While in the city of the invincible overlord (desert city) Skilver hears rumors of inquiries being made regarding him. Following up on the lead Skilver, Raineer and Thud head off to meet with the mysterious contact. When they arrive they are told by a guard to come back after sunset. They decide to go to the church of Belial. It seems as though Skilver has convinced Thud to convert to the Belial religion. Thud converts and has his tongue split in the center in accordance with the traditional Belial initiation. Skilver also receives the tongue splitting as it was overlooked at his first initiation. They are reminded that the iron fist is best wrapped in a velvet glove. Thud must also contribute to the church 10% of his income for the next ten years.
The three depart the temple and travel b...
After killing the animated door the group proceeds down a long stone hallway. Suddenly another group appears at the opposite end. It seems as though they were teleported to this location. The EFK has complete surprise. Raineer, Max and Skilver unleash a volley of lightning bolt spells. A few more magic missiles leaves all dead, except one. He is questioned and then released of his mortal binds. Left in the wreckage the party finds: 3 rings, 1 belt, 1 cloak, 1 helm, 1 long sword and 1 shield all radiating some sort of magic.
Half way down the hall the group turns left into a side passage. Down another hallway brings the group to a room that contains a skeleton statue sitting on a stone throne...
The next day (or so it would seem) brings the usual prayer, study and cold gruel.
Then the group sets off with Skilver’s skeletons in the lead. Awhile down the hall brings the party to a large door with no handle. Raineer steps to the front and casts the spell of knock. (The spell fails) Thud places his ear to the door and hears a deep snoring beyond…. Just in front of the door is a faint wheel. When the knock is attempted on the door the wheel spins brighter. Orthan uses his wand of negation and the wheel spins even brighter. The door remains locked. Orthan drinks a potion of gaseous form and slips beneath the door. When the potion wears off he unbars the door and allows the group to enter.
In the room there are twelve sleeping dwarves...
Thud leads the way into the smooth stone tunnel, then up some stairs and down a hallway. At the far end the group can see a dwarf strapped to a spinning wheel. Liquefied silver is dripping over him on each turn. The group decides to take a stairway up and to the left. Skilver casts a detect traps and begins to ascend the staircase. During the 200-step journey he discovers several trapped stairs. Orthan uses flour to mark each trap. The top of the stairs intersects the corner of a hallway. The group travels through several passages and discovers a closed door. Thud peeks in to see a group of orcs stacking bodies on stone slabs. As the orc’s leave the room Orthan follows invisibly. The orcs return to a stronghold area similar to the one found days before and many levels below.
The party tra...
The group camps near the river while Greenleaf scouts the vast cavern as a crow. Just down the river there is an island inhabited by the dark elves (drow) and other nasty evil creatures. The group decides to follow the underground river upstream. Raineer polymorphs into a giant sea turtle and allows Thud to ride on his back. Max turns into an eagle and Orthan rides his carpet with Greenleaf in his pocket as a snake.
The party travels upstream for about an hour before entering a small tunnel of the main river. The passage leads to a maze of narrow underground tunnels. Making there way through the dark the group is surprised by creatures that have three legs and camouflage themselves like the cavern walls. They are very strong and agile. Orthan is killed with one blow...









