The party decides to avoid backtracking and just starts moving in a direction until there are no more options. They find a live orc, hiding in a storage closet, but his life is snuffed out in the time it takes Digin to swing an axe. Forward motion brings them into a new area, characterized by brightly lit rooms, devoid of shadows. There are secret doors and traps a-plenty and at one point they find themselves in a room they entered earlier, but from a different direction. Bayga starts to hallucinate a bit and starts some conspiracy minded talk about being trapped in Undrowmountain and the rest of the group has to drag him back into the current crisis. There is an extended battle with scorpions, spiders and bloodthirsty beetles, but the group is victorious...
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The next few days pass in a bit of a blur. Every waking hour is a variant on the following script:
- Investigate corridor.
- Look for secret doors.
- Check visible doors for traps.
- No traps detected.
- Fingers opens the door.
- Save against lightning!
Between opening trapped doors, there are plenty of regular doors and a huge supply of stirges and hellish looking rats. There are rooms with sigils carved into bronze plates and rooms with interesting pillars. Barracks, guard posts, workshops and smithies are discovered. There is a brief foray into an area that seems to be staffed by trap-making bugbears, but the group reverses direction. The halls are well constructed, surpassing even the abilities of the dwarves, though Digin is loath to admit as much...
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