While waiting for the group to re-supply, a few of us decide to search out new spells for mage and elf alike. Malcolm, Galiad, Horus, and Thibault set out for some ruins several hours north of the caves. (Hex1506)
We find rotted ruins atop a foundation of stone. Any wood, thatch, or shingle is gone, long rotted. In one area of the ruins, a staircase leads down to a room where small round holes in the wall are believed to have had shackles. Such are the rumors of other who have been to this site before. The far end of the room looks to be a likely place for a concealed door, but after much searching we can uncover nothing. Frustrated, we begin a detailed of the shackle holes. One hole near the end reveals a wooden plug deep inside, to far for a finger to touch. Pressing in with a crossbow bolt releases a catch and a stone door, adjacent to the wall of holes slides open. A dark corridor opens up with a pit at the end; a ladder drops down 40'
<u>A Room with a Goo</u>
A square room roughly 30' x 30'. The ladder up is in the middle of the north wall. There are two doors, the middle of the south wall and the middle of the west wall. Horus carefully plots a clockwise check of traps starting with the ladder and stopping just before the west wall. Satisfied that there are no traps, Thibault decides to listen at the western door. The floor gives way and he disappears into a pit. Quickly, the rest of the party crowd around and look down into the darkness. He seems to be floating halfway down a 10' pit, as iff falling is slow motion. While the others try and figure out what is going on, Horus scoots up the ladder to retrieve the rope. Meanwhile, Malcolm and Galiad try and discern what is going on. Crossbow bolts are fired with the same effect as Thibault, floating before hitting the floor below. Malcolm tries to reach him using a staff but meets resistance and finds the staff is just a bit too short.
Although Malcolm and Galiad hear nothing, they see that Thibault seems to be struggling and in pain. Malcolm lowers Galiad on the end of the staff to grab Thibault. Finally, they are able to reach him and bring him out of the pit. They call for Horus who returns quickly and heals Thibault, who is unto death.
A moment later, from the pit emerges a glistening cube of shaped goo with pearly colors playing through it. It seems to be seeking out Thibault for his tastiness, for all know that wizards stay crunchy in milk. Thibault crumples again while Malcolm destroys the thing. After the creature melts away, we look into the pit and find, a sword with gemmed hilt (chosen by Malcom), a dagger-normal, a shield, and 20 gp.
After some hasty healing of Thibault, we take the south door. There is a short hall and then a T-intersection running East and West. To the West we find a door. To the East we turn a corner, find a longer hall that dead ends. A door is on the West wall. We explore the door to the West first. Inside we find a large rectangular room, running 50 feet E-W and 25' N-S. We arrive in the middle of the east wall. In the middle is a giant magical fire brazier spanning most of the width of the room. It generates heat and light, but no smoke. On four sides of the brazier are large statues of demonic snakes. As we barely pause to think of the value of such magic we notice that there are two fiery elemental demons with blazing axes that come out swinging. They are soon joined by three goblins that came running down the hall behind us. After a challenging battle, the demons evaporate and the sole remaining goblin flees. Rather than check out the room, we decide to pursue the goblin. We find 23gp, a gem-50gp, ring-100gp
<u>Insane Goblin Guard Post</u>
The goblin has fled down the East corridor and turns South. After a moment we light out after him. The door on the West wall on the South corridor is closed. We are constrained by the narrow hall so not all of us can enter at once. Horus flings open the door and is fired upon by 4 goblins with bows. Two more race up and attack him with swords. A fierce battle ensues but we are victorious and keep two goblins prisoner. We attempt to charm and speak with these creatures, but they speak only nonsense with grunts, as if their minds are not their own. Not wishing to leave them behind, we slay them, lest they wreak more evil.
By this point we are spent and return to the caves to rest and wait for our comrades.