in the bed and furniture. "Someone with good hearing should listen at the south door. When we're done we'll head that way."
"Any of you recognize the holy symbol? Does it match any of the orders we've seen thus far? If not, perhaps we've entered the territory of this Zargon cult."
Britan replies, "Nope I sure don't recognize the holy symbol, Maybe we should take it just in case the owner is evil or if it is used to open any doors or something?"
Britan continues to watch the group's back in case anything comes down the shaft or behind you.
Gamvik checks the robe for pockets that might contain hidden goodies. A strange, surprised look comes over his face for an instant...before it returns to what passes for normal for him.
However, Farad does find a secret door: in the north wall, west corner.
Beth says, "Yeah, I recognized that symbol. It's the same as the one the winged child statue on the top level of this pyramid was holding. I believe it belongs to the sect of Usamigaras. Those were the buttheads who wouldn't talk to us because we told a joke."
"I suggest that we don't repeat the same mistake here then."
"Do not speak so of Usamigarus," says Gamvik, in his normal squeaky gnomish voice, but with a severe tone and a strange look.
"Okay Gam, what did you find?" asks Kelar, noticing the funny expression on the gnome's face.
"The thief found nothing," says Gamvik's voice. "Or rather, he did not find what he was hoping to find. I am Demetrius, servant of Usamigarus. I will return the body of your companion to him when I am finished with it."
"Okay this might not be good..." says Kelar with a frown. "Demetrius why did you take control of our thief? And while I am asking questions, who are you?"
"Oh no this does not look good."
Britan keeps a tight gripe on his longsword.
"So, Demetrius what is it you want of our little friend?"
Ayazin says, "We did not speak ill of Usamigaras. Nor did we tell a joke -- I asked what I thought was a serious question. But I will not press it. Tell me, do you know your way around this area? We could use a guide to show us a way through these parts that would least offend Usamigaras and his followers."
Kelar moves over closer to Farad.
"I suggest we take on the secret door. Never know what goodies will be behind them," he says.
Farad agrees. "Definately the door if Gamvik is alright. Do you need any healing?"
Kelar then says something to Farad in a low voice.
Humphrey goes and bangs open the secret door in the northwest corner, while the rest of you ponder the implications of Gamvik/Demetrius.
It opens into a room (20' X 20': 10' east). A slight breeze stirs when the door is opened. A large, padlocked wooden chest sits near the north wall of the room. Behind the chest is a huge tapestry of a desert scene.
Raz frowns at Beth and says, "They wouldn't talk to us because we acted like ill-mannered barbarians...much the same way as the masters would react at the mages guild." (Raz remembers all too well the punishments he recieved at the hands of the masters for "bad" behavior)
"I am Demetrius," the gnome repeats, "back from the dead, the avenging right hand of Usamigarus. I am the fist of justice and the hand of compassion. I want nothing from your friend, and I regret having to take his body, but it is now in the service of a higher purpose. I will return it to him unharmed if I am able."
He turns to Ayazin.
"That is well," Gamvik's voice squeaks solemnly. "Righteousness is not a matter for levity or disrespect. I do indeed know some of this area. Perhaps I will guide you, if you too are servants of the truth. Who are you? What do you want in this ruined city?"
"We are here to help restore this city. But I don't particularly like how you said that you will return him if you can. Can you just transfer to any body you want or does something need to facilitate it. Your actions regardless if you are the right hand of a god do not place you above reproach," Kelar says with a frown.
"I cannot leave this flesh until my purpose has been completed," answers Demetrius in Gamvik's voice. "With your aid, though, and Usmagorias willing, I can do that without harming the gnome's body. That is as is should be, for I mean him no harm."
Farad eyeballs the gnome. "And what exactly is your purpose that would allow you to rest in peace?"
"If you are truly here to rid this city of evil, we must help each other. I will guide you, and you will help me bring death to the followers of Zargon. It is all they deserve!"
Humphrey, meanwhile, being a man of action and not words, leaves the secret room for further investigation and goes and opens the south door.
Through the south door is a chamber (30'X40': 10' east, 10' west, 40' south; door in middle of south wall; 10' wide passage in east wall, north corner). This room appears to be an abandoned dining room and kitchen. The cupboards, table and chairs are covered with a thin layer of dust. Near the table, in the centre of the room, two large snakes with brown and yellow scales are coiled around the body of a woman wearing a rabbit mask.
"My brother Darius must die!" exclaims Demetrius. "He is a filthy slave of Zargon. I cannot rest until he is dead. You must help me kill him--death is all he deserves."
However, the party's attention has been distracted from their possessed companion and the bulging chest in the secret room by the latest discovery in the room to the south.
Humphrey looks at the woman, "Hello m'am, nice companions you have there."
Seeing as how she is dead and all but mashed to a pulp by the snakes, she does not answer.
Illyana scratches her head. "Umm, hello?"
The snakes ignore her...being content to concentrate on eating the dead woman.
Tassier thinks the woman is in a coma and the snakes are really polymorphed bunny rabbits.
Farad looks at the druid, then shrugs and gives the snakes a concentrated look.
"Probably poisonous... "
Ayazin says, "Wait, we can no longer help her, and the snakes will not bother us now that they have a meal to occupy them. We should look out for the one who put that rabbit mask on her."
"If they can kill one person, they can kill another later on. We are here to rid this city of its pests, and that qualifies I think."
Farad focuses his dreaded glare on the snakes. Suddenly they go limp, and uncoil themselves from the corpse of the woman...as dead as she is.
Farad walks over after mindblasting and picks up the mask. "She probably put it on herself. Everyone here seems to wear them of one type or another."
Farad searches the body also.
While Farad searches the body Britan searches the room for any more secret doors, moving stones etc...
"How long would you say she has been there Farad?"
Aldarin helps Britan.
The body is still warm, the grey elf discovers. She has only been dead for a few minutes. He finds around her neck a necklace woth 700gp. Concealed within her robes is a full water bottle and a small pouch of food.
Britan and Aldarin find nothing else of interest in this room.
Demetrius is not interested in the woman's body. "My way lies to the east," the gnome says. "Who will accompany me?"
As Britan finishes his search of the room, he says, " Well Demetrius I am sure all of will go but we might find some items that may aid us in our conquest over the evils of the city."
Demetrius looks impatient and starts moving to open the south door.
"This way," he says.
Britan thinks to himself: My My My Impatient isn't he?
"Hold on Demetrius, we're coming. Let's wait for everyone!"
Gamvik/Demetrius then kicks open the door. Nothing happens. He kicks it again. It opens with a creak.
Beyond is another large room (50' X 50': 30' east, 10' west, 50' south; door in east wall, 10' - 20' section as measured from the south). This room looks like a living room. It contains wall hangings and ornate divans. There are several pieces of sculpture in the room, as well as two iron statues of warriors...one on each side of the north doorway that the gnome is now peering through. Everything in the room is covered by a thin layer of dust.
Raz eyes the creature. "And what purpose will that serve? If he is a slave, why not free him instead of killing him?"
"Sophistry!" exclaims Demetrius. "Killing my brother will purge an evil. Are you thinking of trying to convert him? You might as well sweet talk an orc. He is foul to the core. He cannot be redeemed."
"Well, let's check this room out and see what we can find."
Britan walks into the room and checks out the statues.
They are life-like renditions of human male fighters...but they are definitely iron statues.
Humphrey follows Demetrius into the room. "Do you know how to get to where you are going, or do you just know the direction that you need to go?"
Humphrey then goes and peers through the doorway in the north wall.
Catching that door as it was starting to swing closed, he looks back into the room where Farad just killed the snakes. All but Demetrius, Humphrey and Britan are still in that room.
Demetrius nods.
"That way," he says, pointing to the east door.
He goes over and opens it. Through the doorway is a passage running east for 50'. At the far end is a door, facing him.
You go and open the door, revealing a chamber with some sculptures in it.
Aldarin moves over to the sculptures with his sword in hand and begins looking at them, all the while keeping an eye on the pair of warrior statues.
They are of various human figures, high quality but of little value.
Tassier moves forward.
Ayazin follows Demetrius and the others.
Kelar catches up to the rest of the group.
"You really need to slow down a little. We want to help you as much as the next guy. But we don't like leaving unexplored areas behing us slow the down a little bit."
Farad moves forward. "Well, let's get your quest over with so that we can have our companion back and you can rest in peace."
The grey elf looks at the gnome though. "Just curious, but how long ago did you lose your body? Are you sure your brother yet lives? Rest assured though, we are here to rid this city of those who follow evil, and if your brother is one, he will die."
"I know he lives," says Demetrius. "If he were dead, I would be at rest."
Britan says, "Excuse me Demetrius but is your brother inhabiting a body like you are or does he have his own or original body?"
Humphrey allows the others into the room and then follows at the rear.
"I think that we will be getting into action soon."
Demetrius looks eager. "Somebody give me a mace," he says.
Humphrey shuts the door in the north wall after everyone has passed. When he does so, though, the iron statues that flank it suddenly animate and attack him!
The big, smiling fighter jumps aside, just barely dodging the swinging swords of his assailants.
Humphrey pulls out his two short swords and tries to move so that he has only one attacker.
Smiling broadly, he puts his back against the wall beside the door and swings. Landing a perfect hit on one statue with his magical shortsword, he scores the metal deeply, while dodging one of the two swords that it wields. However, he misses with his non-magical sword, while the statue does likewise on its second attack.
Farad sends magical missiles hurling toward one of the statues. They leave glowing holes deep in their metal.
He then draws his sword and moves to attack.
Kelar also casts magic missile at one of the statues.
"Well, Humphrey, looks like you got your wish."
His missiles burn into the statue that Humphrey is battling.
Kelar draws swords and move to the attack, next.
Illyana blinks. "Magical iron statues?"
She tries her magical longsword, moving up with Farad.
Ayazin brings out his wand and zaps a magic missile at the nearest statue.
The statue that Farad and Illyana are approaching, staggers.
"Oh man, this is going to do wonders on my sword," Britan mutters as he draws his long sword and moves up.
Tassier also moves up, looking for an opening "This isn't good."
Beth grunts. "You shouldn't be surprised," she says, before using her breath to cast a magic missile at the animated statue which Farad has not attacked.
It only takes one missile to take it down, so she redirects the balance of her spell at the other statue, reducing it to a pile of rust and slag as well.
Demetrius/Gamvik and Sharone save their spiritual hammer spells.
You pause for a moment.
"I do not know," answers the gnome in reply to Britan's earlier question. "I sense his presence, though, like an evil smell in the air."
Doing a search of this chamber, you turn up nothing of interest or value.
Demetrius/Gamvik turns and hurries out through the east door and down to the door at the end of the passage. The rest of you follow.
Opening the door reveals another large room (40' X 80', you discover when you move in; door in north wall, 30'-40' section as measured from the west). The room is paneled in wood, and a dusty carpet covers the floor. A large, heavy desk sits in the centre of the room. Several wooden chairs are grouped north of the desk. Behind the desk is a large plush chair, while behind the chair on the south wall is a mounted lion's head. Four large painted urns stand in the corners of the room. Finally, on both sides of the north doorway are stone pedestals with stone statues of winged beasts with claws, fangs and horns.
Gamvik pays all of this no heed, and instead makes for the north door, with you trailing behind.
As soon as you enter the room, though, the statues spread their wings and take flight, moving to attack you! For they are not statues...but gargoyles!
Aldarin moves to attack one of the creatures with flaming sword, "Is everything alive in this place?"
"I need a mace!" cries Detmetrius in frustration. "We must get these out of our way and press on!"
He stands back from the combat and looks for someone to hand him a blunt weapon.
Ayazin offers Demetrius an oaken club. "It is nothing fancy, but I would appreciate its return when you are done with it."
"Some one needs to put a leash on that gnome. This is why we like to at least look around a room a little bit," says Kelar. He draws his swords and moves to the attack.
Farad points his fingers toward the gargoyles. A bolt of lightning springs forth, forking and striking both.
Both are only slightly wounded.
Illyana draws her longsword, waits for the casters to finish, and then attacks.
Humphrey agains attacks with both swords.
"And I didn't even shut the door this time."
Britan draws his long sword and will attack the first Creature that flies within range.
"Does anyone know anything abut these Gargoyles?"
"Yeah they are big, ugly and fly. And if they hit you it kind of hurts," Kelar says with a grin
Kelar and Aldarin are the recipients of the gargoyle's attentions. Aldarin is clawed for 1 hit point as he misses with his sword. He is then bitten and clawed for 5 more hit points. Kelar's scimitars both bounce harmlessly off the hide of the second gargoyle, as it grins ferociously, bites and then lashes him with its tail for 6 hit points.
Illyana helps out Aldarin while Humphrey does likewise for Kelar. There is no more room for anyone else to get into the melee. Illyana, the most experienced fighter in the party, cuts into the gargoyle with her glowing longsword. Humphrey, using his considerable strength to its best advantage, slices open a gaping wound in the other gargoyle with his glowing shortsword. His normal blade bounces right off, though.
Aldarin again misses with his flame tongue, and is lashed for 4 hit points. Kelar, realising that he cannot touch these monsters, beats a hasty retreat, but not before suffering two more hit points of damage.
Illyana swings again at the first gargoyle, and it drops dead under the force of her blow.
Humphrey then reduces the last gargoyle to a bloody pulp.
While Gamvik/Demetrius waits impatiently, you insist on searching the place.
The desk has three drawers and a locked cabinet. Being without a thief for the time being, you opt to smash it open. Inside the cabinet are 2000ep, a mace and a vial. You take these.
Continuing to tear the room apart, you find another stash in the cushion of the plush chair: 18 gems each worth 100gp.
By this time Gamvik/Demetrius has run out of patience, and so opens the north door. Before you runs a passage north, for 60' and on. In the 40' - 50' section is a 4-way intersection.
The possessed gnome hurries up to the intersection with the rest of you on his heels. To the north, the passage continues for 50' in total past the intersection, ending at a door. To the east, the passage runs for 60' and on. To the west, it runs for 50', turning north after 40'.
Gamvik/Demetrius hurries around the corner to the east. However, as he does so, the floor of the intersection suddenly opens up beneath him and he tumbles into a pit filled with spikes! He takes 8 hit points of damage.
You fish him out, and carefully jump around the corner, over the pit, and head down the east passage.
In total, the passage runs for 110' from the intersection. After that it ends at a "T" intersection. To the south, this new passage runs for 30' and ends at a door. To the north, the passage only runs for 20' and ends at a wall. The gnome turns north and goes up to the end. Pressing a piece of loose stone in the wall triggers a secret door to the north to open...revealing a passage running east-west. To the west, this passage runs for 30', turning north after 20'. To the east, it also runs for 30', turning north after 20'. Gamvik/Demetrius takes the latter route.
From the corner, the passage heads north for 70', turning east again after 60'.
You head north.
Looking to the east, you see that the passage runs for 20' and ends at a door.
As you head for the door, though, suddenly the walls before it come together with a CRASH! You stop dead, just in front of the trap, as the walls move back apart to their normal positions. It is only then that you notice that the floor beneath your feet shifts very slightly up and down...evidently a pressure plate which triggers the trap.
Stepping around the pressure plate, you move up to the door safely. Gamvik/Demetrius opens it.
Before you is a large chamber (50' X 80': 30' south, 40' north, 50' east; doors in north and south walls, in the middle sections). Ten Cynidiceans wearing dark robes and masks of fearsome imaginary monsters sit in a circle in the centre of this room. They are staring straight ahead, but do not seem to be looking at anything in particular. Otherwise, the chamber is bare.
Demetrius casts a cure light wounds on himself, for 4 hit points of healing.
Humphrey comments, "It's lucky the first person in the party stepped on that pressure plate."
Humphrey moves to the left and around to the other side, until either fighting breaks out or until he is at a door.
Aldarin follows Humphrey.
The man and the elf stop by the door in the middle of the north wall. Up to now, the circle of Cynidiceans have ignored you all. Suddenly one lets out an unearthly scream...then continues staring off into space.
Britan tightens his grip on his sword in preparations to attack if need be. then Whispers to Raz, "Boy either they are blind or just don't give a shit?"
"Probably both," replies Raz in a whisper.
Illyana scratches her head. "Huh? Is something going on here?"
"Hey is your brother one of those guys?" Kelar asks Demetrius. "If so we might be able to end this real quick."
Ayazin whispers to the group, so as not to disturb the Cynidiceans: "They seem to be in the midst of some spell, ritual, or perhaps -- Farad, can you tell if their minds are engaged in some sort of psionic exercise?"
Farad shrugs. "I can't read minds. But lets see how strong they are."
Farad says the words of a sleep spell aimed at the group.
Slowly...one after another...all ten topple over onto their sides...asleep. Some start to snore.
Demetrius hurries over to the south door and opens it.
Through it is another large room (60' X 60': 20' east, 30' west, 60' south). In here, a dozen brightly robed men and women masked as various animals are playing games of chance. Card games are being played at one table, dice games at another. In the centre of the room is a large wheel of fortune. Many silver and gold coins, gems and pieces of jewelry are changing hands as people win and lose.
Several of them glance over at you when the door is opened, and then go back to their games.
Demetrius, though, rushes into the room and makes for the south wall, 40'-50' section (measured from the west), and starts searching there.
Raz's eyes almost glaze over at the sight of all the gaming going on in the room. He hurriedly follows Demetrius into the room, but pauses in the center of the room near the large wheel of fortune. Tapping on a nearby person's shoulder he asks, "Can anyone play?"
You notice Raz's excitement as he shuffles from one foot to the other.
"Of course anyone can play!" the man replies with a smile. "You place your bets and you take your chances!"
Britan grabs Raz by the shoulder. "Come on, Raz . We don't have time to join in."
As you can see, though, Britan is eyeing the cards wishing he could play, also.
"Come and join us, too!" says the man who just replied to Raz.
Raz looks like he wants to protest, but follows Britan muttering "Okay, maybe later," under his breath.
The man by the wheel of fortune looks slightly disappointed.
"How about you, Vanna?" he says to Illyana.
Demetrius says, "There is a secret door here. My brother is beyond it. He is very close."
Illyana scratches her head. "Oh yeah. While we're at it, you can use the mace we found earlier."
Demetrius takes the mace.
After some searching, Demetrius does indeed find a secret door in the south wall, 10' - 20' section as measured from the east. It takes a few more moments to find the trick to opening it.
Before he does, Demetrius pauses and casts bless.
Ayazin casts Barkskin and Flame Blade in preparation for the fight.
Humphrey moves to the front with both swords out ready to slice and dice. "Pardon me, but I think the fighters should be at the front at this point."
You open the door.
Beyond is a slightly smaller room (30' X 50': 10' east, 10' west, 50' south). Set up as a crude temple of sorts, you see 13 people in here...and six hobgoblins. One of the people is in the robes of a cleric: Darius, Demetrius' brother.
"So...you have returned to haunt me!" he says to the gnome, and then he begins to cast a spell.
The hobgoblins rush to attack you.
"You will pay!" squeals Demetrius, who also begins casting a spell.
Mumbling a few arcane words and stretching a hand out toward the oncoming creatures, Aldarin casts a Hypnotic Pattern upon them.
Beth lets 'em have it with a lightning bolt.
Britan barrels through the open door and tries to get through the Hobgoblins to get to Darius, yelling "BEWARE EVIL DOERS, FOR THE SWORD OF JUSTICE HAS ARRIVED."
Seeing that the fighters should have things well in hand, Raz steps back away from the combat. He does have a magic missle spell ready just in case things get bad though.
Farad waits for Beth to finish casting her spell and then moves in with his sword.
Ayazin guards the rear, in case any of the game-players in the previous room turn out to be allies of Darius.
Humphrey rushes to the far right of the room ready to do away with any hobgoblins before moving on to those beyond.
Illyana draws her two handed sword while Beth zaps everyone.
Suddenly a weaving pattern of swirling lights appears in the air before Aldarin. Five of the six hobgoblins stop dead in their tracks, mesmerised. The Cynidiceans in here are not affected.
Beth's lightning bolt goes off next, striking three hobgoblins, Darius and two Cynidiceans. It is one of her more feeble attempts at a lightning bolt - perhaps she is tired thanks to the late hour - but it still blows the hobgoblins and the Cynidiceans to pieces. Darius has his spell ruined, and is shocked badly.
The rest of the Cynidiceans, though - including the ones in the gambling room behind you - are jolted out of their hazy existence.
"Enemies!" they cry. "Attack! Kill them!"
Demetrius/Gamvik's spell goes off as the fighters attack, and suddenly brother Darius is held solid.
When the smoke clears from Beth's bolt, Illyana moves in.
Britan skids to a stop before Darius, debating the honourability of sticking a held opponent.
Humphrey has his nose hairs trimmed for 1 hit point by the only functioning hobgoblin before he reduces the humanoid to little bloody bits with his swords.
Farad and Illyana easily put away two of the attacking Cynidiceans.
Eight Cynidiceans in this room and another dozen from the room behind you are moving to attack. Ayazin and Kelar are facing the advancing horde behind you.
"DAMN YOU DEMETRIUS! I had him," Britan says as he wheels around to attack the Cynidiceans around Darius. In between swings you hear him saying, "Some days I really hate spell hurlers, they ruin all the fun."
A Cynidicean draws a shortsword and bounces it off of the cavalier's armour, and Britan then runs him through with his longsword.
Demetrius charges his evil brother. Reaching him, he tries to clock him over the head with his new mace. However, he can't reach his head, so he crunches him in the shin instead. The leg breaks, and the evil priest topples over.
Then, Demetrius smashes Darius' head to a pulp.
A strange, serene look comes over the gnome's face...as the soul of Demetrius finally finds peace...and relinquishes control of Gamvik.
However, there is still a battle going on...
"Block the door! Force them to fight their way inside!"
Illyana asks Raz and Beth, "If you have any spells that you can target, I suggest you use them."
"Everyone hold off the ones here...I think I can take care of the ones in the other room with a fireball!"
Not happy with having to kill them, Raz nonetheless turns and fires a fireball into the other room at the dozen Cyndiceans that are moving to attack.
Aldarin spins around to the room that Ayazin and Kelar are facing and spurts out several strange words while extending a hand in the direction of the oncoming Cynidiceans. Suddenly a mass of sticky webbing appears in th chamber, holding all of the oncoming Cynidiceans fast.
An instant later, Raz's fireball detonates, immolating the held Cynidiceans and reducing them to ashes.
Ayazin thinks about casting entangle, but then Aldarin's and Raz's actions sort of make it moot.
Britan yells, "Well, Raz I guess this means the poker game is off now.."
"Damn, I bet these fellows would have been easy pick'ns too!" replies Raz with a frown.
"Well Raz when we get done with them here in a few it will be easy pick'ns then also," the cavalier says as he continues to attack the foes around him.
The fighter types turn and square off against the remaining Cynidiceans in this room.
Britan goes after another Cynidicean, but the man sticks the cavalier first with a little shortsword. Suddenly, Britan's magical plate mail falls to pieces, leaving him standing there clad only in his boxer shorts! He suffers 6 hit points of damage, as well. The cavalier recovers quickly, though, and runs through this assailant, as well.
Illyana does not give the next Cynidicean a chance to attack, but rather kills her quickly.
Humphrey follows suit, after dodging a sword from his Cynidicean.
Farad is next, and kills his opponent in his usual methodical fashion.
Kelar steps under a swinging shortsword and comes up with both scimitars flashing. However, flash is all they do, as he misses badly with both.
Aldarin, who has moved back to join the fight, plunges his flame tongue into the next Cynidicean and kills her.
Tassier is last, as he and a Cynidicean trade misses.
Two remain, and you gang up on them, killing them quickly.
You search the rooms.
In the temple room, you find nothing of any interest or value.
Back in the game room, though, you find a pile of goodies that have survived Raz's fireworks display: in total 3000sp, 5000gp, 26 gems worth 120gp each and 6 articles of jewelry worth 1000gp each.
It is late evening, and you are all tired.
Aldarin gives Raz a 'thumbs up' saying, "Nice combo."
Raz smiles back at Aldarin. "Teamwork..that's the key."
Gamvik, who has been standing looking baffled, then remembers who he is and goes running for a safe corner.
Illyana scratches her head. "Considering what just happened, I think we did the smart thing by killing them quickly.. Does anyone want to see if it was the sword that did this?"
"This is really embarassing."
Britan looks to see if his old armor is still usable.
His armour is ruined.
Darius was wearing chain mail. The others were in leather.
Ayazin eyes Britan's boxers. "Excuse me, but I recall that when you resc... er, that is, when you spared me the trouble of killing those creatures at our meeting, McTavish was wearing only his Doctor Denton's. I asked him about it once, and he muttered something about cursed plate mail armor. Could we be seeing that again here?"
Britan looks over at Ayazin and with a grin says, "Yea but I prefer BVD's they don't rub me the wrong way in battle."
Farad nods. "It could be. Britan, do you recall ever actually being hit before this moment? Our injuries in this dungeon have been light."
Britan scratches his head " I think so but I am not absolutely sure But I think i have been hit with this armor. But I don't think I have been hit on this world, I got this armor from our home world."
Farad shakes his head. "What world we are on shouldn't make any difference, unless of course we were in the outer paths of the Greater Gods, where mortal weapons of this world become weaker as one travels further into the immortal planes. No, more than likely your armor was either cursed, or this now non-magical sword had the ability to destroy any magic it came up against."
The grey elf gives Ayazin a look. "And speaking of armor, do you happen to have a magical helm there? Or perhaps some other device you found recently? When last I unleashed my mental abilities, I detected the presence of something psionic about you, and I was wondering what it was. Such a device would greatly enhance my abilities more than your own, so perhaps we could trade."
You see no helm on Ayazin's head, but Farad's words produce quite a change in his effect -- the druid seems to sag, sitting down heavily and hanging his head. "Oh, would that I could trade it away," he says, "but I cannot be rid of it -- and what's more, I have deceived all of my companions, or at least, I have withheld my dark secret from you."
"You see, my dear friends, I also possess psionic abilities much like Farad's, though far less versatile. I cannot heal wounds, nor travel dimensions, nor gather any information from them. I can levitate a little, but other than that, the only ability I have is the dreaded psionic blast. As you all have seen, it is a powerful weapon, but usually useful only against those creatures of small mind, which are most often the creatures that I, a druid and sworn servant of Mielikki, have sworn to protect from harm! Oh my companions, I cannot tell you the pain it gives me to snuff such poor, relatively defenseless lives! Indeed, you have seen me take Farad to task for doing that very thing."
"Farad, when you attacked the snakes, I attempted to defend them, but owing to my relative inexperience in the use of my own cursed powers, I bungled the defense. Forgive me, friends, for not telling you sooner, but it is a source of great shame for me to use my powers, and I had hoped they would never be needed. I can assure you, though, that I have no other secrets to conceal -- if you can see fit to believe me."
Ayazin hugs his wolf companion for comfort.
The grey elf looks at Ayazin a moment, and then begins simply to laugh heartily. "You are a fool to keep your abilities secret, and more a fool for limiting your thinking in how to use your abilities.
"A mindblast will slay any dumb creature, true, but that is simply a bonus. Its true power is to cause mental confusion in any enemy you face. Consider it a very quick sleep or fear spell, or something to cause your enemies confusion. I would think a druid, someone who protects life, would relish a weapon that could quickly stun or put to sleep most humans that dare approach him. It would be only the imbeciles who would truly be slain by using your gift against them, and if you have any reasonable amount of intelligence you should be able to spot those fellows quickly in any case. Yes, animals you face would have their brains fried by such mental power, but no one here says you must only use this power against animals. Do you curse your entangle spell? No, then you must not curse the gifts your god gave you, for they were given to you for some purpose. To think otherwise is to suggest that perhaps your god has no real power. Do you wish to believe that?"
Beth snorts. "Everybody's not so bloody unemotional, ruthless, and fully at home with his destructive powers as you are Farad," Beth says. "Give the guy a break."
To Ayazin, she says, "Look, don't worry about it. Most of the rest of us won't think any less of you if you avoid using your psionic abilities. And anything you could mindblast, Farad will mindblast long before you can get close to it, so even he won't feel like he's suffering any practical setbacks from you not being used to your fullest like a finely honed weapon."
Britan strips Darius of his armor and puts his armour on.
"The first Plate mail armor I come across I am putting on. This stuff is...is HUMILIATING."
As you can plainly see Britan hates chain mail.
Illyana looks at the pile of coins. "More cash. Hmph."
"A lot of good that stuff is going to do me here now."
"Where do we want to rest?"
Beth pulls out the maps she's been making, and brings them up to date.
"Let's see," she says. "We're here right now."
She points to a spot on the map.
"We may as well hole up in the room with the gamblers next door," Beth continues, "unless you're worried about the Cynidiceans Farad put to sleep. In that case, we could retreat to a higher level... perhaps all the way up to here."
Beth points to a spot on her map of the third tier.
"We're too close to areas which we haven't explored. I don't want to be near any unexplored areas when we do camp down."
Beth says, "Whatever you think."
"Someplace where we know the complete layout of the nearby rooms."
"This room is fine." Beth says, pointing.
Beth looks over at Gamvik. "Are you Gamvik now, or Demetrius? If you are Gamvik, do you still have any of Demetrius' memories? I'd sure love to ask Demetrius what just happened. Are these people we just wiped out Zargon followers? Are there more Zargon types we need to worry about?"
"I'm Gamvik," says Gamvik. "Boy, you guys are sure easy to lead around. Like a bunch of sheep. Baaaaaaaa!"
He cackles helplessly at his own joke.
"We were trying to save your butt Gamvik, you could at least say thanks," replies Raz moodily.
Eventually, Gamvik gets a hold of himself. "These were Zargon people. But I don't know anything more. When that priest guy left me, all his memories went too. All I remember are the things he told me, which was not a lot. He wasn't much for conversation. Very serious and dull."
"Oh, pretty much like you are Now huh, Gamvik?" Britan laughs.
Regarding our next move, Ayazin says, "I think we should check on the sleeping ones, perhaps question them when they wake up. But otherwise, let's stay here -- Darius was in charge, we beat him, this place should be ours. Too bad Raz burned all the cards, not that I blame you, Raz. This Zargon, could he be a god of gambling and debauchery? Perhaps we should join him rather than wiping him out."
"That might sound good...but I want not part of a God that uses people for his pleasure. All I want is to play a good 'honest' game of cards once in awhile," says Raz.
Farad mumbles something about wiping out all of the inhabitants of this crazy city, but then decides to keep his thoughts to himself.
Humphrey who specializes in short swords goes over and grabs the short sword used on Britan and examines it. "Britan, how long have you had the plate mail? Usually when something like your plate mail falling to pieces, it's because it is bad plate mail, not due to a sword. Is this the first time you have been hit wearing the plate mail?"
It's a plain old shortsword. It looks like a very cheaply made weapon. It does not glow.
"Hey Farad could I get some healing out of you. I took a couple of hits the battle before," says Kelar. "I agree we should head up to the rooms that are secured to us. Does anyone happen to have a detect magic? That would solve the problems of if it is cursed plate or a cool sword."
Farad heals all those who are wounded, and you head back upstairs to the abandoned temple room.