Onward! Everybody is expendable, except for Reinhardt!
This level is essentially just one giant water reservoir, but there's no water here, since we've drained it by interacting with the wheel in "hell". Apparently, we've missed out on a mmagical waterskin that doesn't need to be refilled by doing that too early, but meh, we can do without it!
At the bottom of the drained pool, we find this thing.
Jimmious has to equip a crowbar to lift it.
Onward to floor 6!
In this chest, we find a belt that Nevill later indentifies as magical. It raises Strength by 3 and we find one or two more of them on this level. Also this document:
"The first vellum is covered with a regular ornament pattern. The second one shows a set of clothes, consisting of jerkin, pants and boots. The jerkin is decorated with an ornament pattern. On the third sheet the ornament is shown in more detail: Two hammers crossed over an anvil. The fourth parchment shows a picture: A smith teaching the arts of forging to a clumsy looking figure. There's an anvil on the last vellum with a circle scribed on top. The flame of a lit torch, sitting at the bottom of the picture, points right inside the circle."
"Whoever did this knew his job well. This piece of wall is solid. There's just no way for you to get through here with the means at your disposal."
There's two chests around here, one is full of winter cloaks and cloth shirts, the second one has two heavy crossbows.
We need to push that lever to open the way forward. Unlike Morkar the Red, Nevill of Codexia doesn't have Motoricus
. Well, push up the bars I guess, surely 22 Strength is enough.
Reinhardt is a juggler, surely he got enough practice at crawling through small spaces at the circus.
Guess not...
Thankfully, it's way less deadly then it probably should've been.
Let's try again...
"Reinhardt skillfully manages to reach past Jimmious to operate the lever. Jimmious eases the bars back down to the ground in relief."
On one side, we find this pool of water. We can examine the grate at the bottom, but find nothing useful.
Drinking the water boosts our Courage for a few hours, which comes handy later.
We find this door, which can be unlocked by that key we've fond at the top of the shaft.
These are the clothes on the scroll.
Ingerimm really cares about his trousers and you can't leave or even teleport out until you return them.
I spend the next 15 minutes or so playing dress-up with our characters, until everyone wears a complete set.
The game rolls against everyone's courage atleast 4 times and if they fail once, they are separated from the party and moved back at the start. Seriously, this was the bane of my existence. It took me 10 minutes to move everyone accross and I had to do it 3 more times, because I was a moron and left the Stone Medallion on Gandalf.
We have to use the torch.
"Jimmious puts the torch next to the smooth round spot. After a while, it starts to shimmer. The effect grows stronger until it glows like fiery lava. Suddenly, the wall section is gone."
Here's the golem, but I've realized that I've left the Stone Medallion back at the temple.
I'e decided to explore around a bit before returning to get that medallion back from Gandalf. If you try to steal this, you will become trapped forever, so let's donate some of our own coins instead. The second nearby chest has the Salamander stone, but we can't take it yet without dying horribly.
After another several minutes of going accross this floor, we return the clothes to the chest so that we can leave (it automatically removes them from your inventory and stores them back, which is nice), we return above ground!
I haven't bothered to put their clothes back on, since I would have to play dress-up again, but it seems the locals don't appreciate our free spirit and beat us up. Bigots...
Gimme that!
Wait.
"Do you have the pledge?" It takes some doing to get used to the Golem's slow, clear voice."
Yes, NOW we have it.
"The Golem pours the powder from the bag out into the hole. Down in the depth, there's a lot of noise. Slowly, fiery magma climbs up the hole and turns the crater between the pillars into a bubbling sea of lava."
Oh, so that's what that stuff's for.
"The temperature in the hall continues to climb. The Golem silently stalks to the pile of ore in the northwest of the hall, and shovels big lumps of ore into the lava, followed by charcoal from a different pile. Then he steps next to the hole and almost casually tosses the medallion into the fiery lake. There's a tremendous amount of hissing and gurgling from the magma, and a bright orange flame appears above it, so bright in fact that you are forced to turn your eyes away. At the same time, the heat becomes unbearable."
"Sweat is cascading off your brows. The Golem picks up a large pair of iron tongs and fishes out a glowing white lump from the fire to work it on the anvil standing next to the hole."
"Do take a look around. This will take some time," the Golem murmurs in your direction. "In the chamber to the east, you have the opportunity to leave a present to Ingerimm for this piece. There are some excellent forgeworks there, too, pieces from Ingerimm's own hand."
We rest for 10 hours.
Pretty crappy sword.
"...and now, silence must return to Ingerimm's forge." He looks at you demandingly."
Yeah, you can keep that crappy sword.
The magical D20 is ours!
After another charming and long walk accross those glowing tiles, we bring back Ingerimm his sacred trousers.
"As you put back the clothes into the chest, you hear a loud, grinding sound from a distance."
That's the sound of the door opening.
We go to the shaft and climb down into the lowest level.
Turns out, we can go even deeper. Let's try that!
Down! We need lootz!
"It's hardly possible to go down more than eight paces, for Jimmious is already hard pressed holding on to the severely swaying rope."
Down! Obviously, there's a great tresure down there!
"Jimmious is now down some ten paces and has hit the walls of the shaft a number of times and hard."
Aha! Want to keep us from discovering it, eh? Down!
...he had the Salamander Stone.
*reload*
After that horrific vision sent by the gods (shut up!), the party wisely decides to avoid the shaft.
Let's get out of here!