Dijin rushes down the hallway and bursts through the door. As he entered the room, a volley of poisonous arrows flew past his head like a bunch of incontinent pigeons. He made his way towards the only other door in the room and nearly fell into a 60 foot deep hole lined with spikes. Fortunately, his flight spell prevents death.
When the rest of the group gets inside, they quickly discover that every square inch of the room is a trap. The floor is simply a mass of pit traps, separated by a few inches of stone flooring, just enough to accommodate the trap mechanism. The demon they were chasing is nowhere to be found, and Diggin moves to open the door and move on. Sadly, when he touched the door, he was petrified and fell 60 feet to the spikes below, breaking into several large chunks. oh. This is not good. Sniffles goes to retrieve the lump, Zaal knocks, and Veiga opens the door in question by magical means.
Sniffles, Veiga, and Zaal rush into the opening and encounter the injured demon they were pursuing. A fight ensues, but the monster is quickly killed and consumed with magical flames to prevent it from regenerating. The room was searched with traps and magic detection spells, and a secret door was found. One of the magical items is a scary-looking ivory box. It opens and a wight appears. The party corrals it and quickly kills it before it can overcome its temporary fear of the evil cleric. A secret door is investigated, eventually bypassing the door and leading to a sealed vault. A sense of foreboding hangs over the vault, but they eventually plunder its contents: the Ebony Skull. They decide to sleep in a rough-hewn corridor that provides a very defensive position and venture out the next day.
Before exploring the rest of this “level,” Saar briefly surveys the vastness of the spire's interior. They find an open vault door and investigate inside. It opened into a large antechamber guarded by iron statues. A giant badger is spawned and ordered to explore the room. No attack from the statue occurred, so a light investigation was conducted. They found an iron golem, a hall of shields, a pair of sealed and trapped doors, and succeeded in stealing most of the equipment that was scattered on the floor near the golem. They try some pranks, but ultimately decide to retreat as the only party member crazy enough to attack the iron golem gets bagged. Looks like it's time to leave. After staying one more night to plan, the group departs and retreats to the surface, trying to think of an angle from which they can retrieve the fallen Dijin.