16. Dungeon of the Vampire Lord, Part Two

Having been severely injured in their latest attempt to probe the depths of the dungeon beneath the merman prison, the group had returned to the surface to lick their wounds. The goblin Hanoonk was alone in being unable to shake off his mummy rot, and Jarmangle felt responsible. And so, when the group went off to retrieve Tralamin from the troll "goblin boss" Ugblar, Jarmangle announced he was staying behind to watch over the goblin. Tyne went with the group, but only after deflowering the rescued virgin Leesa.

Ugblar was disappointed that they had not been successful in defeating the vampire and stealing her rings, but let Tralamin ago-- he still felt bad about taking such a, well, trollish and uncivilized approach.

And so, the five adventurers-- Tyne, Feer, Tralamin, Irving, and Robyn-- returned to the dungeon once more, hoping to retrieve both the rings and Leesa's sister, Oola. They often found themselves retracing their steps and second-guessing themselves. "We didn't go down here, did we?" they asked, only to get lost in a maze of caverns and find themselves in previously-tackled territory.

The Cult of Cloth and their mummies were on high-alert after their previous excursion, resulting in several skirmishes. As they ventured further into the dungeon's depths, they confronted new horrors and traps. Tyne nearly found herself impaled in a bed of spikes-- Irving, at the last moment, conjured up a spectral ram and pushed the tiefling to safety.

Our heroes discovered the secrets of the Cult of Cloth-- they were men who worshiped vampires and projected their consciousness into rag-man bodies-- and found the room where their bodies were kept. The room was filled with bodily waste and guarded by mummies. Irving, perhaps unwisely, summoned a fireball in the room, causing the high quantities of methane gas to ignite. The adventurers barely made it to safety, and the Cult of Cloth was extinguished.

However, that still left the vampire itself. The magical compass Bradbury indicated that the kidnapped girl was nearby, but they could not find a passageway that led to her. Hoping to find access to her from another floor, they followed some stairs leading to unexplored areas on the previous floors. There, they found the library of Romlyn-- at last, a name to the vampire. Getting past the sentient door with a little bit of the ol' fey step, they raided the library for necromantic texts.

Leaving the library, they found themselves in a room they had inadvertently returned to many times before-- emblematic, they supposed, of the adventure as a whole, which still lacks a conclusion.

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