Run started as we stood at the entrance to the cave to the outside. We discussed plans and E'leia sketched out the map for us. We were joined by a Troll mage who wanted to leave the Caer; after Thwack talked with her for a while, he said she was ok, and so we allowed her to join us. Haven't gotten a chance to ask her what useful spells she has; will do that once we have some time to rest. Then another Troll, named Donk, came up and said he also wanted to leave the caer; he also talked with Thwack, who said he was ok, so he joined up too. He's good with weapons, especially his battleaxe, and has a sling in case we need to add ranged firepower. Half of us remained as a rearguard, and half went forward to the first door. It contained four gems, and the map said it required names and listed four names. After trying a number of things someone (K'shrik, I think) found the solution, which was to Name each of the gems, and it opened. Second trap was a ward which required that you be willing to pass. No problem, as we all want to. Third was a pit of fire, with a bunch of buttons on each side. Spent a while trying to figure out the buttons; any combination of three created an illusionary bridge, which certain combinations created partially real bridges. Eventually decided the whole thing was meant as a distraction, built a rope bridge over the pit, and started the slow process of movign people that way. (At last report, not everyone was across, but due to confined space, we moved onward to the next one.) Fourth was a ward which required that you be injured. Obnoxious, but not realluy a problem; we all sucked up the damage and went on. Fifth is a large maze, with gravity distortions (thus screwing up most navigational senses). We are brute forcing, trailing a rope behind us and marking each intersection both by writing on the wall with charcoal and by posting an orc to make sure nothing comes along to screw up the writing. May have to rethink this a bit, because we encountered things (which appear to be horror constructs) wandering around in the maze. First encounter was me, Thwak, Joan, and E'leia, trailed by some orcs, encountering something the size of a large dog, with no head and malformed legs, walking toward us. I put an arrow into it; worms crawled out of the hole and started aparentntly trying to stitch it back together, and it continued toward us. Thwack and I then shot it repeatedly, after which we got a torch from the orcs and burned the corpse (in case it could heal itself). Backed off from that corridor and explored down a different one. Almost immediately ran into another thing; this one looked like a large ball covered with spikes. It was floating over an odd-looking corpse which had a spike impaled in it (that spike not attached to the ball). It began floating toward us. Thwack and I shot it; no apparent effect. I got a torch from the orcs; that seemed to bother it a bit, but it continued to approach. We backed off as more members of the party came up and orcs brought up flasks of oil and alcohol. We hit it with a molotov cocktail, then poured oil on the floor, walls, and ceiling and lit it to make a barrier of fire, and then threw a blanket over it. K'shrik challenged it in his most intimidating voice, after which it attacked us. It caused the blanket to shimmer and disappear. It then fired a spike into Thwack, injuring him badly but not knocking him out immediately. It then fired a spike into E'leia, wounding her badly and knocking her out. In the meantime, several of us were throwing more molotov cocktails onto it, Thwack and I shot it with more arrows, and Zero hit it with a spell. As far as I could tell, the only thing that was bothering it was the fire, so I grabbed the bag of molotov cocktails and smashed it with the entire bag at once. The resulting explosion caused minor damage to a number of us, and caused it to begin glowing. After a couple more arrows, it began retreating. K'shrik followed close behind, Joan and I somewhat further back. It fired a barrage of small shards down the hall, wounding K'shrik and possibly some other people, then shot K'shrik again with a large spike, knocking him out. It continued to flee down past a fork in the tunnel. I fired a pair of parting shots at it before it went out of range, and the final shot caused it to explode, showering K'shrik, Joan, and I with small shards. Examination of the things remains revealed that its insides were intricate clockwork. The corpse it had been hovering over was apparently dead for hundreds of years, and appeard to itself be a horror construct. Rag Vorn came up, and gave K'shrik some potion that revived her, despite her apparently mortal wounds. He might have also given something to E'leia, as she woke up as well. He and party members performed first aid on the wounded. Party decided we needed a rest, and run ended. Barriers remaining include the rest of the maze, two more doors opened by "Three keys of the senses" and "Five keys of true ~" (~ denoting something unreadable). A ward which you can only pass if unwilling. A collapsed portion of the tunnel with a lake over it. Given the presence of horror constructs in the maze, there is probably damage to the remaining traps. Also quite possibly a horror, and almost certainly more horror constructs inside the maze. We will have to rest a bit to recuperate, and we will need to reshuffle our group to provide more combat power forward as well as providing roving combat power along the trail through the maze to protect those following us. Lessons: 1) Have a variety of weapons handy. The spiky thing was hard to attack with hand-to-hand weapons without impaling yourself. Ranged weapons were good, and fire seemed to be good too. 2) Keep in mind what the traps were built for: they are intended to be hard for horrors but not impossible for us. The first door relied on the presence of namegivers; the pit of fire had a solution which required creativity, whereas the obvious solution was designed to take forever, and thus would trap a not-creative horror. 3) Don't make assumptions; we sort of assumed that there would be no horror-things inside the maze, and thus were not adequately prepared when we found them. Paranoia will help you a lot... 4) We also need to work on combat drill. Everyone diving simultaneously to deal with the injured person leaves nobody dealing with the horror construct, which allows it to injure more people... When forming a team which is likely to go into combat, we need to organize responsibilities better. Know when to clear a path for the ranged combat people and when not to, and know when it is your job to deal with the injured person.