October 10, 1371


The next morning, you prepare to return to the Temple. It is approaqching noontime before you are once again in the room where you defeated the death knight.

Kadlian looks at his maps. "Let us go down and try the west door. Maybe there are other prisoners down there."

You go to the west door and open it. Through it is a kitchen (30' X 40': 10' north, 10' south, 40' west; doors at either end of the far wall). This large room looks to have been hurriedly deserted. There are several fire pits and ovens in here. None are lit. There are also tables, benches, counters and shelves. Numerous and sundry cooking implements are here and there. In the southeast corner is an enormous pile of stinking offal, dung and kitchen scraps, swarming with flies and maggots.

You explore.

Atop the tables and counters are the remains of half prepared meals: cut up rats, piles of rancid fat, mouldy vegetables. In the ovens are pots of half-cooked foods. If the stuff was unwholesome even when it was relatively fresh, it is positively sickening after being left out in the open for several days.

Suddenly Hlarn grunts in surprise, as a pseudopod lashes out of the pile of garbage and knocks him to the floor! His stoneskin saves him from taking damage, though...this time. A second pseudopod shoots out and grabs him for 3 hit points of damage.

It wraps itself around his leg and begins to pull him back into the pile...

"Eeew!" is Furgh's first reaction.

"Zanax, Gnarsh and I will assist Hlarn. Taris, Sian, Kal, Jerrold, Equinox, protect the mages and Sasha. There may be more of these things around here."

Kal follows Kadlian's instructions.

Hlarn begins chopping at the pseudopod in an attempt to sever it. "I hope this isn't a Centauri Mind Feeder!"

Hlarn chops hard, badly mangling the pseudopod. It lets go and goes snaking back into the garbage pile.

Jerry quickly slams the psuedopod with his staff. His first hit reduces the pseudopod to a pulp.

Hlarn chops again into the garbage pile where the 'pod came from. The pile trembles, and seems to collapse, revealing a large, loathesome-looking creature with two pseudpods and an eyestalk...plus a large maw.

Hlarn's last chop kills it.

Gnarsh yawns at Kadlian.

No other attacks are forthcoming. You let Gnarsh root through the garbage pile, and he comes up with 9 gems: 6 worth 10gp each, and 3 worth 80gp each.

You open the west doors.

The north door opens into a larder (20' X 40': 10' south, 40' west). Searching about, you find in here various foodstuffs, of low quality.

The south door opens into another larder with the same dimensions and orientation. In here, you find, are more foodstuffs, though of somewhat better quality.

You return to the landing at the base of the stairs and open the east door.

This door opens to reveal a large room (50' X 80', you discover when you move in to explore: 20' north, 20' south, 80' east; door in middle of east wall). A storage room, this place is filled with miscellaneous items of junk that the Temple has acquired over the years. None of it is of any value whatsoever.

You open the east door, and find yourself looking into another storeroom (same dimensions and orientation), filled with more worthless junk, you discover upon searching.

It is midafternoon, as you return to the landing, go through the south door and make your way down to the chamber where you confronted the vampires two days ago.

It is as it was when you left it.

You head up the short east passage, and open the door at the end after taking the usual precautions.

This door opens into a passage running north-south. There is a door across from you in the east wall. To the north, the passage runs for 30', turning east after 20'. To the south, the passage runs for 60' and on. There is a passage running west in the 40'-50' section.

"Hmmm. Seems like the west side of this floor does not extend very far while the east has a lot more options. So, let us backtrack and check the first door off the vampire's lair to the west and then explore up that passageway."

Hlarn has an idea. He visualizes a coffin, and then casts locate object to see if any (other than those we've seen) are detected.

"Perhaps we'll get an idea where our vampiric sorcerer is located."

He senses nothing within spell range.

You head back to the vampire chamber and go west to the door in the north wall.

Opening the door, you see before a bare room (20' X 40': 20' east, 10' west, 20' north). Going in and searching, you find nothing.

You return to the passage, go west and look north.

The passage immediately turns west again.

You go north and look west.

The passage runs for 20' and ends at a door.

Opening the door after taking the usual precautions, you see before you a 30' square room (10' north, 10' south, 30' west; doors in the middle of each wall). Like the last room, this one is also completely bare. Searching turns up nothing.

As you finish up searching, though, the west door flies open and out charge three vrock demons, ready to party! Thanks to the presence of Kadlian and Sian, you are not surprised.

"Oh my," Jerry replies as he sees the demons.

"Hlarn, Zanax, Gnarsh and I are to deal with these. Taris and Jerry, guard the north door. Kal and Sian have the south door. Sasha and Furgh, guard our backs. Protect the mages at all costs."

"Oh, and Rage, a lightning bolt or two from you, Agulhas and Kailar might be a good idea to quickly end this conflict."

"Lightning bolt away!" calls Agulhas with an uncharacteristic flair, as he unleahes his magics.

Rage also casts a lightning bolt at the demons.

Kadlian draws his two swords and moves to engage one of the demons.

Hlarn moves up to swing his axe at the demons. "Vrocks are relatively weak I believe. We should be able to take these down quickly."

"If you say so, Hlarn."

Zanax moves to attack with his Frost Brand.

Kal casts 'faerie fire' at the vrocks.

"I was a mage once..." Furgh says wistfully, as he gets out of the way.

"So... Protect yourself with that sword."

"This could get ugly real quick if more stuff comes through these doors," says Sian, glancing at all the doors.

"If that happens, we collapse our front and retreat. Outside of this room there are only two fronts we have to fight instead of four."

Kailar hovers near the ceiling and is ready to follow any feared individuals.

However, the demons want no part of Kadlian's well orchestrated attack, and so they teleport, appearing behind Equinox, Kal and Hlarn, respectively. They then attack from the rear.

Equinox suffers 8 hit points of damage. He spins around, swinging his staff, but misses.

Taris rushes over to help Equinox, as does Jerrold.

Kal is nailed for 15 hit points and his spell is ruined. He spins around and thrusts with his spear.

Sian jumps in to help Kal.

Hlarn also takes 10 hit points of damage before he can retaliate with his axe. This he does, though, chopping a solid chunk out of the demon.

Kadlian and Gnarsh turn and attack the demon on Hlarn, as Rage and Agulhas let loose their lightning bolts.

Agulhas targets the demon on Kal. It strikes the monster, but it also catches Kal and Sian as well. The bolt does not affect the demon, but the grugach and the ranger take 25 hit points.

In similar fashion, Rage's bolt strikes the demon on Hlarn. The demon is hurt by this one, but Gnarsh is caught in it too. He takes 28 hit points of damage. Furthermore, this bolt rebounds off of the back wall and strikes Zanax for 14 hit points.

Undaunted, you press your attacks back.

Taris lands a solid hit into the demon attacking Equinox. Jerrold, though, misses both times with his staff.

The next demon dodges Kal's spear, as well as Sian's sword thrust.

Hlarn connects again with the last demon, and it drops dead.

Gnarsh, madder than a hatter and still sparking, turns and advances on Rage.

"GRRRRRRRR..."

At this opportune moment, the south door opens by Kal and Sian, and in waltz five giant spiders, all in top-hats and tails, and singing old Bing Crosby songs in harmony.

"Well, I'll be," Furgh mumbles, as he casts a spell towards the incoming arachnids.

Zanax swears uncharacteristically and then adds, "Now I've seen everything!"

"They have deadly poison. Rage, Agulhas, target your lightning bolts on them. We shall have to let the fighters deal with the demons."

"Only had the one!" shouts Agulhas. Rather, he casts and continues to cast magic missiles into the advancing spiders.

"Hlarn, you and I have to hold the spiders before they can get anyone."

"They're mine," Jerry says, gritting his teeth as he intones, "Oh great Silvanus, put a wall of fire on these spiders." as he casts a Wall of Fire on the spiders as they waltz in.

Kadlian smiles at Hlarn. "Shall we dance with some flaming spiders?"

Hlarn nods. "Easy enough."

The dwarf moves to attack.

"Color spray them Kailar. That usually works wonders!"

"I forgot that spell when I drank from the pool. But I'll fireball them."

"I only hope someone protected Jerry against fire since he does not know about our secret weapon."

"Yes, he would have been protected. But since this is illusionary fire, it shouldn't matter."

Kailar casts an improved phantasmal force of a fireball engulfing the spiders.

Agulhas' first magic missile spell blasts into a spider, hurting one and making him sing off key.

"Gnarsh!" Zanax yells, "The demons first...we'll settle with Rage afterwards!" Zanax engages the nearest demon.

Gnarsh glares, but diverts his course to go after a crooning spider.

Rage, seeing that the Gnarsh problem is dealt with for the time being, and hearing that Jerry has the spiders, begins to cast magic missiles, up to three spells worth at the demons who are still hanging around.

Equinox is still under attack by the vrock demon. The druid suffers a further 9 hit points of damage as he fumbles with his stave.

Taris drops his sword, picks it up, and then drops it again.

Agulhas' second magic missile pours into the same spider he hit before, blowing it apart.

Rage's first magic missile spell does not affect the demon on Equinox.

Kal attacks the Vrock attacking him with his spear. He skewers the demon but good...but not quite good enough to prevent it from tearing into him. The grugach takes 14 hit points of damage.

Zanax reminds Kal, "Don't forget about the ring!"

"Yer tempo's too quick! Lento! Lento!" Furgh calls cheerfully. "Maybe this'll help." he adds, as he finishes his spell.

Suddenly three of the four remaining spiders slow down. Unfortunately, poor Gnarsh is again hit by friendly fire and is slowed as well.

An illusionary fireball suddenly engulfs all. The spiders drop dead just as they are starting the chorus of 'Old Lamplighter'. The demons are not affected.

Agulhas redirects his third magic missile at a demon. It does not get through. Rage's next one does, though, and badly hurts the demon on Equinox.

"Someone want to watch that other door!" shouts Sian, as he attacks the demon on Kal. He misses two more times.

"That is Sasha and Furgh's job! There are the only two not engaged at the moment."

Kadlian after speaking says, "You know, we should have remembered to bring B-9. In the future, we should always have him with us. Hlarn, please make a note of that."

Hlarn takes out his notebook.

Kadlian, Hlarn and Gnarsh stick the spiders.

Jerry decides to hold off on his spell.

Zanax attacks the demon on Equinox, but also misses.

Rage unleashes her third magic missile spell, killing the demon on Equinox and then hurting the last one on Kal.

Kal attacks again, and buries his spear deep into the demon's craw. It gurgles, but still lives, and claws and bites back. Kal takes another 11 hit points, and nearly falls, his leathers in bloody ribbons. Sian again misses.

Kadlian charges in and chops into the demon from behind with his longsword. The demon falls at his feet, dead.

The monsters dispatched, you look through the open doorways that they came through.

To the west is a bare 20' X 30' room (10' north, 10' south, 20' west). Searching turns up nothing.

To the south is an equally uninteresting room (20' X 30': 10' east, 10' west, 20' south). Searching again turns up nothing of interest or value.

You open the north door.

This leads to another room (20' X 30': 10' east, 10' west, 20' north), also deserted. Searching turns up nothing.

It is heading towards late afternoon once you have secured this area of the dungeon.

Furgh looks distinctly unhappy.

"Aw man...." he says, going up to Gnarsh. "I'm really sorry Gnarsh. Aggy was much quicker'n I thought," he says, grimacing. "Wasn't s'posed ta get anyone."

"You owe me a beer," says Gnarsh.

Kadlian looks at the party and sighs. "We have a lot of wounds to heal. Equinox, how many berries you have left? It looks like a lot of you need them. Let us start there and then go to the healing magics. I have two cure light wounds that I can cast."

"After all the healing, we shall see how we fare. It may be time to call it a day."

Equinox replies to Kadlian: "I do not have any berries. It is out of season for collecting berries. We will not have any more Goodberries until next spring. As for healing spells, I have one Cure Serious Wounds and 6 Cure Light Wounds."

The druid cures himself for 14 hit points, then uses up the rest of his spells on Gnarsh, doing only 10 hit points of healing.

Sasha adds, "I have four cure light wounds and one cure serious, as well as a slow poison and remove curse should the need arise." She looks to the injured.

"Who still needs healing?" she asks.

She lays hands on Kal for 22 hit points of curing, expending all of her spells.

Looking at his swords, Sian mumbles, "Now, I know these aren't cursed..."

"Equinox if I could get some of that healing I could stand being deelectrified," Sian says looking at black marks on his arms.

Jerry speaks, "I have one cure light and one cure serious wounds in memory right now, so if you run out of healing Equinox, I can help," he offers. "Since I am new, how many healers to we have? I know of myself, Equinox, and the lovely Sasha, anyone else?"

Jerrold heals Sian for 10 hit points and Gnarsh for 7, using up all his curative spells.

"Kal, Hlarn and Taris as well. Plus, Zanax and I have a few healing spells."

"I guess we never made any formal introductions, did we?"

"I am Kadlian Lun'Folard, a ranger of Aldacan, and the leader of this group. I have a few clerical spells that I am able to cast."

"So, who is injured? Sian, Kal, Gnarsh, Equinox, Zanax, and Hlarn were wounded, right? Anyone else?"

"Hlarn, let me heal you. The others' wounds are a bit more serious."

Hlarn looks over at the wounds and sighs. "Most of our injuries were caused by friendly fire it seems."

Hlarn has a cure severe wounds and cure light wounds spell available, and casts them on Sian, for 15 hit points. "Everyone, lets see how we fare. Cast as many cures as you can until either everyone is depleted or we are all healed. I think we actually should be able to continue on today, unless the magicians are out of spells now."

"Ive only cast the one spell." says Kailar.

Zanax lays on hands 18 hps cure on Kal and follows up with a Cure Light Wounds.

"Thanks," Kal says in elvish.

"You're welcome." Zanax replies.

Kal eats what remains of his 'goodberries'. He then casts 'cure serious' and 'cure light' on himself as needed. Four berries and all of his curative magic later, he is healed a further 18 hit points.

"Zanax, did you check for secret doors in all those rooms?"

Zanax scans for good, evil, secret doors and precious metals, but turns up nothing.

"Two things we need to discuss. One is having fighters move to the back. We're getting badly damaged by those damn demons teleporting behind us. The second is working out a system so we don't get hit by friendly fire."

Zanax purposely doesn't look at the mages and stands between them and Gnarsh.

"Huh?" says Gnarsh, having forgotten all about it. "I want a beer."

"Gnarsh, I will buy you all the beer you can drink in a week," offers Rage.

"I'll hold you to that," says the half-orc with a grin.

"I've been saving for some time now." replies the mage to Gnarsh. "I hope that I have saved enough though."

"Zanax, we had fighters positioned at all the compass points. The problem is that I sent our best fighters to engage the demons rather than having any of us hold back. I did not know that they could teleport or that they were resistant to magic."

Zanax stares at Kadlian in amazement and then sighs. "We've fought several demons already. All of them can teleport. All of them have some resistance to magic. None can be considered easy to kill, despite what Hlarn says. Vrocks are the weakest of the demons and they wreaked havoc against us. How are we going to survive if the Type V and Subcubus attack?"

Hlarn shakes his head. "Actually we didn't do too badly, I don't think, other than the stray bolt of lightning."

Hlarn turns to Zanax. "I know this will not be to your liking, but I think you are our best protection against teleporting demons. Should we see them, you should run to the center of our group. They can't voluntarily get within 10 feet of you, and that should keep them from attacking our magicians and others who can't handle the heavy fighting. That way too there is a fighter in their midst if some other creature attacks our core. Everyone else presses the attack, chasing the darn thing around the area if we have to."

"We have indeed fought several types of demons. And even a few before you showed up and not all of them teleported. Look, Zanax, you have obviously had more experience with these things than I. Hlarn said they were weak demons. I thought that meant they would be easy."

Hlarn comments, "They were easy. The first one died quickly enough, before the spiders even arrived. And in truth, only the one on Kal really refused to die, striking him three times."

"If you know something about them, speak up ahead of time and we can change tactics. We only got hit by friendly fire because they did not absorb the lightning."

Hlarn comments, "In general its a waste of one's spells when casting against a demon. The magicians should watch for other threats, and leave them totally to the fighters. We could have finished it faster if some of us didn't have to divert to match the threat of the spiders."

"Well my spells seem to work well against spiders and other less intelligent monsters. My spells are fairly useless against demons and undead, though," says the gnome.

"And you intelligently and effectively used your spells against those foes. Jerry, you should know that Kailar is an illusionist, so that you do not get caught believing his spells can harm you. But, they work extremely well against those that do not know this."

"Uh... Boss?" Furgh says, raising one hand slightly. "Methinks maybe ya need a refresher course in magic. Lightnin' bolts ain't no magic missiles. The bad guys don't just absorb 'em. Ain't no way yer gonna be able ta toss 'em around in a close fight, without hittin' everyone. Not 'less they're like twenty feet tall or somethin' and yer pointin' it at their craniums. At their narrowest, they're a couple'a long paces across, and maybe thirty before its gonna stop stop, whether they hit somethin' or not. At their shortest, they're twice that in width." He grins slightly. "And once they start hittin' walls and such, the gods only know where theys gonna start bouncin' then."

"I have often claimed that I do not know anything about magic. Lightning bolts have only once before caused havoc in this group and that was when Zanax's holy avenger dispelled Rage's spell. I have always relied on you magic-users to do the right thing even if I call for a particular spell. Up until now, you have always used your own brains to know when I am wrong."

"If that has changed, then maybe the mage contingency needs to sit me down and explain how each spell works. Because I certainly do not know."

"Maybe better'n a fireball, and Rage is much better at aimin' the damn things then some folks I've seen, but they ain't precision killin', by any means."

"We can debate magic later, when we are safe. Let us continue forward," the mage says. "I have no magic missile spells left, but am at full strength otherwise."

"We will not continue until we have healed all the wounded."

Furgh shrugs slightly. "Singin' bloody spiders, indeed. You guys gotta lot a those things on this world a yours?"

"We met one last year some time. It was as surprised we talked as we were it talked. Should have killed the thing at that time. Later on, it attacked Fallon and Drandar."

"Fine. We'll all have a refresher course on the nature of demons when we get back to camp. As for absorbing lightning, I believe even if the demons were damaged, so would we have been."

Kadlian shrugs. "Sounds good to me."

Furgh goes over to try on one of the top hats, to see if it fits.

It comes to rest on his shoulders...and sticks there...

The elf tugs at it comicaly for a moment, then you hear his muffled voice from inside. "Uh...guys... It, uh... seems ta be stuck."

"Is that a problem?"

Sasha stares at Furgh, concern clear in her eyes. "Can you remove it...?"

"Is that important?"

Kadlian's grinning widely, but Furgh cannot see that.

"I heard that Boss!" Furgh says, accusingly.

Kadlian chuckles. "Did someone hear something?"

"Rage, can you disintegrate it?" asks Kailar.

"The hat or Furgh's head?" she asks.

"Wha?!" comes the muffled, and slightly concerned yelp from inside the hat.

He tugs a littler harder.

Hlarn laughs. "Don't you think thats a bit drastic? We don't want the head dissappearing with it."

Hlarn pulls out one of his daggers and begins to try and *carefully* cut the hat off.

"Why am I reminded about the lesson of curiousity and the cat?" Rage asks as Hlarn begins his work.

Sasha grins and nods. "I too am sometimes afflicted with that malady. Would a remove curse help?" Sasha asks.

Furgh just sort of squirms around a bit. "Hey, watch where yer pokin' that," he grumbles, as Hlarn starts in.

Hlarn cuts the hat off...giving Furgh a mohawk haircut in the process.

"Gah!" Furgh gasps, as the hat comes off. "Bad hat!" he adds, in his best Ashe voice, as he tosses what remains off to one corner.

"Cute look..." Jerry says with a smile.

Hlarn nods approvingly. "Stylish."

"Eh?" Furgh says, looking up. He feels his head, and frowns slightly.

"Excellent, Furgh," Rage says. "I love your new look. Perhaps some leather to go with that, and some chains... You would look quite dashing."

"I knew I need a haircut, Hlarn," Furgh says, with a theatrical grimace. "But really...."

He gives the dwarf the evil eyeball. "I thought you were licenced. 'Least ya coulda evened it out."

He grins slightly.

"I liked him better with the hat on."

Sasha circles Furghy, giving his new look a critical eye, her eyes twinkling. "I think I like this look - very avante garde for an elf and all ... dontcha know." Sasha chuckles, trying her best to imitate Furgh's manner of speech.

He glances at Sasha, and grins. "We elves look super all the time," he says. "And it shows off my fine pointy ears, ta boot."

"I guess that sortta answers how a giant spider can keep a hat like that on its head," he says, with a chagrined smile. He goes over and grabs another one... though he doesn't put it on this time.

Zanax grabs the rest and also doesn't put them on.

Sasha chuckles at both Furgh and Zanax. "Ahh ... I hadn't thought of that. Next time we meet up with some baddies, we can play ring toss with the hats and blind them."

Zanax smiles broadly and winks at Sasha. "Not a bad idea, eh?"

Furgh looks at the hat, then back at Sasha. "Nah, weights all wrong for throwin'. But, this one looks smaller then the last, it might fit a bit better." He grins. "Just need ta figure out how one takes the stupid things off. We elves don't give up easy."

"Assumin' it works like the last one," He adds, with a slight frown.

Hlarn claps his hands. "Ok, lessons learned. Let's see how we fare. Kal, you are the worst. How do you feel now that the cures have been cast? Sian, Gnarsh, Equinox?"

"Guess I'm an easy target" Kal comments in elvish, tossing away his shredded leather.

Rage replies in elven, "Alternatively, you were seen as the biggest threat, so that is why the strongest of the demons attacked you."

Kal grins, "I just hope the next set we meet doesn't think the same."

"Nah," Furgh says, in elvish as well, grinning. "We elves is just natural attention getters."

He runs his hands through his new red mohawk. "Its part a our charm, donchaknow."

"That and the pointy ears," he adds. "Which, I might add, are gettin' right cold."

"Damn, Hlarn," he says, switching to common. "Did ya have ta cut it so close?"

"Perhaps we should get my bracers back from Occa," Zanax says.

"If everyone is still willing, I say we venture forth more. I'll move toward the back middle of the party to prevent the demons from attacking from behind," Zanax says.

Rage shrugs her shoulders, and hefts her staff, waiting for everyone to be ready to continue.

Kadlian nods. He looks at the rest of the party. "Sian, you can move up and take Zanax's spot."

"Also, does anyone have anymore healing spells left? I would like more, but if we don't I would still want to go forward."

Jerrold nods positively in response to Zanax's desire to move on.

"I still have two spells left. I will use one on you and one of Gnarsh. Also, Taris did not cast any curative spells. First priority is getting Zanax and Gnarsh up to full health. Then Kal and Hlarn and Equinox."

Suddenly Taris deflates. You suddenly realise that what you thought was a half-elf was only an inflatable rubber version of one...realistic down to the last detail.

Kadlian heals Gnarsh for 7 hit points and Zanax for 6.

"I suggest we head south of the vampire room and see where that hallway leads."

Equinox speaks up: "I, too, am in favor of going on now, whatever the state of our healing spells." He continues, "it has occurred to me that I have not put my abilities to the best use possible. At a certain stage of experience Druids gain the ability to shape change to three types of animal once per day. I suspect that both Jerrold and Kal have the same ability. I suggest that one of the Druids in the party change into a small creature that would be indistinguishable from normal dungeon denizens such as a bat or rat and go on ahead of the party as a scout. I would be willing to scout ahead in whatever direction we intend to go, if you so command, Kadlian."

Kal shakes his head.

"Have fun, Equinox, the last time I scouted for a party, in the form of an eagle, I was attacked by some drunken archers. No thank you.. I am afraid to know what orcs or some other denizens would do to a bat or a rat and if we bump into a vampire, oh that would be fun..." Jerry remarks somewhat sarcastically.

"Despite the dangers to myself, I think that I should go ahead if Kadlian wants me to because the benefit to the party could be substantial."

Kadlian frowns for a moment. "The offer has some merit, Equinox. But, I am concerned with some of Jerry's worries. Could you perhaps change into something more imposing? Say a mountain lion? Then I could use your fighting abilities more effectively. If I want someone to scout, sending Zanax or Kailar is a much better idea. Something is not likely to eat them."

Equinox nods, "I think that some time in the future we ought to try my idea, but, if mountain lion you want, mountain lion it is." As that Equinox changes shape in front of the party into the form of a good sized mountain lion.

You take Taris' equipment and are on your way.

Returning to the vampire room, you head south. After 10' it turns southwest. It runs that way for 10' and then comes to a chamber (20' X 30': 10' east, 10' west, 20' south; passage running out of east wall south half). This place is bare.

You check around anyway, turn up nothing, and then head east.

This passage runs for 20', then ends at a "T" intersection with a north-south passage. Looking north, you see that this passage runs for 60' and on (doors in eas and west walls in the 40' - 50' section. You realise that you have already looked into this passage...through the west door up in that direction.

To the south, the passage runs for 30'. After that, it opens up into a chamber.

You head south and take a look.

The chamber is large and octagonal (Each wall is 20' long. The wall to your right runs southwest.). There is a door in the north wall to your left; a door in the west wall, north section; another in the south wall, west section; and a final door in the east wall, south section.

This chamber is bare and deserted.

Zanax goes through Taris' equipment. In addition to his mundane items, he had a longsword, a dagger, an armband, a spiked helmet, a suit of plate mail and a shield.

"If anyone needs anything, take it now. Otherwise, we shall deal with the stuff later."

Hlarn asks, "Someone quickly check for magical items. I don't want those left behind for someone to grab and use against us."

"Does anyone remember what his armband does?" Zanax inquires to the party. "Anyone object if I claim his long sword?"

Hlarn gives Zanax a look. "What, you don't carry enough swords already?"

Zanax shrugs. "You never know when you might need another one. On second thought, perhaps you should take it. You said you needed a magical weapon."

Zanax offers the long sword to Hlarn.

Hlarn shakes his head. "I've got a magical axe, and also a longsword. But both are only slighly magical. Nothing of strength however, such as the flame tongue, frost brand or holy avenger. Axes embued with power are hard to come by."

"Hlarn, take the longsword. It is Taris' dancing sword which gets more powerful after each swing until it can attack by itself. Once that has happened, you can use another magical weapon for a few swings and then the dancing sword returns."

Kadlian looks around. "Let us secure all the doors except the west one with spikes. Then we go west."

Equinox pads over to West door, cocks his head, and listens for noises. He hears silence.

Zanax does his standard scan of good, evil, secret doors and precious metals at each wall or door.

Gold and silver through the north door.

Gold through the east door. Evil as well.

Secret door in section of wall immediately to the right of the east door.

Hlarn's eyes light up. "Ahhhh, now we are talking. I do hope this is their treasury."

Furgh chuckles.

"Probably another demon with a pocket full a coins," he says.

Equinox in mountain lion form leaps (really) to the secret door Zanax found and listens again.

He hears nothing.

Hlarn casts his detect traps spell. No traps.

"Give me a sec and I'll look inside the room." Zanax says, as he finishes up looking through the west door that Kadlian wanted to go through.

"Hold on a second, Zanax. Let us finish with the door on the west, first. We shall get to the treasure soon enough."

"So, what did you see through the west door?"

Zanax shrugs and concentrates on seeing what's on the other side of the west door.

Darkness.

"Spike that secret door as well and then let us open the west door. I am itching for another fight."

You open the west door. Revealed is a 20' square room (10' south). It is deserted. You go in and poke about, but turn up nothing.

You next open the south door. It too opens into a 20' square room (10' east), just as bare as the last one. Searching turns up nothing.

You open the secret door. Unluckily for Hlarn, it opens into a passage running east. It runs east for 20', then angles southeast, becoming but a rough stone tunnel at that point.

You leave that door, and next open the north door. This reveals another 20' square room (10' east), but it is not bare. In the northwest corner is a large pile of coins.

Hlarn's spell turns up no traps, so you scoop it all: 1000sp and 6000gp.

You open the last door, to the east. Yet again, a 20' square room, however, there are monsters in here. Before you are 8 lizard-like creatures. They look like cousins of lizard men, but they are 8' tall, and they are moving to attack you.

As they do, they start babbling at you in a wierd, incomprehensible tongue. They sound rather like Furgh when he starts up.

Kal has one 'faerie fire' left, which he casts at the creatures attacking.

Sian heads into the battle. "Maybe my swords will work this time," he mumbles.

This time his frost brand does work, and he lands a solid hit. His cutlass works too, and he lands a second hit. Meanwhile, the babbler bites him for 4 hit points.

"Sasha, silence them."

"Yes Sir," Sasha replies quickly, casting her silence spell, at the creatures.

"Agulhas, web some of them. Rage, Kailar, do not toast us, but use your discretion."

"Sian, Hlarn, Gnarsh and I will hold these guys. Equinox, have fun."

"Jerry and Kal, that leaves you to guard our backs."

With a loud roar, Equinox leaps at the lead lizard figure in front of Kadlian, tears at his torso with his claws and tries to rip out the lizard's throat with his fangs. However, the monster sees him coming and claws him in mid-air for 6 hit points. Equinox returns the favour with a claw hit.

As Kadlian whips out his swords and tries to attack the closest lizardman, he remarks critically, "Equinox, use you back claws as well."

Kal's spell goes off, and four babblers light up.

Rage points her staff and uses the paralyzation ray to get as may of the creatures as she can. Her ray catches two of the babblers plus Sian as well. One babbler - the monster on Equinox - is frozen, as is Sian. The other babbler shakes off the effect of the ray.

Zanax turns invisible and awaits for some of the monsters to get past the front line of defenders.

Agulhas judges that he can release a web spell which will entangle a number of the creatures at the back without snagging any of the good guys as they frolic in the fracas. But, only one babbler is caught in the web.

Otherwise, he stays out of the way.

Hlarn moves forward to try to get Sian out of harms way.

Sasha's silence spell goes off, quieting the babblers, but also silencing Sian, Equinox, Kadlian and Hlarn as well.

Jerry wields his staff in both hands, ready to clobber anything that comes his way, while watching the doors for any reinforcements for the bad guys.

The babbler on Sian dives for the elf's jugular, bent on finishing him off...but Hlarn is just a bit faster and knocks the frozen ranger aside and takes the hit himself, for 4 hit points. He comes up swinging, though, and lands a hard chop to the monster's belly.

Equinox tears the paralysed babbler's gut open this time, killing it, before looking for more prey.

Kadlian sees an opening and jumps over the corpse of the babbler, swords flashing. He lands two good hits and is saved from claw damage by his stoneskin spell.

A general melee ensues, in which Hlarn, Kadlian, Equinox, Gnarsh and Zanax get to participate. It takes less than three minutes to finish them all off, including the webbed one. In doing so, Kadlian takes a further 2 hit points, Equinox 23 hit points and Hlarn 10 hit points of damage.

Searching the room, you find 4000gp.

It is approaching dinnertime. You have covered a lot of ground today.

Jerry stretches and says, "Well, I am hungry. Time for base camp yet?"

"Good work, folks. Not our best, but okay all things considered. Let us return to our camp so that we can heal and rest. We shall be back down here tomorrow morning."

"Do we have enough healing powers left to bring everyone up to full strength today?"

"If it's dinner time, we should be able to rest and pray for healing spells to cast before we go to bed tonight. Then in the early morning we'll do our normal routine of protecting everyone from fire, and leave mid morning to go out with our normal complement of spells."

"And this leaves us with a large problem," replies Rage. "We are now 13, a very unluckly number indeed." says the mage as she counts her undeflated comrades. "We need to get another person, so that we have the luckly 14 again."

Hlarn shakes his head. "Nonsense. Thirteen is a very lucky number in my land. I was born on the thirteenth even."

Sasha nods. "It is also a very lucky number for me as well as my order. Besides, I think that such superstitions are silly. Next we will fear black cats, or spilling of salt?"

Rage looks at Sasha. "Superstitions are always based in facts, little lady," she says to the cleric. "The number 13 is very unluckly in many things, and I fear that with us numbering only 13, something bad will happen to this group."

Hlarn waves his axe. "And I'd better not hear anything about that being proof that its unlucky!" he says with a grin.

Rage shakes her head sadly. "Thirteen is a very bad number for adventuring parties. The histories are clear on that very fact. The legend of 'There and Back again' for example. We need a fourtheenth person to join us, to be the luckly number." Rage looks around. "Or am I in the minority here with this?"

"Rage, I agree, not that the clergy of Silvanus believe in superstitions, but in the village I was raised, thirteen was quite unlucky. When I was thirteen, the steeple to the church of Tymora was shattered by a lightning bolt, that same day, thirteen villagers died from an attack from a tribe of orcs. Was not a good day..." Jerry says, somewhat solemnly.

Kadlian shrugs. "I do not care. It is not a superstition that I have."

Sasha frowns, trying to place the tale. "There and Back Again? I do not believe I have heard the tale."

Hlarn smiles. "A grand tale, told on many worlds. Every dwarf lad has probably heard the tale before he even grows his first whisker. It's a story of a dwarven king who seeks to reclaim his land and treasure after it has been taken by a great dragon. Perhaps someday I could tell you it, or better yet find a copy of it by the noted sage Tolkien."

"Oh! Yes indeed, I have heard parts of the tale. It was part of a much longer saga I believe, which is why I missed the reference. Indeed, they were a superstitious lot, but brave and courageous none the less."

"If we have time tonight, I would like to try this magical candle I found so long ago. I am most curious about the properties it might have," Sasha comments, digging through her pack for the candle.

"Have Zanax check to see if it radiates evil." suggests Rage.

Hlarn nods. "Go ahead and try it, but don't use it all up at once, and please let someone else be present when you attempt it, lest the thing not be crafted for your specific use. Clerical magics are often locked to the orders that created them. The book I once tried reading for instance, which was not made for clerics of my own ethics."

Sasha nods, "Indeed I will do as you say." Sasha looks around, "And who would like to be my keeper as it were while I attempt this. I should very much like to try it now if anyone is available to oversee my attempts."

Kadlian nods wearily. "I can do it, Sasha."

Sasha nods. "Thank you Kadlian, it shouldn't take very long ... I don't think. Then it looks like you will need to rest. With any luck, it will somehow enhance my abilities, which could be useful in our mission."

"Kad, you look tired, I can help her!" Jerry says, stepping in between the two of them.

Sasha smiles at Jerry. "Thank you for the offer, but I would feel more comfortable with Kadlian at this point."

Kadlian shrugs. "Sorry, Jerry."

Rage looks at Sasha, "Wanna borrow the whip?" she asks the cleric. "You never know."

Kadlian rolls his eyes.

"I think that you need to take lessons from Furgh," replies Rage to Kad's eye roll. "He does it much more theatrical dontyaknow."

Kadlian chuckles. "Just what we need around here, another Furgh."

Sasha chuckles, shaking her head. "No thanks Rage ... I'm not sure I know how to use it in that context."

"Indeed." replies the mage. "That is not what I have heard about your temple, dear Sasha, devoted of Isis."

Sasha blushes deeply. "Indeed. Well, what we learned at the Temple still does not cover what you seem to be insinuating .. exactly. Let's just leave it at that, dear," Sasha replies, her eyes narrowing.

Hlarn begins directing the distribution of all the treasure, so you can tote them up to your lair.

"Kal, to answer your question, we have used up all of our healing today. When Taris folded up on us, he was the last one who had healing spells left. So, our best course of action is to return to camp and rest."

You return to the secret room in the Black Keep dungeon.

Once there, Hlarn comments, "Ok, everyone who can heal needs to pray for the ability tonight to get everyone up to par. Then the normal routine before heading out in the morning: early morning spell casting to protect us against fire, and then pray for your normal spells."

"Rage, do you have enough spell components to renew our stoneskins? How long would it take to do that? Can any of you others help you in casting that spell yet?" as the dwarf nods to Agulhas and Furgh.

Rage shakes her head. "While I have sufficient components for casting more spells, it would take several days, since I can only cast two spells of that order, and Argulhas can cast one more. If we wish to continue, we move without them," the mage replies.

"I am indeed able to cast the spell," replies Agulhas.

"Well over my pointy eared head," Furgh adds.

Hlarn then pulls out his list of bad guys. As he goes down the list, he marks those that are probably still a threat. "Lets see how we fare. This list was made when we were two levels above the Temple. Now we are one level above it:

*Type V demon

*succubus

Golems - T+2 - six - destroyed but one which is trapped.

Elementals - T+2 - five - destroyed

*Undead - scattered around - two vampires destroyed, probably more

*Giants - T - several

*Minotaur - T

Humanoids - T+1 - a dozen? destroyed?

Troglodytes - T+1 - a few - dead now.

Demons - T+1 - a few - gone now?

Spiders - they wander around - unknown number - dead

*Fields - a vampiric sorcerer.

Lord Black - T+1 - guardian of the Temple - dead

*Lord Denno - guardian of the Temple

*Lord Zuron - guardian of the Temple

*Lord Yongorl - guardian of the Temple

*Lord Wengo - guardian of the Temple

*Lord Gregor - guardian of the Temple

*Lord Valarian - guardian of the Temple

*Myrmidon Herbert - guardian of the Temple

*Chaosia - a Lama.

*Elga, Felicity - High priestesses of Tyaa.

*Tibia - High Priestess and ruler of the Temple.

Lady Mistress Hildanna - the temple torturer - dead

Bruno - Hildanna's able eunich assistant - dead"

Hlarn snaps his fingers. "I still need to question those last two to see what they know. Shall we take a day to do that Kadlian? It might give us more information on the locations of some of these things and what sort of information the temple wanted from its prisoners that they tortured."

"Can we have that talk about magic now? It seems are magic users are getting a little confused on what the spells do. I know I am....between getting electrocuted and paralized and silenced. It gets tough on a guy," Sian says with a smirk.

"I think the problem is not necessarilly that the magic users do not understand what their magics do, it is more a product of timing. That is, the spell casters and melee fighters all seem to 'go off' at the same time. Thus, when the spells are released, the area affecting spell effects often are borne by both the enemy and the more speedy of those engaging in melee. Perhaps a better timed attack is in order." Agulhas looks to his fellow spell casters for support.

Rage nods in support. "If we could wait a few seconds before engaging foes, we could get more spells brought to bare. THe paralyziation ray would have been useful, except you were in the way. It still disabled two of the foes."

Hlarn nods. "Sounds good to me. So in the future, the first row of fighters will not charge, but rather hold a line and let the enemy come to us. That way you mages can cast your spells while the enemy charges, and we'll pick off what's left after the spells have flown. But once the hand to hand starts, refrain from casting any spells you are not sure you can specifically control. The exception being demons or other creatures that we know spells won't work upon. Should those appear the fighters will move away from the magicians. Except Zanax, who will stay in their midst to protect them with his protection from evil ability."

"Now we're getting somewhere!" says Agulhas with a boyish grin.

Zanax adds, "It's all well and good until I have to draw my Holy Avenger. Then the mages better know to stay more than 5 feet away, but less than 10 feet away!"

"This is getting really confusing. What happens when we run into the bad guys who can cast also? Wouldn't do us any good to stand around and wait for them to cast also. Just want to get this thing cleared up," says Sian.

"Good point, but I think in that situation we should allow the spell casters to get off a first strike to either eliminate or prevent casting from the enemy casters. Then send in the wrecking crew," explains Agulhas. "We just have to hope that our casters are quicker than theirs."

After a moments pause, "Perhaps we should have a definite alternative plan in the event of encountering enemy spell casters. It would seem that we still have a lot of that yet to come."

Hlarn shakes his head. "No, only one really, Fields the sorcerer. We can't do anything to disrupt a monster's inate magical abilities."

"Dispel'll do it," Furgh says, with a shrug. "'Least as much of the spell as I could figure out, seemed ta indicate that."

"As for the clerics, most of our combat spells rely on touch, and in any case all of our spells, other than Command, take longer to cast than a wizards, so hopefully we will have the upper hand there."

Hlarn shakes his head. "According to our information, only one sorcerer remains with the temple, and that is Fields, who is also a vampire. If we meet him we'll rely on Agulhas to destroy him with the wand, and Zanax can draw his holy avenger to protect us against his spells. If he's in company with others, then I suggest Rage let go with a fireball and we blast the lot of them. That, combined with a blast of the wand should hopefully destroy Fields and weaken whoever else he's with. If not, Kadlian will move to fight Fields if he gets close. His flame tongue is the next best weapon we have against undead, and I can protect him against one touch from him. Hopefully though we can avoid close combat with him, and rely on the wand to destroy him."

"Well, I usually have a wall of fire or two prayed for, so that might help," Jerry says, a little squeamish, talking about the undead. "Also, I usually have the spell Sunray prayed as well, which does wonders to sunlight hating fiends. heh, heh," Jerry says with a chuckle.

"As for the clerics that remain, they too can cast spells, but magicians can cast their spells much faster than a clerical attack spells can be cast, so hopefully we can ruin their spells."

Hlarn smiles. "Just swing the sword in an arc about you. That should put them at enough distance."

"Hlarn, if you want an extra day to question dead people again, you can have it. That will give Rage the chance to take Kal, Jerry and whomever else to the pools, as well as give you the chance to cast some more stoneskins on people."

"I can do two stoneskins a day, and one pool a day, Kadlian," Says Rage, "and I have to recharge my staff, which will limit my identification casting powers. And we need to determine how to recharge the light wand that Argulhas has. I think that is a critical priority. My guess is that casting light spells into it will do the trick, but I am not sure."

"I thought we already determined that casting light spells into the wand will recharge it," says Agulhas with a bit of uncertainty. "As that spell baffles me to this day, I hope that continual light will do just as well."

Rage scratches her head. "Have we tried it yet? If not, then nothing is proven until we try it. I had thought that magic missiles would recharge my staff, and spent many fruitless hours trying to get them into it. However, it turned out that lightning bolts were better suited for it. We must try to be sure."

Hlarn nods. "Us clerics can also help cast light into the wand. Indeed, I'd recommend it since that would probably help give it the power against undead that the wand has."

"That depends on who made the item, if it was a mage, then it might reject the clerical energies. I will have to ponder this question before we try it, perhaps even consult a sage. For now, let us, that is to say Argulhas and I have a go or three at it."

Hlarn looks around. "So if we are taking at least an additional day, there is much to be done." The dwarf moves off to begin praying and resting.

"So, if we take one day off, I can bring some people around the to the pools, cast two stoneskins, and recharge my staff with seven charges, leaving me very tired and cranky."

The upshot is, you decide to wait until morning before casting healing spells.

Kadlian and Sasha leave to find a private room elsewhere in the dungeon for the latter to test her candle. (You are staying in the dungeon these days...not camped outside in a tent.)

After a bit, Sasha and Kadlian return.

"Well, that was a rather fruitless experiment. Can any of you mages, or perhaps Zanax determine whether the candle is imbued with evil. It did nothing when lit and I was wondering if I am simply the wrong type to activate whatever its powers may be. I still can't help but think it has some important value ... but I am uncertain what on earth it might be," Sasha says, pacing a bit as she speaks.

Zanax looks up from another Andre Norton novel. "I'll see if I can tell. Although, it did not register evil when we first obtained it. It may have to be lit for me to detect anything."

"I think that must be indeed the case. That it must be lit I mean, though if I am misunderstanding the candle entirely, I hate to keep lighting it and perhaps wasting the magic properties of it. You would think I would have learned something of these things while at the Temple ... Isis is after all a goddess of magic among other things." Sasha sighs.

Zanax will detect evil and then good on the candle while it is unlit. If he detects none of the above, then he will light it and detect evil and good again.

He detects nothing.

Shaking his head, "I was interested in the pools, but I don't think I want to drink their waters at this time - I don't know if Skerrit would approve. No offense against the human spell slinger," Kal says, glancing at Rage, "but I don't like this 'teleportation'."

As usual, Kal directs this to Kadlian in elvish.

Rage speaks in elven to the druid. "You can address your comments to me, rather than Kad. As for offense, I take none. If I did, I would have let you know, with a lightning bolt enema or some other pleaant way. The teleportation is the best way to travel, but your choice as well."

"That is your choice and I have no objection with your decision. Agulhas and Furgh feel the same way."

Hlarn turns to Kal. "If you don't trust teleportation, you can always travel to the wall that increases skill. Its in the Megadungeon, which lies only a few days travel from here. The pool that enhances strength lies off to the east quite a ways away I think. I don't know where the other pool is that also increases skill, although I think I heard reference to the Megadungeon II."

"Then maybe when we have the time, we can travel to this megadungeon."

"When we are ready to go, Mistress, is this one of our stops?" Jerry asks Rage in a reverent voice, referring to Megadungeon I & II.

"Indeed it is." she says to the druid.

"Cool," is all Jerry says.

"I'm not about to spend the night in here if I don't have to. I'll be back in the morning."

"Go ahead. Just be back ready to heal the wounded."

Kal goes outside.


next day...

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