Several people asked some questions about the campaign. What happened to the characters when the campaign ended? Was it our choice to go into the dark temple or did the DM impose this on us and was there a warning that the temple is dangerous, etc.? Were we prepared to go into the evil temple and did we research it before venturing in? Why were we unable to simply leave? I will attempt to answer these questions here:
The question of what happened to the characters was left somewhat open, but death from starvation or dehydration was the leading theory discussed. Clerics can, of course, create food and water, but when they run out of spell points that they cannot regain death would eventually come. It would take a while though.
It was fully our choice to go into the evil temple and the DM did not force us to go in at all. We were amply warned that the dark temple is very deadly before we ventured in. As I have already mentioned in the previous thread we knew of the restrictions on clerical magic and resting in the evil temple and as I have also mentioned we have found ways to minimize them. We researched the dark temple to a very reasonable degree before delving inside. This research was done through several means, including general research, various divination spells, visiting the elves who helped create it (when we learned they were involved in the creation of the temple), paying a 'visit' to the three 'lesser' evil temples of each of the three dark gods (the main evil temple was their combined temple), as well as acquiring odd bits and pieces of information while on other adventures. Our preparations were also pretty extensive. Before going into the dark temple, we have conducted several supporting adventures in which we acquired (some of it as reward from the elves for doing certain things for them and some in other supporting adventures): two artifacts that would allow two clerics to cast spells in the temple (still no resting, no turning undead, etc. but at least they could cast some [but not all] spells - without the artifacts they could not cast any spells at all), a dust of resting that would allow the party to rest in the temple one single time (though clerics would still not regain full spell points in this rest - they would get about 20% of their spell points back), 5 potions of heal/ressurect all (these would even bring people from the dead with no level loss), 5 potions of replenishing spell points (these would work even inside the temple for either clerics or wizards) and 5 potions that could be used to destroy the otherwise indestructible summoning portals in the evil temple that constantly summon in more monsters.
As to why we cannot return to the surface, it is a matter of resources versus what would await us on the way back. Getting here, we have expended (and that was being very thrifty!):
1) All 5 potions of portal destruction (there are at least 2 summoning portals in every room)
2) 4 out of 5 potions of heal/ressurect all
3) The dust of resting
4) 3 out of 5 potions of spell point restore
Apart from the above resources acquired specifically for the temple, we have also expended most of our other magical resources (wands, potions, etc.).
Our party has the following composition:
1) Human Cleric of the Justice Bringer 9/Fighter 4 (has one of the artifact enabling casting of some spells) - party leader
2) Dwarf Cleric of the Traveller 13 (has one of the artifacts enabling casting of some spells) - my character
3) Human Cleric of the Traveller 6/Rogue 7 (no artifact [we had one for him, but lost it - long story] and therefore no spells)
4) Human Fighter 4/Wizard 8
5) Human Wizard 12
6) Human Barbarian 12
7) Human Barbarian 13 - permanently dead
8) Human Rogue 11 - permanently dead
Of the 6 characters alive every single one of them is stat drained and at low or relatively low hit points. Wizards are low on spell points. My character is at approximately half spell points (that's because as the main cleric of the party he has been the recipient of most of the potions of spell point restore) and the other cleric that can cast is almost out of spell points. The stat drains (all of which are permanent) range from mild (my character is the least affected with only 1 point of intelligence drained) to severe (the worst of characters have multiple stats drained by large amounts - such as 10. The human pure wizard has every single stat drained - some by large amounts. The stat drains are restorable and the damage is healable, but the spell point costs (especially since lesser restoration cannot do it and the most cost-effective healing spells [1st level] cannot be cast in the temple) are considerable given the limited resources.
If our reasearch on the dark temple is correct (and so far it has been, so there is little reason to doubt it), the temple consists of 13 linearly linked rooms and the lich resides in the final 13th room. So far, this pattern has held and the rooms were linearly linked. We are currently in room 10. Going forward (if the puzzle was solved) would have left us with only 3 rooms to go through. The party might die in the process (or suffer losses), but it would be feasible. Going back through 9 rooms, where all the monsters and dangers have replenished to their full vile power (and they have replenished - that's what the summoning portals are there for and we could only destroy 5, as we only had 5 potions - 3 of the 5 are in this room, as we had to spend a lot of time here to solve the puzzle - the other rooms we just moved though as fast as possible - only destroying 2 other portals in the room where we used the resting dust) would be certain death. Also the rooms are linked with long corridors filled with mists. The mists permanently and on a large scale drain stats of those who venture through them. In particular, just touching each mist requires 2-4 saves: One failed will save drains int or wis and forces you to make another will save which than results in the other stat being drained if it is failed. One failed fort save drains con or str and forces you to make another fort save or have the other stat drained too. Each stat drain is 1d10 (or so I think judging from the pattern of the drains) There are 9 of those corridors on the way back, while there should be only 3 on the way forwards. Plus of course, there are the nasty guardians at the entrance... Plus some of the monsters in the rooms on the way here that we barely escaped are now ready for us... Going back is not at all feasible.
Everyone, including the DM, agreed that a way back was basically impossible. As you can see, though, it was our decision to come here, so please stop the hate against my DM.