Morcus calling Orcus…

Pressing onward, the group explores a series of rooms and corridors, the first of which is packed with zombies, which the cleric happily reduces to dust. The idea that the Rotting Man oversees a vast complex of tombs is floated amidst exploration and an attack by a dam. Damn the dam! The elf is nearly crushed but the group manages an escape.
An evil altar is found as is a series of coffins and sarcophagi – giving credence to the earlier opinion. The occupants are returned to an inert state and the contents are seized before further exploration is undertaken.
After being sealed in an area by a portcullis, they find a room resembling a lake of fire, interspersed with hanging chains...

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Grudgery and Drudgery

The dismayed explorers fall back to more familiar ground, then cast about for some new avenues of exploration. They wander far and near, and then far again. They go up and down and up and down again. They retrace old footsteps and fight a group of ogres and steal all their stuff. Still, even with the murder and robbery, the group feels a bit down. What to do – where to go – and wheredefakawi?
They fight and kill some extradimensional fungi, investigate long hallways that go elsewhere, kill a couple of zombie horses. They identify items, climb ropes and pass time (and gas). They find statues and pools of black water. There are doors and iron skeletons and all manner of whacky stuff.
In the end, it is either press onward or go home. No one wants to go home…

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trolling, trolling, trolling by the river

After pursuing the fleeing tigerman into a stocked larder festooned with hanging bodies the group chats with a deceased elf (via the cleric’s speak with dead ring). Turns out that he is just one of a string of adventurers that have come to he area seeking wealth. A bit of looting and a bit of scooting and the group resumes the trek through the caverns.
Eventually they enter a large cavern with a river running through it. In the midst of the river there is an island of sorts and stepping stones lead across the river. As they explore the riverside, they are attacked by a troll that surfaces from the river. The cleric is savaged and tossed into the depths to drown, while a second troll attacks the mage from the rear, cloaked in invisibility...

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Na na na na na na na rakshasa!

After spending some time with the oracle, the party deduces that the Rotting Man is local, so they set about exploring. They uncover a shrine that houses some undead and a crucified and flayed giant. Defeating them, the party finds the protected tomb of an elf warrior maiden. The group puzzles over this for a while, then resumes exploring the area.
Eventually they enter a series of rooms festooned with implements of torture, and in the next room they surprise some orcs torturing a human chained to a pair of planks. As the group enters, a demon suddenly appears and attacks the cleric. The party rallies as the orcs transform into jackal headed warriors and attack.
As the battle rages, the mage pummles the demon with spells as the rest of the party battles the warriors...

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The Oracle of Ohmahgawd

Wandering around the cavern some more, the group finds a hidden staircase that winds into the base of a huge stalagmite, and where the stair ends – a cleverly hidden secret door, The door is opened to reveal a room lined in lead and inscribed with symbols – one of which turns the lad insane.
After the insanity is cured, the group resumes investigation and finds a marble sarcophagus, inscribed with runes and sealed with lead. The coffin is opened and the ensuing blast of fire nearly kills one of the party – but they are saved in the nick of time. Inside the coffin is the well preserved body of a mage – perhaps – encased in a shimmering blue field of energy. Malchor opines that it could be a stasis field – and after several unsuccessful attempts to loot the body, the group retreats.
They des...

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