Last turn the party decided to try and use the pedestal they found in the center of the spire chamber. The discovered the entire contents of the chamber, including themselves of course, had been moved to a different location. Let's see what happens next.
Finding
 themselves in a wildly different place than they anticipated has not 
deterred the party. After a brief conference inside the Spire, they 
decide to take a quick look around the immediate area before returning 
to the pedestal and its mysteries. Leaving Raúguey and Ohwatoo with the 
hirelings inside, the others fan out around the spire, looking for clues
 as to their location.
Rawon pokes around the base of the spire 
and discovers that, like the original, this one extends below the earth,
 at least as far as he's willing to dig in the brief time allotted. 
Durego and Maro examine the bones and determine that while the majority 
are humanoid, they are probably not human. The bones are too heavy and 
the teeth are almost fang-like. Scattered among the bones are rusted and
 corroded remnants of weapons and armor, some iron, some bronze. The few
 bits that are identifiable are crude work, and one features a demonic 
face as a decorative element.
After his digging proves the tower 
did not suddenly appear here, Rawon joins Mordikarr and Locky, who have 
been circling the small, barren  hilltop, peering into the ravines and 
valleys that surround it, Suren sniffing along behind and around them. 
It's obvious to all three that this terrain does not match the place they 
left. The hills are steep and stony, unlike the rounded slopes they've 
seen in the areas they've explored; furthermore, the exposed stone they 
see is darker and coarser. "Definitely not the same place, though as 
Ohwatoo says, the sun does look right. We should take note of that when 
we try this again," says Locky. "Speaking of which, let's get going."
Back
 at the doorway, they find Durego and Maro have stacked loose rocks into
 a small cairn. Durego flips over the top stone, showing a hastily 
scratched X on the stone. "At least we'll be able to tell if we've been 
here before," says the cleric.
"Good thinking," says Ohwatoo, 
peering out of the doorway. "You know if we were doing this at night, we
 might use the stars to approximate our position. Something to think 
about if this takes a while."
"Let's get inside and try the next sequence," says Raúguey, anxious to move on. "What colors next?"
"Use the same slots, green sphere, red cube in the south, blue pyramid in the southeast," says Maro, consulting his notes.
"Right,
 let's do it." Rawon places the pieces in the appropriate slots, and 
Locky twists the key. Once again, the door snaps shut, but there is no 
other sensation. No movement or strangeness.
"Whatever is 
happening, it's beyond any magic I've ever heard of," mutters Ohwatoo, 
"and I've read many tomes of lore and history."
The group moves 
to the door in standard formation (by now the mules have been shuffled 
to the far side of the chamber, where they appear to be sleeping, 
mostly). Locky swaps the key around and opens the door, then blinks in 
surprise. "Huh, what's that?" The entire doorway is filled with a 
shimmering bluish-black... something. 
Raúguey reaches out a 
curious hand. "Careful!" calls Ohwatoo, "You don't know what that is. It
 could be molecular acid or something. Use a stick. Raúguey
 nods, pulls out a bit of kindling from his tinderbox, and touches the 
surface with it. The twig goes in and comes out without resistance. 
Raúguey peers at the end, sniffs it, then touches it.
"Water!" He touches the twig to the tip of his tongue. "Salt water."
"We're under the ocean?" asks Maro, worried expression on his face.
"Apparently
 so," says Rawon pulling out his glowing arrow and sticking it through 
the watery plane filling the door. The glow reveals a flat silt-covered 
floor dotted by slimy rocks. Here and there clumps of some sort of 
plant, black in the dim light, rise from the bottom, waving and shifting
 in some faint current. "When we can, we should grab some sticks so we 
can mark places we've been. Until then..." 
He puts away the glowing arrow and draws another, but Gorvil stops him. "Use this," he says, tossing Rawon a torch.
"Good
 idea." He notches the torch shaft with his dagger, then reaches out 
again and sticks the torch into the silty ground, just outside the door.
 He gives Locky a nod, and the halfling closes the door.
"Next!" says Ohwatoo.
"Back
 to our original try, green, red south, brown southeast," says Maro. 
Rawon arranges the shapes, Locky twists the key. The group opens the 
door. Steep, rocky hills and misty valleys. A small pile of stones near 
the doorway. 
"At least it's consistent," says Ohwatoo. "Let's try again. What's next Maro?"
"Green, red south, white southeast." Snap-snap-snap. Twist-click. Shuffle-shuffle. Twist-click.
Plains
 covered with shoulder-high grass as far as the eye can see, illuminated
 by the morning sun. In the distance Mordikarr can just make out a herd 
of something four-legged and big. When he describes what he sees, Durego
 says "At least we can hunt if we need to."
"Maybe so priest man, but beasts hunt beasts too. Mordikarr does not wish to be hunted by beasts that hunt such large prey."
"It's
 too early to be talking of hunting," says Locky. "Mark this spot, and 
let's move on." Raúguey and Mordikarr step outside and hack and beat 
down an open area in the grass, then tie several clumps into a crude 
bundle. With a nod the troupe heads back in. 
"Green, blue south,
 white southeast," calls out Maro. Rawon and Locky repeat their process.
 This time the door opens onto a smooth slab of gray-black rock. Ohwatoo
 peers at the surface closely while Raúguey fetches a hammer from the 
mules. "This appears to be volcanic stone. Perhaps the solidified 
remains of some lava flow, though it is cool to the touch now. Hmmm. 
There are volcanoes far to the southeast of Auslaug, well beyond East 
Gorsebonn. I wonder if we might be inside one now."
"Let me see how solid it is," says Raúguey, hefting the hammer.
"Very well, but Locky, be ready with the key, just in case he strikes molten rock."
"Uhhh <gulp> OK."
A
 few solid whacks with the hammer shows the rock is thick and solid, but
 leaves an identifiable mark. With no place to go, the party tries the 
next combination, green, blue south, blue southeast. This time the door 
opens to a rancid, humid smell. "Ugh, that's rotten," says Durego, 
peering over Raúguey's shoulder.
"Swamp. Bad one looks like." 
Raúguey pokes his head out and peers about, then catches sight of 
several large log-like shapes in the slimy water. "I think those are 
alive," he says, pointing.
Mordikarr looks at the sky, which is 
overcast, but a bright spot betrays the sun's location. He points westward. 
"Light in sky there. It moved."
Ohwatoo shakes his head. "We have
 moved my good Mordikarr. If the sun is west, then we are east, far to 
the east." The mage peers between the two warriors studying the 'logs' 
in the water. "And I should think those are crocodiles. Huge aquatic 
lizards common in the southern regions. I would be very careful 
venturing out, the big ones are quite dangerous."
"Let's just mark this and move on," says Rawon, nodding to Jonquil for another torch.
"Green,
 blue south, white southeast." Snapity-snap. Clickity-click. Water 
again, though this time it is fresh. The lake-bottom is covered with 
rocks and stones and the occasional trout swims past. Peering
 upward, Mordikarr can see a faint glimmer from far above, but no one seems 
anxious to go for a swim. Durego and Maro pile another cairn of stones 
outside the door and mark the top one with a circle.
Again, this 
time green, red north, brown northwest. The door opens to patchy 
woodland between pools of standing greenish water. Here and there piles 
of worked stone rise above the squishy ground or the still waters. The 
sun is high overhead, somewhere past noon, and the air is warm, stirred 
by an occasional breeze. Mordikarr sniffs the air. "Smell good, smell 
like home."
End Date: August 14, Year of the Badger, past noon (or is it?)
End Status: Still lost?
End Location: The Spire, in a swamp.
 
 
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