And so
Van Illundra joins the party, seeking revenge on Father Faskull who set out to free the legendary Xul from its captivity, deep down in the dungeon. The three Xul cultists - two of them fast asleep thanks to
Memphisto's
sleep spell, one wounded yet awake, sunken deeply in prayer - are left behind at the shrine, bound securely, to be taken to town on the way back.
The lair beneath the ruins of Kal-Dokk’s tower has been explored for about two hours now, and it’s still early in the afternoon. Yet to be explored areas that are known (
map) are:
- the hallway leading eastward from the shrine,
- the door at the end of the southbound passage which the party passed just before coming to the shrine, and
- the crossroads down the eastern corridor near the entrance to the dungeon.
Albin’s torch has died out in the meanwhile. Assuming
Dahl will spare a third torch,
Albin will light it once the party leaves the shrine, back into the darkness.