There are 3 groups with us within the warrens:
1. The Pelor priests + 9 armoured figures . Sister Marrow Von Witten – who had been beaten back by the Betrayed. She’s prepared to assist us if we return the sword. She’s made the same offer to two other groups. She offers to exchange the Kelcicaro (the item in the altar) with the Sword of Truth/Lies.
2. The fiery lady
3. A group of humans with a Minotaur, accompanied by some lovely ladies.
A warrens repair creature skitters in to view with a piece of paper: “The ward generator has now been completed, as instructed”. This infers that when the front door to the warrens has been closed, that the ward generator will stop the door from being opened. So …. all we need to now do is to get the part of the staff of power and leave, closing the door behind us, while leaving the Sword of Truth in the warrens.
Moving to the corridor to the south, we believe a minotaur party had ventured this way before us. We find a weapon room with a plinth for 5 special weapons, one of which is likely to have been for the Sword of Truth. The plinth is empty. There’s also a book that has a passage circled. [https://the-still-night.obsidianportal.com/wikis/book-found-in-the-banewarrens-inner-area ] – though someone had scribbled out the four winged angel section and written ‘Malificient’ in its place.
Travelling through the melted cavern to the next corridor, we find a carving of a man in robes, touching a dragon headed rod to some runes of sealing, protected by angels with bows. Beyond one of the doors is a large, 4-armed skeleton that waylays us.
We traverse through to another corridor where we encounter Kel Recent. Kel informs us that Sister Marrow is planning to waylay anyone that attempts to leave the warrens, just in case they had they had the sword. The ambush place would be the entrance place. He also gives us a gift from the mages guild lackey (Balock (?)) with the message"success and failure". The gift is the haft of the dagger, wrapped in cloth. Kel does provide a couple of cure-diseases and some further healing before trying to find his way out of the warrens.
Upon examining the haft of the dagger, it’s very ornate, golden … and glowing green. Now all we need is the final part to complete the staff.
Info : The magical cave would seem to have some kind of relationship with interdimensional/teleportation meddling having been performed on hit. Perhaps this explains the presence of the demonic toads.
Checking down another corridor is an Earth creature uttering the word “food” at us and an angel crucified, upside down, and burnt against one wall. A corridor with electricity blasting down lies between us and the angel. Yashala has informed us that the third part of her lies in that direction.
The earth creature proves of little use, even after we throw it some metal to chew on. Instead, it starts to chew on some gems that have been placed in the glass cabinets in the room. Ignoring this we move to examine an angel that’s been pinned upside-down to a far wall. Tar frees the creature who changes from a singed, almost skeletal creature in to a winged angel. The creature, Callin.
Callin informs us that Woof is a “mono-drome”, a “modrom” from one of the planes of Law.
Callin regards Charity with some disgust. It turns out the vial of liquid Charity has been carrying for some time is the essence of an angel, captured and placed in the vial. We empty the jar on the ground. Callin dispels the corruption binding the angel and another angel appears.
Angel ‘B’ turns out to be
-REDACTED— who we can call upon to serve us once. We just need to mention her name 3 times.
We’re informed we need to go past the hall of statues and beyond another chamber of one of the creators to find the Sword of Truth.
We’re waylaid by a group of invisible undead creatures, though we open up with an ill judged fireball and quickly dispatch the group. A hell-fire wielding tiefling irritates us through a set of wards. When Dog gets to the creature we’re not if it was just an illusion or not though we decide to move on at this point and continue the search for the “room of statues”.
Tar finds an open doorway and interferes with some binding runes keeping the Winter Harrowden in check. A brief and chilly encounter later and Dog is frozen solid. We’re told by Sir Varris that there’s an answer in this place to remove the frozen element though dangling Dog in the cavern is likely to kill him. We ponder a while.
… and finally give up. We ask Sir Varris for the answer to Dog’s predicament. We’re to drag him to the item destruction chamber and place him on the platform, activate level ‘B’ and pull him off (oo-err) before he gets squashed. This knowledge would seem to cost us one of our lives over the next hour.
After bringing Dog back to life we move to the Hall of Statue’s where we use the tale of Daynar we found in a book to tun the statues in the appropriate order. A couple of figures appear with hammers and break down the layers of the prismatic wall blocking our passage. It’s clear from the footprints in the room that many figures had beaten us to this point.
Throughout the day we’ve been through a number of magical spell/item enhancements or explosions. Some spells are re-learnt, some are learnt too often and explode.
We pass through the “lair”, passing a plinth with a crystalline cylinder upon it, scintillating gases swirling around it.
Within another chamber most of the floor is cover in a frosty glass. Within the glass is a large draconic figure (Sagarintius – a figure who Yashala used to play with). High above the floor is a floating throne, fit for a large humanoid. A large dragon motif forms part of the ceiling.
Gold, bronze, silver, iron, marble, wood (oak) disks float in a secret chamber off the dragon glass. There are another 4 rows of invisible discs.
Moving on, we find a room with a fountain in the center. In the center is an male elf. The figure turns to regard Gabriel “What does it mean to be good”, it asks. The figure bows to Dog and a secret door opens leading down some stairs.
Moving down the stairs is a deep cave. A bridge used to span the chasm but is now broken. Tar changes in to a bat and goes for a scout but encounters an anti-magic area, and falls 90ft. We move to find our lost scout and encounter some hostile, grey-skinned creatures. We kill them.