Session 28

The party:

  • Shav (DZ) orange F2
  • Gunn (HB) blue F1
  • Ploikal (TM) orange MU6
  • Umut, Faruk, NC
  • Zayn, Gita, Pervin, LF
  • Saida, HF

Treasure:

  • 230 SP
  • 73 GP
  • An ivory ring carved with vapor-like patterns. Magical, but otherwise unidentified.

XP: 960.

Casualties: None.

Report:

Rain delays the party’s expedition to the Balok by a day. When they finally set out under heavy clouds, they take their usual route to level 2, noting several previously spiked doors are now closed.

Their path: reception room → indoor garden (avoiding green slime in hanging globe) → shrine → second indoor garden (another globe) → circular reception area with stairs → long corridor east.

At a bath chamber off the corridor, they encounter three hostile cavemen stitching hides. Shav attempts to pacify them with iron rations, but one caveman slaps the food away and attacks. Gunn attempts to slide dramatically between a caveman’s legs but fails, and later manages to wound himself during a back attack. Despite these setbacks, they defeat the cavemen.

They explore systematically: north to a storeroom with collapsed shelving, then east to a toilet chamber where they face both a shadow and a grey ooze extending a pseudopod from one of the holes. The ooze claims Gunn’s zweihander with its corrosive slime. The light footmen courageously hold off the shadow, which manages to drain some of Zayn’s life force. Meanwhile, Ploikal casts protective spells before destroying the shadow with magic missiles, while the party beats the ooze down with wooden torch handles.

Backtracking to orient themselves, they pass through: storeroom → laboratory → another toilet room (defeating another ooze with sacrificed weapons and the back end of Shav’s pike) → dorm with crumbling beds → storeroom with dinnerware and pig tracks → pantry with spoiled goods → kitchen.

Following rumors of a ring, Ploikal’s Locate Object spell leads them east to a dining room where three pigs, easily pacified with rations, have nested. North of here, through a secret entrance, they find a dust-covered, well-appointed apartment. Ploikal summons an invisible servant to open the trapped wardrobe, which triggers an arrow that flies harmlessly past, revealing their prizes.

They make a swift retreat to Batbeng, where Gunn celebrates with tavern tales and generous rounds.

Session 27

The party: 

  • Ploikal, orange MU6 (TM)
  • Pholgon, purple F4 (MG)
  • Xull, orange F3 (JW)
  • Gunn, blue F1 (HB)
  • Zain, orange light foot
  • Zara, Faruk (both orange) and Kaya (black) porters

Treasure: none.

XP: none.

Casualties: none.

Report: 

The party resolves to finally take the fight to the boogiemen up north. They secure support from Count Egan to cover expenses and recruit three soldiers (Sai, Yann, and Tain) along with Sergeant Uzildar. A new hero, a blue fighter named Gunn, also joins their ranks.

The journey into the Iron Slopes proves uneventful. Upon sighting the marching camp, they establish a concealed position. Ploikal uses scrying to scout the camp’s tents, eventually locating the chief. He then turns invisible and infiltrates by blending in with a returning patrol.

Inside, he makes his way to the chief’s tent where Movog is holding court, listening to followers petition for work. Ploikal attempts to manipulate the chief, trying telepathy and suggestion to convince him to attack the mercenary company Vicious Omen to the west. When these fail, he attempts mind control. Movog resists all three attempts, angrily slashing at invisible foes with his impressive sword before his bodyguards rush him to safety.

Outside the camp, Xull faces his own battle as his claw—possessed by the spirit of Cista, a retainer previously killed fighting these same boogiemen—begins speaking and urging revenge. The vengeful spirit’s influence is so strong that Pholgon and Gunn must tie Xull to a tree to prevent him from charging into camp. During this crisis, two blue deinonychuses approach their position. A tense standoff ensues, with Pholgon readying his crossbow while the soldiers prepare their alien ray gun. The dinosaurs eventually move on, though Pholgon’s attempt to shoot them in the back proves embarrassingly ineffective.

Back in the camp, Ploikal launches a desperate plan. He uses a knock spell to release brutes from their tents, causing chaos as they rampage through the camp. He seizes control of one brute’s mind and sends it against Movog’s guards. The brute kills one guard and forces its way into the tent, only to face more bodyguards and Movog himself, armed with a jale betentacled two-handed sword. Despite pushing through the guards and nearly killing one elite, the brute falls quickly.

As the boogiemen regain control of their camp and secure the other brutes, Ploikal attempts one final gambit. He tries to put all the guards in front of the chief’s tent to sleep, but one remains awake and raises another alarm. Finally accepting defeat, he slips out through the south gate just as the boogiemen lock down the camp.

The party returns to town without further incident, their ambitious infiltration yielding neither treasure nor glory.

Session 26

The party: 

  • Ploikal, orange MU5 (TM)
  • Gorakal, orange T4 (JH)
  • Faruk, orange non-combatant
  • Zayn, orange light foot
  • Umut, brown rider
  • Deniz, Elif, and Mina, orange riders

Treasure: 

  • Ornate silver shield inset with five pearls held by beetles (3,247 SP)
  • 76 GP in coin
  • Five malachite gems (160 SP each)
  • Five primitive gold necklaces (880 SP each)
  • Machine parts (1,116 SP)

XP: 11,273

Casualties: 

Several retainers, the details lost in the fray.

  • Elif’s morale broke during a fight, and they fled.
  • One was killed by centipedes.
  • One paralyzed by centipedes and abandoned.
  • One drained of their life force by a shadow.

Report: 

The party heads to The Balok. They pass ten giant white ants but ignore them. Upon reaching The Balok, they enter their usual way. Rats guard a door to the room with cabinets—the party rewards them with food. More rats appear in the next room, receive rations, and let the party pass.

A single boogieman ambushes them in the large room with the caveman corpse and opened chest. Gorakal drops it with one arrow. The party descends to level 2. The reception area stands empty. In the next room, an indoor garden, they spot green slime just in time. They pass through an empty shrine and hear insect noises behind the door to the study.

Magic reveals angry centipedes and treasure inside. They ready a sleep spell, throw open the door, and knock out many centipedes—but one paralyzes a retainer with its poison, and another is killed. The party prevails and recovers an ornate shield before entering the first library.

Four bone crusher dogs confront them here. The party distracts them with rations, puts one to sleep, and dispatches the rest. The next library is empty. Wet noises and caveman speech emanate from the eastern door.

Inside, ten cavemen make offerings to three statues. The party strikes with surprise—some fall asleep, the rest die by the sword. They collect gold from around the statues and loot corpses in wicker caskets. Gorakal’s x-ray vision reveals nothing more.

The next room appears to be a workshop with mechanical devices. They enter as pigs arrive behind them, but the animals care only for the offerings. The party explores the study and discovers a secret door behind a tall machine. This leads to a machine room where they extract platinum parts from cabinets.

A shadow enters as they try to leave. The two remaining retainers cover the retreat—one dies as the shadow drains him dry, but Ploikal destroys it with magic. They decide they’ve had enough and flee.

Back in town, Ploikal pours resources into rebuilding the farmers’ guild hall. Two discoveries disturb him: the leader’s clear insanity and a strange hatch where the harvest goddess statue once stood.

Session 25

The party: 

  • Ploikal, orange MU5 (TM)
  • Pholgon, purple F4 (MG)
  • Dygardo, white F1 (KM)
  • Rima, Qasim, Kamila, light feet
  • Faruk, orange NC

Treasure: 

  • A sack of 100 GP
  • A sack of 231 SP
  • A silver and gold codpiece worth 963 SP
  • A pot of silver shavings worth 80 SP
  • Three sacks of minerals worth 100 SP each
  • A chest with delicate tools worth 3,000 SP
  • One potion of giant’s strength

XP: 5574.

Casualties: Two light foot soldiers, killed by cavemen.

Report:

  • They decide to head to The Balok.
  • The trip over is uneventful.
  • They enter and make their way towards the stairs down via the usual route.
  • This time around, they make sure to spike open every door they pass through.
  • In the room with the pile of cabinets they rummage around and find a few sacks of coins.
  • They hear noises from behind the next door. Ploikal uses his crystal ball and sees three black ruffians.
  • They try to bash open the door and surprise them, but they fail.
  • A brief conversation escalates into a fight. Ultimately, one bandit is captured and interrogated, but the poor sap has nothing useful to tell them and is unceremoniously murdered. The party continues its way.
  • They head downstairs and, once down, start moving east. A large herd of swine makes their way past them, indifferent to their presence.
  • In the large room with the bell and the altar, they see traces of green slime on the wolf corpses. They enter the room, and a large green slime drops from the ceiling on top of Pholgon.
  • The slime starts to dissolve Pholgon’s magic plate armor…
  • Ploikal summons an invisible servant, who, in no time at all, gets Pholgon out of his armor. Then, they head to the room with the pool and try to wash off the slime, but that doesn’t work.
  • Next, with the help of torches, they try fire, which does work. The slime is scorched away. Pholgon’s armor is severely damaged but still somewhat usable.
  • Four cavemen appear and grunt at the party to get away.
  • They offer the cavemen rations, which they accept, and sit down to eat.
  • The party continues on their way. They head north and come to a room with piles of furniture and a bookcase, which turns out to be a secret door. The room behind it is a lab of some sort. It smells of sulfur. They send the unseen servant inside to open a glass cabinet, which triggers a gas trap. Now secure, the room is looted for its valuables.
  • The party backtracks and continues east, where they find a library patrolled by a caveman and a bonecrusher dog. They are also offered some rations, which they accept and feed to the dog.
  • The party makes use of the opportunity to search the library. Ploikal is surprised by a nest of large centipedes, but Pholgon manages to stomp them all to death in no time at all.
  • Having found nothing, Ploikal frustratedly moves on further east, where there is yet another library patrolled by a caveman and dog. These, however, are a lot more hostile, and a fight breaks out. The caveman and dog in the other room almost immediately join the fray, as do the four other cavemen from further back, not much later. Two light foot soldiers are killed, but the party emerges victorious in the end.
  • After a search of the library, which turns up nothing, they inspect another archway and find a chute leading up, with a grate set inside. Dygardo climbs on Pholgon’s back to poke at the grate with his ten-foot pole. As they do this, a grey ooze emerges from around a corner, surprising them. It grabs Pholgon, once again starting to dissolve his armor. Dygardo topples from Pholgon’s neck and falls on his backside. Luckily, Pholgon manages to escape the grasp of the ooze, and the party collectively makes a run for the exit.
  • They arrive back home without further issues.

Session 24

The party: 

  • Xull, orange F3 (JW)
  • Ploikal, orange MU5 (TM)
  • Yasin, orange LF
  • Amina, jale LF

Treasure: None.

XP:  None.

Casualties: Yasin and Amina, one felled by boogiemen, the other fled into the desert wastes.

Report: 

Day 1

We begin in Batbeng, as usual. Ploikal visits Euedos, to discuss the space crab armor he had him make. Can the smith make it even more comfortable? He gives him a 200 SP downpayment to give it another shot.

He also talks to Dugalu. Why did the town scribe quit his previous adventurer’s life? Dugalu remains tight-lipped on the topic. Ploikal encourages him to continue his work on finding the exact location of that serpent man citadel.

Finally, Ploikal meditates to commune with the spirit of Cista, the green light footsoldier that resides in his head (long story). He asks her to remain calm (she’s not too impressed by that request). He also wonders how she would feel about being moved into a weapon so that she can go and kill boogiemen that way. She’s quite keen.

They decide to head to Khodang to see about getting a weapon crafted for Cista’s spirit, and to do some shopping in the bazaar while they are at it.

They travel through the Yellow Flats, to avoid the boogiemen who are ambushing folks on the road to Khodang.

Their journey is uneventful. They do see what is likely that derelict mech of the ancients off in the distance, but they choose not to investigate.

In Khodang, they visit the ziggurat of Nachatak, the god of war. There, they meet a barrel-chested priestess named Shamorival. It turns out she is willing to aid them in their quest to create a weapon for Cista. What would be needed are, of course, copious amounts of worthy sacrifices and a suitably honorable weapon to serve as a vessel. If the party can provide these things, she is willing to lead a ritual to ask Nachatak for help.

That evening, the party visits the bazaar in search of exotic companion animals. Xull fails to find his coveted spie bird and is only offered an ill-tempered hairy chicken that bleats like a goat. Ploikal does manage to find a cuttlefish-headed bat-winged bird the size of a raven that reportedly can be trained up as a wizard’s familiar. He uses his magic to get the merchant to sell it to him for 100 SP rather than 500… (The creature’s scientific name is sepiopteryx, but everyone calls them inkbats.)

They spend the night in an inn. 

Day 2

The next morning, Xull once again goes shopping and, after paying some folks for help, finds a merchant who can sell him a strusb: a dirty brown spie bird the size of a sparrow with a toothy beak. (Ploikal once again uses magic to get the price down from 500 to 100 SP.)

The party travels back to Batbeng to retrieve the visitor claw they once acquired in that crashed space boat near Zailin.

Day 3

The next morning, Xull buys a long sword while Ploikal uses his crystal ball to spy on the boogiemen who have made an ambush site on the road east. They see eleven in total on opposite sides of the road and a small camp.

They set out down the road. Ploikal makes himself invisible, sneaks up on one of the boogiemen group, and magics them all to sleep. Xull and the footmen keep their distance.

Ploikal returns to Xull to coordinate. While they strategize, they see a boogieman cross the road to talk to the other group. Panicking, Ploikal uses his psychic powers to explode that boogieman’s head. The remaining boogiemen come out of hiding, spot the party, take out their bows, and begin an orderly march in their direction.

Shots are exchanged back and forth to little effect. Ploikal’s psionics drops one more boogieman. The remainder stoically marches on. The footmen advance as well, and melee is engaged. The forces appear equally matched for quite some time. Xull takes on several boogiemen at once. Ploikal chips in with a magic missile. One of the light footmen is felled. The other’s morale breaks and flees. The remaining boogiemen try to take down Xull, but he’s too mighty and ultimately prevails.

Next, they chain up the sleeping boogiemen, tie them to their oruxes, and travel onwards to Khodang.

Arriving back in Khodang without issues along the way, they return to the ziggurat of Nachatak. A grizzly ritual follows, in which all boogiemen are slaughtered in an offering to the god of war. Ploikal is fed strong wine until he is completely out of it. Xull sprays blood all over the place and at the onlooking crowd, which has gathered to witness the spectacle. The visitor claw is placed at the foot of the massive statue of Nachatak. When the sun is at its zenith, Shamorival begins her petitioning of Nachatak…

When it is all said and done, and they all emerge from their daze as the sun sets, priests are sweeping boogieman blood and gore from the ziggurats’ steps into the streets below. The visitor claw is glowing and humming with power, and Ploikal’s head feels hung over but also remarkably empty. Cista’s spirit appears to have departed.

Day 4

The next morning, there is one more point of business to take care of. With the help of some more bribes here and there, they manage to find a capable surgeon who is willing to attach the enchanted visitor claw to Xull’s right arm. Both patient and doctor are bolstered with various magics by Ploikal. The procedure goes according to plan, and so now, Xull’s right hand has been permanently replaced by a vicious alien implement. What it is capable of exactly remains to be seen…

Session 23

The party: 

  • Xull, orange F2 (JW)
  • Ploikal, orange MU5 (TM)
  • Aylin, orange NC
  • Burak, purple rider

Treasure: 

  • 700 SP
  • 210 GP
  • Two diamonds worth 100 SP each
  • Silver and rose-quartz signet ring (1,800 SP)
  • Scroll with three spells (Lorloveim’s Creeping Shadow, The Effervescent Lights of Kwalish, The Call to the Unseen Servant)
  • Three quartz gems worth 100 SP each
  • Sapphire-studded gold nose ring (1,000 SP)
  • Platinum and amber circlet (5,000 SP)
  • Silver dagger with a toad-head pommel (2,100 SP)
  • Potion of Heroism

XP: 13,200

Casualties: Aylin and Burak, trampled by a herd of dolm titanotheres.

Report: 

  • Xull, orange F2 (JW), and Ploikal, orange MU5 (TM), hire Aylin (orange NC) and Burak (purple rider) once again. They set out for The Balok along the usual route through the Mirror Hills.
  • Not far from Batbeng in the hills, they are surprised by a herd of 12 Titanotheres and fail to escape before they are upon them. Only Xull makes it out alive. Aylin and Burak are instantly killed. Ploikal only just evades death.
  • Shook, they return to town and spend the next five days resting and healing.
  • Ploikal uses Suggestion to get Dugalu to look into serpent man magic.
  • They try for the Balok again, and this time arrive after an uneventful journey.
  • They quickly pass through the lobby, wardrobe, reception area, and a second lobby to arrive at the stairs down to level 2.
  • In the small reception area at the foot of the stairs, they head down the long hallway heading south, then through a storage area that they ransacked previously. They continue east through another door, a short hallway, and a locked door.
  • The locked door is forced with help from a grappling hook. Here, they enter a large reception area with stairs they know lead down to level 3.
  • They open a door north and see what must have been an indoor garden once. Treetrunks, branches, and leaves cover the floor in knee-high heaps. Underneath, things appear to be moving.
  • Ploikal uses telekinesis to lift up leaves, revealing corpses and several large centipedes. The centipedes are easily dealt with by levitating them, too, and having Xull chop them to bits.
  • They search the adventurers’ corpses and find a bunch of treasure. Coins, gems, jewels. Also, a scroll with several spells of the Ancients on it.
  • They head further east through a corridor, which turns south at its end. The door here opens onto a circular room with stairs heading up.
  • They head up the stairs and arrive in a small room which must be on level 1. From behind a door, they hear boogiemen speak. Ploikal uses clairvoyance to look behind the door and sees the late gremlin king Zaiden’s throne room now occupied by six boogiemen.
  • They consider engaging the boogiemen for a moment but decide otherwise and head back down to level 2.
  • They head south, see a long hallway, head east, and a door south. The door opens onto what must have been a dorm. A few beds appear to be occupied by shapes under sheets.
  • From the corridor, a large group of centipedes approaches. They turn out to be attracted by the torchlight. Ploikal uses telekinesis to put a torch far back into the corridor. The centipedes leave them alone.
  • They use telekinesis to lift up one of the sheets. A shadowy humanoid figure gets up from the bed and approaches, hissing. Xull fires his laser crossbow, and Ploikal uses a mental blast. The shadow is defeated.
  • Two more shadows have gotten up in the meantime. Xull and Ploikal decide to flee. The shadows do not pursue.
  • They return, hoping to surprise the shadows, but this backfires. The shadows get up again from their beds, and this time, when the couple runs away, the shadows give chase.
  • They run until they reach the garden and make a stand. Xull blocks the shadows from attacking Ploikal, who manages to destroy both with magic missiles.
  • They head back to the dorm and search it but find nothing.
  • They head through a door west and enter a large dining hall. Several pigs are snoring away in a pile of debris. Several adventurers’ corpses are scattered about, too.
  • They cast Sleep on the sleeping pigs just to be sure. They begin searching the bodies and recover many treasures. Coin, gems, jewelry, a silver dagger, and a potion from a drinks cabinet.
  • One of the corpses explodes with a pile of centipedes. Luckily, they ignore the heroes.
  • Here, they choose to leave and make it back to town without further trouble.

Session 22

The party: 

  • Ploikal, orange MU4 (TM)
  • Gorakal, orange T4 (JH)
  • Pholgon, purple F3 (MG)
  • Burak, purple rider & Nisa, orange rider
  • Aylin, orange non-combatant

Treasure: 

  • 278 & 422 SP
  • 3 gems worth 90 SP each
  • 8 gems worth 100 SP each

XP: 5,190

Casualties:

  • Nisa (or Burak?), eaten by zombies

Report: 

  • The party resupplies, hires some retainers, and heads for the Balok.
  • It takes them one and a half days to make their way there. The trip is uneventful.
  • Upon arrival around noon on day 2, Ploikal uses his crystal ball to scry into the lobby but sees nothing suspicious.
  • Gorakal scouts ahead, and the rest follow when the coast appears clear.
  • They quickly make their way to the stairs down to level 2.
  • In the large room with the neanderthal corpse, they kill a couple of giant rats and pull some coins and gems from the nest they were building.
  • Ploikal pulls on the magic boots they recently found, experiments, and discovers they allow him to move very, very fast without breaking a sweat at all.
  • They head down to level 2. In the first room, they see furniture has been piled up and decide to investigate while one person keeps watch at the door leading east.
  • They find some more coins and gems in the debris.
  • At the same time, a trio of albino neanderthal enter through the south doorway.
  • After a brief standoff where both sides try and fail to communicate, Ploikal magics two to sleep, and the third one is handily murdered by Pholgon and the two riders.
  • The remaining two a mercilessly killed in their sleep, and the three bodies are piled up to blockade the south doorway.
  • They head east, then south, and find themselves in a room with boars foraging among debris.
  • The pigs ignore them, and the party ignores the pigs.
  • They head east again and cross the room with the shallow pool, continuing east.
  • The next room is large, mostly empty, but with stairs leading down.
  • From down below, they can hear ominous shuffling sounds.
  • They gingerly head down.
  • The room they enter is large and filled with nine zombies. A large window in the north wall provides a view of a massive maelstrom of churning energy. Large statues of misshapen human guardians flank archways leading west, east, and south.
  • The zombies attack. Gorakal is nearly eaten, but Ploikal downs a potion of undead mastery and turns four zombies against the rest.
  • Still, defeating the remainder takes some doing. One of the riders is killed. Morale holds, luckily, and finally, the undead are defeated.
  • The expedition nears its end, but the party cannot resist inspecting one more room.
  • They peer into a large space to the east with another window opening onto the maelstrom. Latticed stonework domes holding statues are spread throughout. Most disturbingly, sighing and wheezing corpses dressed in tattered monk-like robes move throughout the space, occasionally stopping at a dome to perform some kind of ritual or ceremony.
  • The party sends the zombies into the room to attack the undead monks. They are destroyed without much trouble by those monks.
  • Concerned and disturbed, the party exits the dungeon and heads back home without any trouble.
  • They arrive back in Batbeng around noon on day 4.
  • To celebrate another successful expedition, Ploikal, Pholgon, and Gorakal go on a tremendous bender, paying for their excesses with a variety of unliquidated treasure, including silver goggles, golden star maps, a silver torque, a golden medallion, and surgical tools.

Session 21

The party: 

  • Kaplull, white T2 (HB)
  • Gita, orange heavy foot (HB)
  • Xull, orange F2 (JW)
  • Gorakal, orange T4 (JH)

Treasure: 

  • Figurine worth 835 SP
  • Bright blue-and-red boots with lightning patterns (magic?)

XP: 835

Casualties: Kaplull, dogpiled by bonecrushers; Gita, backstabbed by boogiemen.

Report: 

Day 1

  • In town, the party hires heavy footperson Gita, buys a longbow and some provisions, pulls some potions from storage, and sets out for The Balok.
  • In the Mirror Hills south of Mount Hunger, Gorakal, who is scouting ahead, is suddenly stopped by laser fire scorching a line in the sand just in front of his feet.
  • A giant chrome robot shaped like a cross between a man and a kangaroo appears right before him the next moment.
  • The robot’s name turns out to be Sterling. He wants the party to leave the area, which he is securing for the imminent arrival of the Visitors.
  • The party about-faces and retreats out of the robot’s sight. They decide to cross the Perfume River in the southwestern direction. Once the crossing is made, they make camp.

Day 2

  • The next day, they search for and find an alternative trail up Mount Hunger and arrive at the Balok around noon.
  • They enter and make their way to the stairs to the second level. Along the way, they find a quartz figurine of a bat-winged beetle in a previously emptied but closed-again chest.
  • In the room with the stairs down to level 2, they disable the improvised alarm made from string and cutlery.
  • From the darkness down the stairs, they hear sounds of growling and yelping and pulling on a mechanism.
  • Kaplull volunteers to sneak down and see what’s up.
  • He ascertains the presence of eleven bonecrushers, fighting over the previously-triggered bone tomahawk trap.
  • The next moment, the dogs fall silent. They must have spotted the thief.
  • Kaplull runs back up the stairs, the dogs on his heels. The animals are faster than he is, and several jump on his back while he stumbles back into the upstairs room where the remainder of the party is.
  • Kaplull is killed by the bonecrusher dogpile.
  • Xull downs a potion of heroism.
  • Gorakal starts firing into the pack of bonecrushers, which has slammed up against the fighters.
  • Xull, made insanely strong by the potion, wades into the pack, killing dogs left and right.
  • Not much later, the fight ends, with every last bonecrusher slain.
  • The remainder of the party briefly pay their respects to their fallen comrade and then proceed to unceremoniously ransack the corpse for potentially helpful and valuable items.
  • They return down the stairs and arrive in the room with a bone tomahawk trap.
  • They head east and find themselves in a wilted garden overgrown by fungi, a curious globe of steel latticework suspended from the ceiling.
  • They continue east and enter a space that must have been a shrine once. There are benches, a plain altar, a massive metal bell, and, most notably, two dire wolves on chains fixed to the floor in the middle of the room.
  • Gita tries to ring the bell by throwing pebbles at it but fails.
  • They return upstairs and drag Kaplull’s still-warm corpse to the shrine room.
  • They literally throw their fallen comrade to the wolves.
  • The beasts begin to tear at the body with gusto.
  • The party uses the distraction, sneaks up on the animals, and slays them after a brief but tough fight.
  • They head south and discover a large shallow pond. They spot a pair of colorful boots in the middle of it, which they fish out with the help of a ten-foot pole.
  • The boots are red and blue with lightning-like patterns across them.
  • The party decides it is time to head back.
  • They make their way back up to level 1, but in the room with the chest, they are surprised by a pair of boogiemen.
  • Gita is killed.
  • Xull, still super powerful thanks to the potion, makes short work of the two.
  • The rest of the trip back to town is uneventful. (They arrive on day 3.)