Spoiler alert! Someone dies!

We left off last week with finding a dwarf dangling from the ceiling, with a not-so-happy outlook on how to get him down. Surprisingly, it’s a lot easier than we expected. We get down to the gallery, and when nothing comes around, Haltz and I hoist Carric onto our shoulders, where he can reach the manacles of the dwarf. He begins working on them, with Ronin keeping watch, but then – We hear buzzing! It’s a whole swarm of those flying demon things with bows.

Two pop up from one shaft and fire at us, while three pop up from the other and do the same. Haltz is hit twice, Ronin and Carric are hit once, and my armor deflects another arrow. At about the same instant, Carric jumps onto the dwarf’s back, which frees Haltz to throw his last dart, although he misses his target. A fraction of a second later I cast Fog Cloud, concealing Haltz, Carric, and I from the creatures’ bows.

Ronin wastes no time, running across the room and making a flying punch into one of the creatures. His fist lands, crushing the creature, and then Ronin faces another problem – The demons were above a shaft, that was backed against a wall. This, however, turns out to not be a problem at all, as Ronin easily bounces off the wall and to the side of the shaft.

Haltz and I both move to the edge of the fog cloud while Carric works on unlocking the manacles. Out of darts, Haltz pulls the arrows from himself and begins throwing them, while I sling a Ray of Frost. We’re greeted by some more arrows, hitting both Ronin and Haltz, but they are too small to do significant damage.

Carric feels something poking him in the side as he manages to undo one of the manacles, which leads to him and the dwarf hanging from one of the dwarf’s arms.

I move to assist Ronin, who is still fighting his two creatures. My glaive is much more effective than my spell, and I cleave one of the creatures in half. Ronin, not to be outdone, kicks one creature hard enough to completely shatter it, and punches the other one to the same results. The last creature vanishes, so I drop the Fog spell, giving Carric more visibility to pick the final lock on the manacle. He also sees another one of the creatures coming out of the dwarf, who has now woken up and is shouting because there is a person on top of him and he is in great pain.

I cast Sleep, putting the dwarf, the creature, and Haltz to sleep. Thankfully, Carric is an elf and immune to such effects, so he dispatches the creature as Ronin wakes Haltz. I assist with Carric, who proceeds to pull out the hooks holding the Dwarf’s chest-portal open. This wakes the dwarf, but he is remarkably lucid, and after we explain what we’re doing he stops fighting us.

Once the pillar heals him to the point where he’s not dieing, he tells us who he is – Demiphus, the Captain of the Guard. He came in after losing a few villagers, and recounts the tale of losing a few people to the natural hazards before he was captured.

At the same time, Haltz and Ronin explore the two galleries below us, with my owl following them. One of them is a rubble-filled semi-collapsed, with a shaft that leads into the water table. The other, I lose my owl to a frog-man with a sling. It is obvious which one we need to go down, so we take a short rest. I regain some of my spell capabilities, and we give Demiphus directions to where Stacia is staying, after giving him what first aid we could.

We decide to all drop into the next gallery at the same time, which is a good thing. There are four frogmen, and also one of the ape creatures – Standing next to another pillar, this one with a small boy attached to it. The ape charges Haltz, a frogman charges Ronin, and one charges me, while the other two stand back with slings. Carric and Haltz are hit with the slings, and Ronin is hit with the creature’s spear, although he dodges its angry-looking bite. I cast Shield, blocking my attacker’s hits, but Haltz is slammed by the ape creature and falls unconscious.

Carric shoots one of the creatures, significantly harming it but not killing it, and Ronin hits the creature attacking him, also doing significant damage but not killing it. Seeing a large threat, I attack the ape creature, managing to kill it with my glaive.

One of the slingers manages to knock Carric out, leaving Ronin and myself to deal with the four frog creatures. We both fail to do anything with our attacks, but the creatures hit both of us with their spears, and Ronin is hit with a sling. Angry, he retaliates by killing both of the creatures next to us.

I move forward to the slingers, engaging them so they can’t simply pelt us at range. Ronin tries to help Carric as I attack one of the creatures, and while I hit, Carric is still bleeding out – And there is also the pressing matter of the two frogs. They both attack me, one doing heavy damage to me.

I fall back, moving away from Carric and Ronin, trying to buy some time as they, hopefully, go after me. One stays in combat with Ronin as the other comes over to me. Ronin manages to beat the third frog creature to death, but my adversary manages to get in a good hit, dropping me as well.

At this time, Carric miraculously wakes up, just in time to see two things – One, another ape creature attempting to pull itself from the young boy’s chest portal, and two – Ronin being dropped by the last frog creature. It notices him and moves towards him.

Carric’s first bow shot misses, but his second one lands, killing the frog. He easily dispatches the ape creature, then tends as much as he can to Ronin and I. Haltz is, unfortunately, beyond any help that we can provide.

While Ronin and I wake up, Carric tends to the boy, removing the hooks from him and removing the manacles as well. He consoles the boy, telling him we are going home “Soon.”

I wake up a little before Ronin does, resting for a little before re-summoning my owl. Ronin rests, helping Carric with the boy. Once my owl is re-summoned I send him down to the gallery below us, finding that it is empty – And the only shaft leading from it leads into water. We pause to make a cairn for Haltz, honoring our brave friend.

We carry the boy, whose name is Balric, to where Stacia and the now-clothed Demiphus are waiting. We decide that, as all of us are rather rough for wear, we should wait and take a long rest before returning to the surface. I spend that time using Mending on the plate armor we had to beat up beforehand, turning it into a useful set of equipment.

When we head up, I form a plan – Make a sling from the rubble and other items we have. Send two people up, and pull the others up. I go up first, and double check outside the entrance – There are several guards outside, who are overjoyed to see us – And to hear of the survivors. With their help, it is easy to pull up everyone, and we make our way first to their base camp and then into town.

We decide that, as Haltz had pledged his portion of the gold we found to Stacia, we would honor that. Ronin split his money between an orphanage he had pledged to help, and helping Balric and his family. I match his support of Balric, bringing it up equal to what Stacia recieved, and offer some to Demiphus – Who, being a humble man, refuses. We inform the guard of all the exits we found, and they are glad to hear of them – And send some parties out to find their other ends.

We still have to travel back to Parminium to report to the Obsidian Vault that our job is complete, and to collect our payment. But for now, we rest in town, enjoying not being in a mine.

As we are in the town, among my inspection of the dead demonologist’s spellbook, I find it has a false back – And inside is a purple gem. Detect Magic fails to produce any useful results, almost as if it doesn’t exist, and my jeweler’s knowledge tells me two things. One: This gem is one that, even in my extensive work, I have never seen. And two: The way it is cut is impossible. It is a puzzle that I definitely intend to work out.

As my brother has been relating, I’ve taken my party down into a silver mine outside the town of Metarius, just east of the City of Parminium, in western Killbar. This means nothing to most of you, but thats alright. Today I’m not going on about my world, but about how I went about building a dungeon. I want to talk about Parminium, Killbar, ect, but I have to wait until each of those parts pan out and are explained to the players before I get really into it.

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Contents
  1. Xerxis 2

MakeadaLast week I mentioned that I’d try to break down the games I had in an ultimately non-battle report format, but I forgot that I’d need to write that on New Years Eve, So that one kinda never happened, but I still want to go over the lists and what I think could be done to maybe have had a better experience/game.

Xerxis 2

This was a caster I’d wanted to try for a long time with a list that I had, admittedly, thrown together at the last minute. I wanted to put the Mammoth on the table and with a +2 move from Mobility and the ability to assault, I figured being able to drop pie plates on the enemy from 33+ inches away was going to be something fun to do. The Praetorians were there to be bodies, at 6 points + UA, and to take advantage of Ignite. Whats better than +2 to melee damage rolls? +2 to two melee damage rolls! The Venator Slingers were there to get in the way of anything that wanted to try and make it to the mammoth swiftly. They’d have to waste attacks chewing through all 10 bodies, and it probably wouldn’t be easy. They also provide a wealth of souls to the Soulwarden, who would love to be able to boost a nice, juicy shoot at a ‘Caster or ‘Beast who wandered to close. The Krea was bonded to Xerxis to keep him from getting shot to death, which probably worked. Zaadesh had the Raider on him to make sure I could drop snipe on the Mammoth every turn without too much worry, even if the paingivers went down. The Tyrant Commander was there to give Pathfinder and press forward when needed, though it never really came up, and the beast support of the Soulwarden and the Mortithurge were there to make the Mammoth really worth while.

Sadly, I learned that Pre-deoployment means that you’re juicy targets are off to the wrong side of the board to get assaulted. Instead, you end up with something that is going to get you killed deployed opposite the giant beast. Same goes for the Praetorians, who ended up facing a pile of Nyss hunters that just shot their faces off. Both of those could have been mitigated with better play and/or deployment. I’m always worried that the Gargantuan/Colossals will be taken out of the game by bad deployment, and almost always send them front and center. Instead, I should probably lean them a bit to one side or the other and try to draw out, either by weakness too, or strength against, an element of the army. I made a few bonehead moves, but otherwise played a solid game. I was in it almost to the end, even though I had to worry about Butcher 3 coming in and slaying the Mammoth. Positioning Xerxis was key to that.

I tried to take a page from the Father Lucant Method, where you offer up your Gargantuan/Colossal to the opposing Caster/Big Meaty Thing and hope they take the bait, while leaving your caster in range to counter into whatever it is they brought. With Xerxis and the Krea being MAT 10 (12 on the Charge) or a possible Knockdown attack, its extremely likely that your opponent does not live.
with 5 fury, you’ve Upkept Ignite for 1, and are sitting on 4. with mobility and speed 7, you threat a hot 9.5″ with your mount attack, and your sitting on only 2 fury afterward. Mount attacks are unboostable, so you’ve got, with the Krea, a MAT 10 knockdown attack at pow 16 (3 damage to a ARM 20 caster), and afterwards a pow 17 (4 damage (7)) and a pow 14 (1 damage (8)) followed up with two more pow 17 (8 more damage, (16)). That kills a lot of casters, and gets better the less they are camping (5 more damage per point of armor less than 20)

Now, Charging non-mobility is probably the best option. Its a threat range of 12″ with MAT 10 (12 on the charge) but won’t be able to knock down, and certain casters can give us a worry here.no mobility gives us 4 fury and 2 initial attacks, Pow 17/14. on the charge we’re getting up to pow 19, which can really swing the math, and boosted Damage. so, here we go, ARM 20 caster – charge attack does 10 (10), Second Initial does 1. (11) Four follow up attacks do 4 damage each, popping 12 into him (23). Boosting to hit on the charge attack, just for good measure, to ensure that up-front wack, still downs most Casters, at 19 damage. With a 4.75″ base and a 2″ reach (if you sacrifice the Mammoth) that eats 6.75″ of your threat up. Xerxis, then, needs to be 5.25″ or less behind the Mammoth, which isn’t hard to measure. That’s the Magic number I have to worry about, then, and unless I am playing someone with TK, Stryker 2 or the Butcher 3, I feel pretty safe there as reprisal.

This list is something I think has some solid potential, and I love having two huge bases on the board. Its got the guts to punch through armor, the pathfinder to worry little about terrain, and the AOE solution to High Def, if it comes to that. I do think that there are some tweaks to be made, though. Zaadesh doesn’t really do a whole lot, and without him, I can afford to upgrade the Slingers to something less worthless. I can easily pop the Raider on Xerxis and have him follow around the Mammoth, dropping snipe on him every turn with the handlers around to cool him off. The Tyrant Commander is a fairly solid piece, but If I am going to go with the “all bodies in front of the Mammoth/Xerxis 2 theory, I might as well just pony up for either the Gatorman Witchdoctor to help jam, or just downgrade to Saxon Orrik. The Preatorians, with sidestep, don’t seem nearly as greedy for the +2” move as other, more reachy troops do.

My next incarnation, I do believe, will look like this:

 

Xerxis, Fury of Halaak+5
-Mammoth20
-Krea (Bonded)4
Gatorman Wichdoctor3
-Raider5
Praetorian Swordsmen (10)6
-Praetorian Officer and Standard2
Nihiltors (10)8
Mortitheurge Willbreaker2
Extoller Soulwarden2
Paingiver Beast Handlers(4)2
Swamp Gobbers1
55

Nihlitors and Swordsmen will both be tough, increasing the odds of keeping bodies between my valuable models and my enemy. Shooting Xerxis is already tough, so I am bringing along some +1, and giving him, and maybe the Gatorman/soulward/Mortitheurge, concealment.

I am really, really considering the Keltarii in place of one of those other units, but I want to move forward in a little bit of baby steps first. I’ll be getting about a dozen Xerxis 2 games in before I plow on over to a new caster, so we will see how it works out.

Adremach, Accursed of Defense

Other Titles: The Iron Duke, The Bastards Son, Blackheart, Ironfist

Alignment:  LE

Weapon: mace and Shield (Censure and Bulwark)

Major Domains: Cold, Defense, Iron

Minor Domains:  Callousness, Fortifications, Grim Resolve

Totem Animal: Bison: The Bison is enduring, durable and strong. It weathers the cold and stands its ground. As such, it is the perfect animal for the defense-minded Adremach

Holy Symbol: A lone, steel gray tower on a field of black. The Steel Tower is a representation of Adremaches fortress on the Iron Marches as well as the concept of Individual defense.

Favored Appearances:  Adremach is an Accursed who either locks himself away in his tower or who is campaigning in the Godswar. As such, he visits the prime little and individuals less. He has thus developed almost no real disguises, and when walking the prime he appears nearly identical to that of his Iron Marches form. He is large, bulky and imposing, well over 6′ tall and wearing iron armor. His skin is gray-black and his eys are completely black orbs. His hair, while also gray, is a much lighter tone, long and straight. He wears the Iron Diadem, studded with seven rubies and seven diamonds, at all points in time, and carried Censure and Bulwark with him as well.

His female form is almost exactly the same, strong, stocky and ready for battle. The only difference is that her eyes, instead of being solid black, are solid white.

Warform: Adremachs War Form of a bison is formidable and strong, and fittingly made nearly completely of solid ice akin to a massive glacier.  His mane is shaggy snow drifts, and his Hooves and horns are broad, great icicles, sharpened and hardened in battles over eons.  

Personality: Adremach is Staunch and resolute, determined that he is invincible in war and unconquerable in his great tower. He is a great defensive tactician, able to lay siege to the unconquerable and to defend the smallest fragment of ground with the barest of troops.  He knows and embraces his military genius, and has taken it upon himself to lead the Council of Equals, the Accursed Rulership. Though supposedly each of the four members can be voted onto or off of the council, and none are of greater power than any other, Adremach’s unbroken tenure when all others have been replaced at least once, and his familial bond to Ferosh have lead others to defer slightly to his will, and that is the way he likes it. He leads from the center, and while he would never retreat once a battle is engaged, he would do everything within his power to ensure that any confrontation, be it combat or in any other form, takes place at a time and location of his choosing.

Teachings: Adremachs followers are hard-bitten veterans that have followed his teachings, if not him, for a very long time. He speaks to an inviolable defense, a strong response to any offense, and a the necessity of making the hard decisions that will end some lives and save others. Primarily a war god, he is the diametric opposite of the War Gods of the Paltonarchs. They espouse honorable combat, aggression, and strength of will. Adremach teaches stout walls, strong arms, and an indomitable position will win the day. He is also the god of Cold and Iron, espousing their uses and encouraging their existence. He sees winter not as a time to hole up and keep warm, but a time to set out and prepare for the next season of war, surprising his foes, taking their land and fortifying while they hide inside their hovels.

Abode: The Iron Tower stands  at the center of the front lines of the Accursed domains on the iron marches. A Magically constructed tower exactly 30 stories tall and 100 feet, both across and deep.  It is a massive structure that exudes indestructibility.  Many times have the forces of the Paltonarchs reached the Iron Tower, and each time, they have been rebuffed, defeated by the Duke of Cold and his followers, dedicated defenders all.

Cultists: Thankfully, the cultists of Adremach tend to isolate themselves from one another, though there are some that will band together, building fortresses on stolen land and defending their claim through all forms of trials and tribulations. Many, though, are the often callous and cold-hearted officers in the ranks of the nations militaries that achieve their goals with no consequence to the cost. They show their predilection to running, organizing and defending structures and fortifications, however, and are some of the best defensive minds that Kasan ever sees.

Clerical Attire/colors: Unsurprisingly, the colors of Aldremach are grays and blacks.  in Ritual and in life, his followers lean towards wearing the dark and bitter colors of their master. Thankfully, these are also the colors of the commoners, and many times this has been seen as a not to their humble beginnings, though it could be nothing farther from the truth. The followers of Adremach, though they blend in well with the rest of the world, have a hard time fending for themselves. The ritual clothing is a black felt mask and a hooded, solid robe of dark grey.  Those who flaunt his worship and have dedicated themselves to the worship of the Iron Duke wear the iron grays, which is not uncommon, but also embroider or emblazon the Iron Tower on their armor and clothing.

Followers: Warriors, almost exclusively, with a touch of Nobility and those individuals who gravitate towards an extremely strong will to live

Keyword: THINK. Out player for Ronin was absent this day, so it was just myself, Carric, and Haltz.

We searched through the wizard’s stuff… finding mostly that, aside from the bodies and circular torture-portal-sculpture he was trying to create on the wall, it was terribly organized. We did find a chest with 400 gold, a nice dagger that Carric takes, and a longsword that had once belonged to a guard. There’s also a few trinkets in there – Some gold and silver jewelry, mostly, along with six iron rings. (Finger rings, not great iron hula-hoops). I take all of the wizard’s papers, intending to study them later, and also spend some time securing a vial of vile liquid. It’s the same glowy-red color as the stone pillars, and knowing what the pillars can do entices me to try and save it. I also write down the runes on the pillars, for further reference.

The shaft down from this chamber leads into the water table, and while there is a small tunnel leading out from it, Carric’s inspection shows that it simply leads out, a slight curve making it so that even with the lantern, he can only see so far.

We proceed back up to where Stacia has been camping, taking all the valuables with us. We also pause to pick up the plate armor, as that stuff isn’t particularly cheap. A good day or so and I should be able to use the Mending spell enough times to get it into shape.

Through the hours of our travels, Stacia has gone from “Scared to death” to “Trying to murder anything that comes nearby.” We only barely managed to not get stabbed in the face, with her recognizing us just in time. After spending some time discussing if it would be best to set her off towards the town or the guards, she pipes in that it would likely be best for her to simply stay where she is.

We finally agree, and leave the bulky, unneeded, and/or dangerous items behind with Stacia. I would be unsurprised to find that she managed to have made the plate wearable by the next time we came back.

Haltz, Ronin, and I decide to head to the shaft that seemed to be paired to the one we were in before. From where we are, the posts on it aren’t straight down, but we can get to them. Carric goes first, and when he signals the all clear, I follow with Haltz just behind.

As I enter, a stalactite falls from the ceiling, barely missing Carric. Only a moment later, two more fall – This time, hitting both myself and Carric. Unfortunately for us, they latch on and start doing awful things to us. After initial attacks by all of us fail to do much, I rip the creature off of my own back, spotting an eye looking back at me. It doesn’t take long to dispatch it, as even living stalactites can’t move quickly. Hatlz aids Carric with his, killing it before they remove it from his back. We pause as we hear buzzing, but it fades away shortly afterwards.

There is a single shaft upwards, and a ladder leads up it. This ladder isn’t in the best condition, so Carric, his elven form being the smallest and lightest, heads upwards after only a slight mis-step. He secures a rope at the top and gives the all-clear signal. Haltz heads up after me, as my bulk will be more likely to break something – And having more than 300 pounds of human fighter fall on you generally doesn’t help your own climbing efforts.

As we are part of the way up, Haltz sees Carric pulled away by – Something. He hurries up, and I hurry after him. When I reach the top, both Haltz and Carric have been knocked unconscious by a madly flailing mushroom that’s probably about as evil as plants can get in their alignment.

I manage to keep out of the range of its tentacles and use one of the spells I found among the wizard’s book to kill it and set it on fire. It turns out Firebolt is really handy. With Carric having self-stabilized, I assist Haltz, stabilizing him. Without being able to do much more than wait until they wake up, I set about casting the Find Familiar ritual.

About the time they wake up, I summon an owl, a creature that will greatly assist us, especially here in the mines. My first task for it is to have it check the room, and I fail to mention to this owl what sort of threats await it. It evades one more of the tentacle mushrooms, but is caught and killed by the other. Thankfully for me, familiars can be re-summoned, and killing one doesn’t actually kill it. We decide to wait for another hour as I re-summon it, and from now on my owl doesn’t truly ask “WHO” it asks “WHY.”

There are two further shafts in this room – One going up, and one going down. I send the owl up, using the familiar’s ability to see through its eyes to see what is up there. It turns out that it is the main chamber! We’re almost finished.

I send it down the other shaft as well, warning it this time that there likely will be things that will harm it. Again, I use the ability to see through its eyes, spotting a gallery that was likely in progress when the mine was last used. Additionally, there are two further shafts down, along with a dwarf hanging from one of the body portal pillars that is curiously attached to the ceiling.

After relaying this information to my companions, we decide that, due to how difficult it may be to get the dwarf down, it may be the most prudent thing to kill him if needed. At that point, it is time for the night, and we will only figure out next week what sort of horrid things we need to do to close this dwarf’s body portal.

Keyword: THINK. Out player for Ronin was absent this day, so it was just myself, Carric, and Haltz.

We searched through the wizard’s stuff… finding mostly that, aside from the bodies and circular torture-portal-sculpture he was trying to create on the wall, it was terribly organized. We did find a chest with 400 gold, a nice dagger that Carric takes, and a longsword that had once belonged to a guard. There’s also a few trinkets in there – Some gold and silver jewelry, mostly, along with six iron rings. (Finger rings, not great iron hula-hoops). I take all of the wizard’s papers, intending to study them later, and also spend some time securing a vial of vile liquid. It’s the same glowy-red color as the stone pillars, and knowing what the pillars can do entices me to try and save it. I also write down the runes on the pillars, for further reference.

The shaft down from this chamber leads into the water table, and while there is a small tunnel leading out from it, Carric’s inspection shows that it simply leads out, a slight curve making it so that even with the lantern, he can only see so far.

We proceed back up to where Stacia has been camping, taking all the valuables with us. We also pause to pick up the plate armor, as that stuff isn’t particularly cheap. A good day or so and I should be able to use the Mending spell enough times to get it into shape.

Through the hours of our travels, Stacia has gone from “Scared to death” to “Trying to murder anything that comes nearby.” We only barely managed to not get stabbed in the face, with her recognizing us just in time. After spending some time discussing if it would be best to set her off towards the town or the guards, she pipes in that it would likely be best for her to simply stay where she is.

We finally agree, and leave the bulky, unneeded, and/or dangerous items behind with Stacia. I would be unsurprised to find that she managed to have made the plate wearable by the next time we came back.

Haltz, Ronin, and I decide to head to the shaft that seemed to be paired to the one we were in before. From where we are, the posts on it aren’t straight down, but we can get to them. Carric goes first, and when he signals the all clear, I follow with Haltz just behind.

As I enter, a stalactite falls from the ceiling, barely missing Carric. Only a moment later, two more fall – This time, hitting both myself and Carric. Unfortunately for us, they latch on and start doing awful things to us. After initial attacks by all of us fail to do much, I rip the creature off of my own back, spotting an eye looking back at me. It doesn’t take long to dispatch it, as even living stalactites can’t move quickly. Hatlz aids Carric with his, killing it before they remove it from his back. We pause as we hear buzzing, but it fades away shortly afterwards.

There is a single shaft upwards, and a ladder leads up it. This ladder isn’t in the best condition, so Carric, his elven form being the smallest and lightest, heads upwards after only a slight mis-step. He secures a rope at the top and gives the all-clear signal. Haltz heads up after me, as my bulk will be more likely to break something – And having more than 300 pounds of human fighter fall on you generally doesn’t help your own climbing efforts.

As we are part of the way up, Haltz sees Carric pulled away by – Something. He hurries up, and I hurry after him. When I reach the top, both Haltz and Carric have been knocked unconscious by a madly flailing mushroom that’s probably about as evil as plants can get in their alignment.

I manage to keep out of the range of its tentacles and use one of the spells I found among the wizard’s book to kill it and set it on fire. It turns out Firebolt is really handy. With Carric having self-stabilized, I assist Haltz, stabilizing him. Without being able to do much more than wait until they wake up, I set about casting the Find Familiar ritual.

About the time they wake up, I summon an owl, a creature that will greatly assist us, especially here in the mines. My first task for it is to have it check the room, and I fail to mention to this owl what sort of threats await it. It evades one more of the tentacle mushrooms, but is caught and killed by the other. Thankfully for me, familiars can be re-summoned, and killing one doesn’t actually kill it. We decide to wait for another hour as I re-summon it, and from now on my owl doesn’t truly ask “WHO” it asks “WHY.”

There are two further shafts in this room – One going up, and one going down. I send the owl up, using the familiar’s ability to see through its eyes to see what is up there. It turns out that it is the main chamber! We’re almost finished.

I send it down the other shaft as well, warning it this time that there likely will be things that will harm it. Again, I use the ability to see through its eyes, spotting a gallery that was likely in progress when the mine was last used. Additionally, there are two further shafts down, along with a dwarf hanging from one of the body portal pillars that is curiously attached to the ceiling.

After relaying this information to my companions, we decide that, due to how difficult it may be to get the dwarf down, it may be the most prudent thing to kill him if needed. At that point, it is time for the night, and we will only figure out next week what sort of horrid things we need to do to close this dwarf’s body portal.