Spunkmaster Flasher (Spunky) and his new adventuring companion, Vandall, take a job from a cleric to explore and map a lost temple. The commission is 50gp each to map into the second level. He will also buy any interesting items that might be returned.
Spunky and Vandall decide to hire some sell-swords: 2 swordsmen, 2 axemen, 2 bowmen, and a spear men.
They follow the directions given to them to the lost temple in the Lug wastelands.
They get to a low hill where the courtyard greets them. It is tiled in a weird, not symmetric pattern. There are trees growing in the southern half that breaks up the tiling as does brushes and scattered piles of leaves.
Vandall and the spearman warily cross the tiled courtyard and up the stairs. At the top is a large arched doorway. The doors are long gone, even the hinges are missing, only the holes in the stone is the only evidence to their existence.
They continue through the doorway along a short hallway that leads into a largish room. Little debris is scattered about. There are 2 doors on the right and left walls along with 2 more on the far wall. Also near that wall is a low dais, 6-12 inches high. On it is a pedestal with what look to be the remains of a statue. Possibly the feet. All of the doors seem to be missing their handles/levers/knobs but the hinges are mostly intact. They all look beaten up.
There is some graffitti scratched, drawn, or otherwise made on the walls. Mostly “f*** you”, “Korgoth was here” and similar.
This room looks cleanly scavenged with little of interest in it. Vandall listens at the door on the right side of the far wall. He discerns nothing. Kicking in the door he sees a narrow hallway proceeding northward and then angles to the northeast.
It ends in a room with a large set of double doors in the center of the wall on the left. On the walls to either side are long, narrow stone work tables. Near the right hand wall are 2 stone tables. On closer inspection there are some stains on them. It isn’t possible to determine if they are blood or not. Each table has a small, stone object that might be a headrest or something similar.
Vandall peers through the mistreated double door and there is a short hallway that ends in a large set of double doors.
That leads to room with 6 low, stone benches with a table or altar. Behind the table/altar is an exit. This leads into a hallway that looks more natural than the rough shod halls and rooms they’ve been in so far.
They follow the passageway until it opens into a largish room with exits to the north and east. Both roughly in the northeast corner of the room.
As Vandall proceeds farther into the room he hears the *twang* of trip line break. He is able to dodge the spear shot towards where he was. The spearmen behind him isn’t so lucky. He is skewered by a spear. The rest of the sell-swords are mildly put off by this but they stick to their agreement.
Further investigation suggests there isn’t a second trap.
The room is searched and mostly intact skeletons are found. As the party is checking out the bones 6 fire beetles come wandering down the north entrance to the room.
The party loses an axeman to the vicious bite of a beetle. Vandall takes a couple bites buy Spunky is able to keep him in the fight with a well timed cure.
The hired help is able to get in some critical hits and splatter some of them.
The party decides to cut out the glowing glands and use them for lighting. Maybe even sell to a wizard, alchemist, or other party that might be interested in them.
That is where we left them, deciding which way to go and what to do.