carry the 1…

Once the way out has been established, it is back to investigating dark corridors and apparent dead ends. One such trek leads to a room with a secret door that leads to a secret room with another secret door and a deadly trap. The secret door from the first secret room leads to a second secret room with a second secret door and a a second deadly trap. The third room is different in that there are no secret door s and no deadly traps, but there is a large chute that evokes ideas of corpse disposal.
Ropes are deployed and the lad is lowered into the sloping chute. He reports an intense smell o rotting flesh and gags vigorously. The mage seconds both the smell and the vomit reflex. The cleric asks for divine aid and is encouraged to be as a mouse in the presence of a cat by a rather cryptic minion of his deity.
It appears that the chute terminates in a large room that is stacked with rotting corpses. Further investigation reveals a staircase up and a door out. Being mindful of the need for silence. the group creeps about and investigates the area in gaseous form. The stairs up enter into a room stocked with armored trolls (pass!) and the door opens into a guardroom of sorts, stocked with warrior priests of Orcus.
A bit of circumnavigating by means gaseous brings the group to a hitherto undiscovered secret door with a landing and a pair of winches. Descent brings the adventurers into a prison of sorts. They encounter the Orcus priests again and slay them, then set about investigating the cell occupants.
Slaying those that need to be slain and freeing the rest gives them a rather large group with which to contend. They distribute swords and armor as they can and enlist the help of the more capable prisoners – which include a high level mage and a paladin – to bring up the rear as they lead the group to safety.
They depart from the prison and retrace a long and torturous path to return to the surface, pausing only to slay a few bandits that try to waylay them and blowing up a few hapless wights that cross the party’s path.
The group is shepherded back to the village that they call home base and then there is an earnest discussion of what to do with the captives. Finally it is decided that the party will make every effort to return these hapless folk to safety and so it is. They depart in the dead of winter and sail across the large inland sea.
First stop is the dwarven clan of the Ironhammers, situated at the southern shore of the inland sea. A feast is held and gifts are given. Next, the group makes its way to the Monastery of the Yellow Rose to return Socrates to his brethren. More speeches, more feasting.
Then, a visit to Baytown where they return Zildjin the apprentice to the care of Mulgar the Magnificent. As it turns out, Mulgar has finished enchanting the blade the party left behind some years ago. The group parties, then hires a wagon to transport them to the temple of Torm. There they divvy treasure, tithe to the church, rest and relax and plot for the next avenue of exploration.
Thanks to their selfless nature, they have gained the services of Sir Lousewart Kinglsy – Paladin of Tyr, should they wish to return to the undergoround complex. The rest of the rescuees pledge a reward should the group ever come to visit them.
As it stands, the group has the goodwill of the following folk:
Alehorn and Platter (dwarves) of the Ironhammer Clan – to the north of the Rawlingswood.
Thriss, an elven fighter from the northwestern areas of The Vast.
Dryraught, a gnome illusionist from Heliogabalus, in Damara.
Gabriel, a sun priest/druid from near Heliogabalus in Damara.
Zildjin, a human mage pledged to the service of Mulgar near Baytown.
Barthum Cobb, a half-orc barbarian from the cold reaches of Vaasa.
Silas Barnes, a diamond exporter from Elmwood, near the Moonsea.
Elgar, a human wizard from Telflamme, in Thesk.
Craven, a human rogue from all over.
Sir Kingsly, a human paladin from the church of Tyr, formerly from Ilmwatch in Impiltur. SIr Kingsly plans on returning with the group to help smite evil.

After the prisoners are freed and the group has returned to the temple complex of Torm, the accounting begins. Bags and sacks and satchels and backpacks and chests and boxes are emptied and the contents are cataloged. The church takes their share and restores all the lost intelligence suffered by various party members. Thus restored, the group plans on returning to the north, this time aided by the mage’s newly acquired spell of teleportation.

Leave a reply

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>