The Party:Gortek (Orc Warrior 2) [Orc Warrior class can be found at
http://www.orcs.ca/]
Cyrus Uan (Xeph Psion 2)
Oswald Birsoon (Gnome Wizard 2)
Silverstar (Elven Rogue 2)
Sigmund Ringede (Human Fighter 2)
Albie (Halfling Rogue 1/Cleric 1)
After resting in the rooms with the Kobolds, the party moves on, exploring the dungeon. They move through several corridors and rooms they had previously been through in order to get to new territory. Eventually, they find a corridor that leads to four rooms, each appearing to have been bedrooms of some sort long ago. The two northern most rooms, however, house more of those flying squid creatures, leading to a battle. The party stumbles at first in the darkness, and Cyrus find himself attack from more of the creatures behind him. However, drawn to the sounds of battle, an orc comes up the corridor and attacks the creatures, saving Cyrus and aiding the party. Not quite sure what to do with an orc that just aided them, the party raises weapons, ready for him to attack, but waits for him to make the first move. The orc, for his part, just stands there, staring them down. Eventually, Silverstar, the only member to speak orc, asks who he is and why he’s here. The orc, named Gortek, says he speaks the human language, though he speaks in a broken common.
Gortek relates a strange story. He is an orc that has grown tired of the orc way of constant fighting amongst themselves for position and authority. He left his tribe in search of a new way of life. Eventually, he finds himself with a group of other outcast orcs, all lead by a large orc warrior named Orghar. Orghar, in turn, followed a wererat sorcerer, who promised the new tribe riches in a great dungeon. Along with the orcs came kobolds and troglodytes, as well as two lizardmen guides. Entering the dungeon, they found themselves just as stuck as the party, but that didn’t bother anyone, as they begin searching for treasure. The wererat, however, took a small group of orcs and headed to the northeast part of the dungeon, and no one has seen him since. Eventually, the groups split, and fighting between the orcs and the combined kobolds and troglodytes starts. Gortek, realizing this is just like normal orc life all over again, became disgusted, and left his fellows. About that time, the strange flying squids and fiendish rats begin to appear, and Gortek was forced to seek a defensible room. That was about four or five days ago, just before the party entered the dungeon.
The party then tells Gortek that they are here seeking a great evil, which is located somewhere deep in the dungeon. Gortek asks if after defeating this evil the party will leave the dungeon, and they say that’s the plan. Gortek thinks on this for a second, and then says he will aid them in defeating this great evil. A little surprised, but feeling they are in need of muscle after the loss of Brak, the party reluctantly agrees to take Gortek along.
Exploring on northwards, the party eventually finds a series of large rooms with four pillars in each of the corners. The first room has water falling from the pillars. Before anyone can examine the pillars very far, however, a large ogre leaps out from behind one, ready to attack. Gortek, however, recognizes the ogre as Bragdor, who entered the dungeon as part of Orghar’s tribe. Bragdor is willing to leave Gortek and his friends alone if they leave him alone, and the party agrees. The next room is empty except for the pillars, but after some exploring and a detect magic spell, they discover that the room is some kind of illusion chamber, capable of conjuring detailed images of whatever a person concentrates on. The next room is encased in magical silence. A little creped out and confused by these rooms, they eventually leave.
They explore some other, empty rooms, finding only a latrine, before Albie and Oswald convince the rest of the party to return to the room with the stirges in it, to find out what that green glow is. Sticking to the doorway, the party taunts the stirges, who attack in small groups. Though it’s tough going even this way, the party manages to defeat every last stirge in the room. The glow, it turns out, is coming from a gold ring. The ring radiates not only the green glow, but also a comfortable warmth from it.
Searching the hallways around this room, they eventually find a secret door. This door leads to yet another hallway, down the ways of which is a door. As the party starts to move towards this door, they see an orc poke his head out of the door, spot them, and move quickly back in. They then hear other bodies in the room, apparently reading armor and equipment. After discussing this for a few moments, the party decides to just charge in the room before the orcs get a chance to attack them in the hallway.
Gortek is the first into the room, seeing several orcs in a blocking pattern, preventing him from charging in too far. Behind these orcs, he sees a larger orc whom he recognizes as Grak, an orc barbarian and Orghar’s lieutenant. A fierce battle is fought, and even though many of the orcs are wounded already, the do not go down without a fight. Gortek manages to take down Grak, and the rest of the party makes their way through the rest of the room. Flush with victory, Albie moves into the room and around the corner only to find a large orc sitting cross-legged in the next room, staring into space. Leaning against the wall, out of reach, was a large battleaxe. If he saw Albie, he made no notice.
After much debate over what to do with this orc, the party decides that a quick charge into the room to try and catch him off guard and hopefully get him before he could to his battle-axe. The only argument anyone has is even if he didn’t see Albie, he had to hear the fight with the orcs, and know they were there. His non-reaction to this is disturbing. Despite this, the party moves and attacks anyway. As arrows fly into him and attacks from Gortek and Sigmund strike him down, the large orc doesn’t react in the slightest. Gortek recognizes this orc ad Orghar, and frowns in disappointment, for this is not the type of action he expected from the mighty orc chieftain.
Feeling down from the empty victory, and concerned that something more dangerous could be in this dungeon that could do this to a strong orc warrior like Orghar, the party moved on, more cautiously. Traveling through more hallways (causing much questioning about who built this place), they eventually came across an armory. Weapons of every conceivable type were here, all marked with tags written in dwarven, labeling the name of the weapon, it’s type and race the weapon was built for. Excitedly, they catalogue the weapons, cast detect magic on the whole bundle, and begin to divide the spoils.