After a pitched battle with the goblin scouts, the party steps back to catch their breath and investigate the ancient crypt and it’s strange alter. Suddenly they notice Thalia is missing, having fallen prey to a pit trap, and plummeting into the darkness below. After an exhaustive, but ultimately futile, attempt at rescue, they vow to track him down and rescue him. Then they move on.
Far above, two men search for the entrance to the citadel, on a holy quest to rescue the brave Sir Braford. Strayel Pelorson, a holy knight of pelor, and Hyen Harstone, a skilled explorer. Stumbling into a pit trap of their own, the pair is dropped into the midst of the group. Realizing their goals are the same, the two groups join forces.
The tomb is ancient, and an eerie magic slumbers within. Discovering ancient eldritch treasures, the party awakens the tomb’s guardians, two animate corpse guardians! Norrik’s faith is true, and through his divine power he returns the guardians to their slumber, this time forever. Did this strange relic aid him?
An ancient door, sealed with arcane magic, yields to the skilled techniques of Hyen. A small sage’s office is revealed, but the sage himself is not present, perhaps gone for decades. The room, however, is magical in nature and is strangely preserved. Ioa discovers and deciphers an ancient map of the citadel, giving the party insight into their journey. Veyland claimed a strange, magic candle, perhaps a arcane treasure of great value, and Norick discovers a link to the citadel in his family’s distant past.
The party explores further into the labyrinthine ruins, and discovers the icy lair of the dragon Calthryx. It appears the goblins got more than they could handle when stealing the kobold’s beast, for the bodies of several goblins were frozen in the lair.
After returning the dragon to the kobolds, the party took a much needed rest. Having persuaded Yusdrayl to bolster their number with seven of her fiercest warriors, the group set out to assault the goblin camp. However, the goblin camp was no mere camp, but a festering city of the disgusting cannibalistic creatures, throngs of feeding, scurrying murderous creatures.
Careful reconnaissance by Ioa and Sir Croakington revealed their goal, the chamber of the Hobgoblin claiming rulership over the teeming mass. The combined arcane might and bold action of the party won out, and the group charged through the wretched ghetto of the goblins.
The party battled through the guardians at the gate and entered the throne room of Hurag, the King of the Goblinoids. The party faced the massive beast, but avoided death at the end of his wicked claws through the quick words of Ioa, Veyland, and Norrik. The party had to part with the magical candle, but their blood was not spilled. Hurag offered no definative answers about the missing explorers, but confirmed they were taken below by the one known as the Outcast.
The party faced a terrifying climb to the lower level, at least 80 feet down on rotting ropes. Veyland, hampered by carrying his faithful lupine companion nearly fell to his death, and surely his survival was the hand of his deity preserving him. One of the brave kobold warriors is not so lucky, and plummets to his death.
At the bottom of the crevasse the party discovered a grisly scene of carnage, filth, and unnatural horror. Rotting bodies, blood, bone, and meat being stirred by undead creatures into a macabre soil. What vegetation feeds on this is beyond imagination.
Journeying into the caverns, the party discovers yet another goblinoid monster, a hunter of some sort, who wastes no time in attacking the group. After a fierce battle, a great blow by Strayel’s mace finally lays the beast low. The morningstar carried by the monster is claimed as a prize, and turns out to have some hidden power. The kobolds are able to determine some of it’s magical properties, but what secrets does it still hold.
Ready to set out deeper into the caverns, the party makes one more grisly discovery: the hand of Karakas, the missing woodsman, in the creature’s cooking pot.