Session 86 was played on 1/12
Eiric, wizard 7 (Kat)
- men at arms (Mulligan, Holdred)
Brie, wizard 4 (Apprentice to Eiric)
A-A-Ron, Thief 6 (Henchman)
Orpheus, Human Fighter 6 (Henchman)
Darryl, Cleric 6 (Henchman)
Karl, Dwarf 7 (Julia)
- Hobart (dog, lvl 1)
- men at arms (Vol, Nargos, RelBex)
Lex the Cheeseman, Fighter 4 (Henchman)
Koltic, Cleric 3 (Chris)
- Grishnaz, Goblin
Kili, Dwarf Cleric 3 (Matt)
Lucrecia Thief 2 (Henchman)(stayed in town)
Heading back into the dungeon, the party immediately encounters a troop of skeletons, which are quickly dusted by the parties 3 clerics. They continue down to the 3rd level of the dungeon, stopping by the dwarven ale hall, where an ochre jelly had made itself comfortable. Karl was having none of it, and he and Koltic, hose it down with power thirst and light it up. In response it slams Darryl, Lex, and A-A-Ron, who were also in the room and trying to kill it. From there they swing past the bugbear’s area, down through the skinny hall, over the pile of rotting burned bodies they’d left behind, and around to the wererat’s lair.
Esmalia and 3 toughs were hanging out outside the boulder. Orpheus and Koltic accused her of sending them the wrong way. Esmalia denied doing any such thing, and pointed out that there are a variety of spell casters and shape shifters that they’ve pissed off. There’s some grumbling, but Eiric is willing to accept that possibility. She tells Esmalia that she doesn’t trust her. Esmalia replies that she would be shocked if she did.
Heading back toward the bugbears, then south, they come to a series of rooms including a lounge, study hall (with illusionary trap) and sleeping quarters. The trap is avoided thanks to a well timed Detect Magic and Detect Invisible that revealed the trap, and a magic ring. There’s also a squad of bugbears shirking their duty. Eiric reprimands them and sends them back to work. Aside from the magic ring, treasure is limited to a small wooden mouse toy that is given to Grishnaz.
Near the end of the hall is a room of small men drawing geometric patterns with glowing chalk. They leave them alone. Turning the corner they see a set of bronze double doors. Brie warns everyone that that’s the magically locked door that the medusa came out of.
Gains: Magic Ring, silver necklace, wooden mouse
Kills: Skeletons, Ochre Jelly,