The Dragons Bane

Chapter 9: The Dungeon



Now that we are all in the dungeon proper, we look around, taking stock of the place. With Mintock holding the lantern high, we can see that we are in a roughly 30 by 30 foot room with one door in the center of the south wall. A pile of rubble off to one side of the north wall hides the mouth of the tunnel that led us here.

The uneven walls, about fifteen feet high, are made of a rough-hewn stone. The ceiling, being made from a single uneven slab, has apparently been laid across what is left of all four walls. The floor was once the bottom of the quarry that provided the material for the walls and probably the castle and town, too. Though it has been many centuries since these rooms were built, we can still see the marks where the stone blocks were removed. The damp air, thick to breathe, is not stale. But the odor of mold and mildew is heavy, almost stifling.

“Oh, I almost forgot, I have a copy of the map from last year for each of you,” says Mizdar, handing each of us new members our own copy. “In the event that we get separated, it may come in handy. Each time we rest, we all copy the newly explored parts of the dungeon onto each of our maps. As I see it, we have three choices. We can recover the rooms that we explored last year. Or we can go explore the part on the bottom left, or we can go to the bottom right. Everyone look at your maps, and then let’s decide.”

After we have each looked at our copies, we decide to choose a route through the known sections, but heading towards the unexplored bottom right. We each again examine the map, making sure that we all know the route we will be taking, at least until we enter the unknown parts of the dungeon.

We are planning on staying on the map, at least for today. But we have chosen a route that avoids the known dangers, preferring to skip the pit trap and the acid trap that killed two members last year. Once we are all familiar with the route, we put away our maps, except for Mintock, who will guide us from the back. Now it’s time we readied ourselves to go exploring.

Examining our backpacks, we check that we know where the ropes, oil, bandages, torches, and other stuff are located, not only in our own packs, but also in the packs of those nearest us. Using a rope from the pack of the person in front of you could save the time that will make the difference between life and death.

Putting on our backpacks, we first make sure they are positioned properly, adjusting them so that they will not hinder us when we fight. We also make sure nothing is loose, checking each other’s packs thoroughly. If we have to move stealthily, we don’t want anything falling out and alerting anyone or anything to our presence. We then assume the marching order that we practiced an eternity ago in the training yard of the castle, only this time it is for real.

Seldor and Nordok quietly remove the top spikes holding the doors closed, while the two dwarves remove the bottom ones. Delgar carefully opens one door, looking and listening for any signs of trouble. Finding none, the two dwarves quietly lead the rest of us into the next room. We find ourselves in another 30 by 30 foot room, similar to the first, but without any rubble. This one has two other doors, proving that our map is accurate, at least so far.

The dwarves, almost tiptoeing, approach the door in the east wall, leaving the rest of us waiting towards the center of the room. After listening carefully for a few moments at the door and hearing nothing, they motion us to come up behind them. Once we are behind them, they once again carefully open one of the doors a crack, looking inside the next room.

Finding this one empty as well, we enter a room identical to the one we just left. No wonder people get lost so easy in here. Again, the dwarves sneak over to the door in the east wall, while we wait quietly in the center of the room.

This time, just as Delgar has his hand halfway up, about to signal us forward, Dimlar raises both hands, spread at shoulder level, which is the alert signal. Delgar, listening again, but with more care, finally nods to Dimlar. Sneaking back to the rest of us, Dimlar informs us that there is a noise coming from the other side, similar to the noise made by hollow blocks of wood hitting each other lightly.

Mizdar, in his role as leader, speculates as to the source of the sounds. “Do you think it might be skeletons?”

“Aye. Could be. Sounds like what I be ’membering from last season, but I be not sure.”

“Well, time to get ready, I am going to use my spider web spell again, so don’t open the door till I give the signal, ok?”

“Aye, an’ Delgar an’ me will go first, followed by ye two. Be ready.”

We all then proceed as quietly as possible to the door, the two dwarves each grabbing a handle. Nordok and Seldor, with Mizdar between them, stand back just far enough to let the dwarves open the doors wide at Mizdar’s command.

The two dwarves, with stoic faces, seem not to notice that this is our first battle of the season, and, for some of us, the first battle ever in a dungeon.

Seldor and Nordok, having never seen skeletons before, let alone having fought any of them, are straining to keep their nervousness hidden. Mintock, whose magical education has given him a technical understanding of skeletons, is also a little nervous, having never actually encountered any real skeletons before. But Clernon, secure in his faith and sure that his god will protect him, appears just as calm as ever.

Mizdar, his casting complete, alerts everyone with a quick look and then nods to the waiting dwarves, who fling the doors open and grab their hammers, ready for battle. In the next room, identical in size to this one, six skeletons are wandering around, occasionally bumping into each other.

Caught unaware, the skeletons continue their weird dance, not immediately realizing that they have company. Mizdar’s spell goes off, engulfing three of the skeletons completely, and ensnaring the leg of another. Delgar, with Seldor close behind, moves toward one of the skeletons that are still dancing. Dimlar and Nordok take the other. Clandistra and Clernon, not to be left out, move to the skeleton whose leg is trapped.

The two skeletons still dancing stop, and, turning toward us, begin moving towards the nearest person, namely each of the two dwarves coming at them. When we meet, however, it is us that strike the first blows.

Each of the dwarves manages to deliver a hard hammer blow to the skeletons’ ribcages, causing the shattering bones to fly everywhere. Seldor and Nordok also slash each skeleton, their blades slicing diagonally from the top of one shoulder down and through, coming out from what is left of their ribcages. The two heads, each with one arm still attached, are sent skittering across the room. They land, continuing to bounce across the floor with a hollow sound similar to that of a wood chime banging in the wind.

Clandistra and Clernon, cautiously approaching the skeleton with the trapped leg, begin to beat on it with their staves. After a couple of swings from each of them, the skeleton falls apart, crumpling to the floor as its life-force departs.

The other three skeletons are still firmly trapped within the webs of Mizdar’s spell. Clandistra and Clernon approach the trapped skeletons and bring out their holy medallions. Each begins a prayer of consecration of the dead until, one by one, the life force departs from each skeleton.

“Well, no use looking for treasure among this lot, they carry none,” comments Mizdar.

“Aye, an’ not much use being quiet fer the next room, neither. If there be somethin’ there, it knows we be here now,” retorts Dimlar.

“Yes, so let’s get back in order and check the next room,” commands Mizdar.

With that said, we proceed to the east door, where the dwarves, opening one door, look to see if the room is clear. Fortunately, the next room is empty. This room, while being identical in size to the last few rooms, has two other doors in the middle of the north and south walls.

Our map is still holding true, and Mintock reminds the dwarves that we plan to use the bottom door. The rest of us remain in the center, waiting for the dwarves to check the next room for sounds. Finding none, Dimlar and Delgar signal us to advance. After a quick check, we discover that the next room is also clear.

The next room is another 30 by 30, but this one has four other doors. There is one door in the middle of the north, south, and west walls, and a fourth door in the top of the east wall, to our left in the corner. Our preplanned route takes us out the bottom door from this room.

While we once more wait in the center of the room for the dwarves to check for sounds on the other side, Mizdar, tilting his head towards the west door, makes a soft comment. “That way leads to where Tamlin’s statue still stands, unless something has happened to her.”

Clandistra, overhearing Mizdar and well aware of the feelings he had for Tamlin, reassures him. “She still stands, as many spikes as we put in that door, believe me, nothing has bothered her.”

Meanwhile the dwarves, hearing nothing from what the map says is a hallway, give us the all-clear signal. When we are positioned properly, Dimlar carefully opens the door, straining to see as far down the hallway as he can. Unfortunately, the lantern carried by Mintock prevents him from seeing very far into the darkness. So, not seeing anything, Dimlar and Delgar open the doors wide and proceed into the hallway, intending to go to the door on the left.

Fortune seems to have deserted us, however, because as soon as the dwarves step out into the hallway, now well lit, a hue and cry comes to us from down the hall to the right. Many goblins begin to charge at us, yelling what are no doubt goblin war cries, the closest being about forty feet down the hall.

“Back into the room!” yells Seldor, stepping back and bumping into Clernon.

“Assume the six man door positions!” yells Mizdar.

At times like these, instinct kicks in and we automatically form up, just as Maximar taught us. Seldor and Clernon stand side by side, backing up enough to make room for Delgar, who is retreating into the room, just inside the doorway. Clandistra and Nordok also position themselves accordingly, as Dimlar steps back into the room. Mizdar takes up a position between the two fighting threesomes, careful to stay back far enough to be out of the reach of the enemy. He then prepares to cast a spell. Mintock, still having the lantern, holds it high, hoping to shed enough light for everyone.

The goblins, running full speed, are unable to stop in front of the door. Their unorganized brethren coming up from behind are forcing those in front past the door, where they begin to pile up against the closed door at the end of the hall. Some of the goblins have fallen, soon more also fall, creating a pile of goblin bodies in front of us, all struggling to rise. If it wasn’t for the murderous cries directed at us, it would almost be funny.

The two dwarves, taking advantage of the goblin’s misfortune, begin hacking away, striking into the pile indiscriminately. Almost every blow leaves a dead or dying goblin, spilling blood on the floor. Their blood soon makes the hallway floor slippery, further hindering the ones that are trying to stand and attack. Before long, many goblin bodies have begun to pile up in front of our door. Seldor and the rest are hacking and clubbing those that have climbed to the top of the pile in their mad and frenzied effort to attack us.

Soon the pile of the dead and dying has become too high, blocking the rest from getting to us. The remaining goblins begin tossing their dead and dying brethren forward and backward, throwing them anywhere that will free a path to us. The goblins, quickly realizing that we will not venture from the room and regaining some semblance of sanity, begin to rapidly clear the hall of bodies at the command of a very large goblin. Once they are done, they will no doubt attack in earnest.

The goblins, under the direction of their large leader, now make an orderly advance towards us. Mizdar, having used his staff thus far instead of his magic, finally begins to cast a spell. As the first goblins begin attacking through the door, Mizdar’s spell goes off. Immediately, the six goblins closest to us fall down, fast asleep.

The dwarves, taking advantage of the situation, jump forward and kill two sleeping goblins each, before jumping back into the room. Now the rest, enraged by the sight of the dwarves killing their brethren, rush to attack, trampling to remaining two sleepers underfoot. We respond by hacking and slashing at the goblins as they try to force their way through the doorway. They are no match for us, we soon have the pile of bodies rising again.

This time, realizing that we are nearing the end of them, it is our turn to attack. The two dwarves, fighting shoulder to shoulder, force their way out into the hallway. Seldor and Nordok are quick to follow, falling in behind the two battling dwarves.

So far, not a single goblin has been able to land even one blow on any of us. Once in the hallway, Seldor and Nordok can see the big leader towering above the rest, urging the goblins on from the back. The two estimate that there are but a dozen left, not including the leader.

The confines of the hallway prevents more than the four fighters from engaging the goblins, but only three goblins, at most, can engage us. The battle rages on, the dwarves needing to but land one solid blow to drop a goblin, or, failing that, a light blow from both the dwarf and his backup.

There are less than eight goblins standing now, but one of them manages to stab Delgar’s sword arm, causing the dwarf to drop his weapon and clutch the wound. Immediately, the goblin in the middle slashes at the unprotected dwarf, succeeding in opening a gash on his leg.

Delgar, unable to stand, attempts to throw himself back between the two human fighters. Seldor, seeing that Delgar is wounded, immediately steps forward, preventing any others from attacking the wounded dwarf.

Mizdar and Mintock, having followed the fighters into the hallway as they progressed along it, decide to use the last of their spells. Clandistra and Clernon, having also entered the hallway, are close behind Mintock and Mizdar. Mintock, having to hand Clandistra the lantern, begins his spell a few seconds behind Mizdar. The goblins, taking heart at the downed dwarf, redouble their efforts, with two concentrating on Seldor.

Dimlar, stepping in front of Delgar, moves to the middle of the hall, trying to shield Delgar and take some of the heat off Seldor. Seldor, attacking the goblin on the outside, manages to land a blow, but fails to kill the ugly brute. Nordok, hitting a goblin that is already wounded, manages to drop his foe.

The goblins, like a never-ending wave, keep coming. Seldor takes a light hit to his shoulder, but it isn’t sufficient to overcome his battle lust. The two spells go off next, Mizdar sending two missiles of light to drop one goblin. Mintock, tired of listening to their leader, hits him squarely in the face, blinding him and eliciting screams of pain.

Seldor finishes off the opponent he had already wounded, while Dimlar manages to land a solid hit on his foe, dropping him to the floor. Nordok, however, misses, striking the wall with such force that he breaks his long sword. There are only four goblins and their leader left.

Seldor strikes another goblin, but again, it is not a killing blow. Dimlar, unaware that Nordok is now weaponless, fights onward, dropping the one in the middle. Nordok, trying desperately to get his two handed sword out, is struck a solid blow in the stomach that leaves him laying on the ground, holding his gut.

As the last goblin takes the place of the one in the middle, Dimlar, finally aware of Nordok’s plight, changes his attack to the one that took down Nordok, delivering a blow of such savagery that he cuts the goblin in half. The new goblin only manages to hit Dimlar’s shield, but the one facing Seldor manages to get through Seldor’s shield side, striking Seldor’s already wounded shoulder, leaving his shield arm to hang uselessly. Seldor, feeling nothing but rage, cleaves the head off the goblin in response.

The last remaining goblin attacks Dimlar, but misses. The blinded leader is bouncing off the walls down the hallway, swinging at the air and screaming his rage. The last goblin, realizing that he is now alone, turns and tries to run. Ironically, as he tries to pass blinded leader, he is struck down by a wild swing from the blind leader. Dimlar, his battle lust gone, proceeds down the hall and, careful to avoid the wild swings of the blind leader, first hacks off a leg at the knee. The leader is now on the floor, clutching the stump that is all that remains of his leg. Dimlar quickly puts the leader to death with a quick blow to his neck.

Clernon and Mizdar now grab Nordok and carry him back to the room. Seldor manages to carry himself back, and Clandistra assists the hobbled Delgar. Mintock is holding the lantern high in the hall in front of the doors while Dimlar begins searching the goblins for treasure, starting with the leader.

When Dimlar searches the leader, he finds a pouch containing some 200 gold pieces and a few gems. Several searches of goblin bodies reveal nothing but a couple of copper pieces, so he decides to return to the others.

Back in the room, Mizdar quickly lights another lantern. Since Nordok is the most seriously injured, Clernon decides that he requires his help first. Holding forth his medallion in one hand, placing the other on Nordok’s stomach, he begins to pray. The familiar bluish-white glow spreads from his medallion, down his arm, across his body, and down his other arm to Nordok, where it completely engulfs him. After a moment, the terrible wound in his stomach begins to close, and a few moments later the glow disappears. But the ordeal has had a terrible toll on Nordok, leaving him barely conscious and very weak. And Clernon isn’t much better off, healing such a serious wound as Nordok’s has left him drained.

Clandistra cast her spell on Delgar, her greenish glow momentarily overpowering the light from the lantern as she heals some of Delgar’s injuries.

Wearily, Clernon stands and moves to Seldor. Again calling on his god, he attempts to heal his shoulder injuries. This time, however, he only has enough power to heal some of the wound. Exhausted from his ordeal, he sits down by the dwarf and calls out Clandistra’s name.

Coming over to Clernon, Clandistra realizes what Clernon has done. She scolds Clernon for attempting that much healing at one time. “Have you learned nothing about healing yet? You must exercise care and caution when you heal. Otherwise you will exhaust yourself, like now, and then of what use are you to us?” Moving to Seldor, she binds the wounds on his shoulder before raising her medallion and beginning to pray. She is holding a hand over his shoulder wound as her greenish-golden hued glow spreads from her medallion through her and onto Seldor, causing his shoulder to heal under the bandages.

Next she moves to the dwarf, but he waves her away, “’tis well ’nough for now, no need fer that.”

“Are you sure?” asks Clandistra, “we may have to fight again.”

“Aye, I be sure,” replies the dwarf. And to prove it, he stands up and, pulling out his battle-axe, he shows everyone that he meant what he said with a few practice swings.

“Ok, we may need what’s left of my healing art later to save a life.”

“Aye, ’tis why I stopped ye.”

“Well, that wasn’t fun,” observes Seldor, rather weakly.

“No, it wasn’t. Now I think we need to find a room to rest,” says Mizdar.

“One of the rooms off the long hallway should do,” comments Mintock. “They are the closest along our planned route.”

“Well, then, as soon as everyone has caught their breath, I say we get moving to one of those rooms,” suggests Mizdar.

“Oh, I be findin’ some treasure on their leader,” says Dimlar, pulling forth a sack and dumping it on the floor, showing everyone the small pile of gold and the three gems.

“Not much fer the trouble, but somethin’ be better ‘n nothin’,” he says, beginning to scoop the coins and gems back into the sack. As he is refilling the sack, he notices a circle of gold amongst the gold pieces. “What ’ave we here? Why ’tis a ring.”

“Wonder if it’s magical?” asks Seldor.

“Not likely,” replies Mizdar.

“Well, leave it in the bag with the rest then. Maybe we can sell it,” comments Seldor.

“Aye,” responds Dimlar, dropping the ring back into the bag with a shrug.


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