We were meant to also have a session of Lair Assault running, but the DM called in sick, so I had a potential 10 players for this game. Although I'm willing to run much bigger tables of AD&D than I would of 4E, 10 players was just a few too many. In the end I settled on a table of 8. Incredibly, in the six session we'd run, 13 separate players had participated so far!
I actually noted down who was playing and their characters for this session, and here's the list:
Chris - Bjorn the Cleric 2
Paul - Grunt the half-orc Fighter 1
Ben - Qoven the Ranger 1
Callum - Meroc the Dwarf Fighter 1
Reece - Grol the Fighter 2
Josh - Asmon the Cleric 1
Adam - Arathian the Elf Fighter/Magic-User 1/1
Lee - Bar the Cleric 2
Rich missed his first session this time (being away at a poker tournament). Nash, Nate, Shane and Jackson were the other players who weren't in this session.
18 Flocktime, 601 CY
At last the group decided to make their way into the duergar stronghold rather than messing about with other unexplored areas in the dungeon. The duergar had changed the combination on the misty portal, so it took the group five tries to get through it this time. This was made a bit trickier because the duergar had posted a couple of guards who shot crossbows at them through the mist.
Once they accomplished that and slain the duergar, they ran into the duergar's early warning system (a potted shrieker) before coming into the main entry chamber which held 6 skeletons and 12 zombies!
The three clerics in the group immediately turned them, but the door behind the undead opened to reveal the evil priest, who commanded the undead back into the fight. Lee
commanded the priest to die (well, faint) which he did, and he was dragged out of sight by two duergar. This proved to be a very difficult battle, as you well might expect, and Reece's cleric went down during the fight, only to be healed by the other two clerics.
Chris's cleric had bought a dog, and it was tremendously effective in the combat. Let's face it - it was more deadly than any of the PCs!
After that massive combat, the group were rather battered, and so they returned to town to heal. Once there, the other two war dogs in town were swiftly bought by the group (having noticed how effective Chris's was), and after a few more days, the group set out for the dungeon again.
22 Flocktime, 601 CY
The next expedition was greatly successful as they actually brought the fight to the duergar. The fight in the great hall saw twelve duergar led by a level 5 leader fall to the party - four being slept immediately and then the group storming the barricade the duergar had built against the attack.
From there they headed north where they found a couple of duergar and a number of orc slaves in the kitchen; the duergar were slain and the orcs freed (whereupon they fled back to their home). A chamber where duergar maids lived was found, and then to the east they discovered more duergar guards who fought a losing battle against the group. Another misty portal led eastwards, but first they discovered the passage that led south into a throne chamber of sorts.
Now they consider the portal; it required a code of four symbols, and the group thought laterally about this, or rather Callun's dwarf did: he suggested they put him in a barrel (they'd discovered a storeroom) and roll him through.
Incredibly, it worked: the barrel and his dwarven resistance protected him from the magic of the portal, and he was quickly able to disable the archway from the other side. The way downwards into the deeper caverns of the duergar was now open... and would have to wait until next week, alas!