Updated by: g-rad
This session ended on 1 Flamerule 1372 game-time and was played on 7 September 2002

Our heroes decide to hole up in the Prancing Orc Inn for now. A search of the rooms nets Wan a magic icy shortspear. One of the second-floor rooms is locked, and inside the party sees a hole in the floor. Cecil and Aeron drop into it and find themselves in a store room. Rurik runs downstairs, grabs the key to that room, and opens it. Besides grain, ale, and such, there is a stone door in the room which leads to a cavern. It is decided that Selmer will keep guard while the rest investigate. The hallway leads in two directions, heading down one direction, they find doors to the left, right, and ahead.

Aeron pops the lock to the right open, discovering a cache of weapons and potions (some of which he takes, and the rest of the party helps themselves to various items as well). Cecil detects evil to the left and more evil straight ahead, where some noise is heard. Telven opens the left door, which leads to another door. Aeron decides to head for the inn, but he is attacked by zombies from the other hall. Cecil hears this and runs over. Calling on the power of Torm, he unleashes holy energy that destroys the undead creatures completely. Aeron leaves. As the rest of the group gets the next door open, they find themselves in a grand hall, where a giant centipede lays in wait. They manage to best the creature, but not before Cecil is poisoned badly.

Pushing on further, the group enters a new chamber with a picture on either side and stairs leading upward and a sign that says "Manor." Rurik discovers swiches behind the pictures which open passages to the dock and church of Gruumsh. From the sound of it, a ceremony is being held at the church. After this, they head back to the inn to get rest. Happily, Selmer is a cleric and heals Cecil's poison and the group's collective wounds.

The next day, they decide to explore the other direction -- the one the zombies came from. It leads to a wide chamber. A subterranean river flows through a portion, separating one corner from the rest of the room. Three crates sit on the near side of it. More importantly, though, an immense skeleton stands before them. Cecil tries to attack, but is flung into the crates, breaking two to reveal apples. Aeron sneaks behind to attack it as the others gang up on it from the front and bring it down. Wan makes the third successful melee attack of his career.

Further ahead is a door which heads into the other passage that the party had previously explored. They follow the passage and head toward the church, where all is silent. Rurik walks in, opens a door and finds a small office with a priest inside. Rurik is so startled that he immediately slams the door shut and gets the others. By this time, however, the priest has slipped out the window. Selmer heals the rather hurt party.

Having been discovered, the group decides that the inn is no longer safe. They take all useful supplies and torch the inn, with the idea that this will distract the guards for a while and prevent them from being followed down the tunnel for a while. (Of course, it's also a sign that says, "We were here.")