<strong>Room 17:</strong>The air was warm and humid in this octagonal room.  The floor gave way to a depression filled with clear water with rising steam.  Within the smoky tendrils Aelwen could make out the vague shape of a woman.<br/><br/>"Our spring has been befouled by wickedness!" a voice cried out.  "Traveler, please cleanse these sacred springs of evil, and Amaluth will look fondly upon you in your future endeavors."<br/><br/>Here are some likely questions Aelwen might have:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Who are you?</div><div class="spoiler_body">We are the Oracles, fairies who long managed these springs.  We used the magic of these waters to gain insight into future events, sharing this boon with others we deemed worthy.  But now that a warlock cast a curse upon this spring, we are trapped, helpless to fight back!</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">How can I cleanse the spring?</div><div class="spoiler_body">Somewhere within these springs the warlock lairs.  Be careful, he's enchanted goblins and monsters to his service!  If the warlock can be slain, then his magic shall surely fade.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Where is the warlock?  Who is he?</div><div class="spoiler_body">The warlock is a fiend who seeks to bend the magic of the land to his will.  We do not know if he works on behalf of a darker power, or is merely self-interested, but he's no less dangerous.<br/><br/>He operates out of the southwesternmost room of the springs.  Take the door out (Room 15), go down the hallway (between Rooms 10 and 18), and knock on the wall in the left on the third pair of alcoves, and a secret door will open.  Follow the trail down, and when you find a portrait of Amaluth walk through it, there you will find him.  Be careful, the adjoining chambers are well-guarded by his minions.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">If I help you, will you grant me a vision?</div><div class="spoiler_body">Yes.  Restoring the springs to their original state is a great service to us and to Amaluth.</div></div><br/><strong>Room 15 and 18:</strong>This is merely a hallway leading south.<br/><br/><strong>Room 10 and 3 alcove hallway:</strong>The hallway is quite long, with alcoves containing burnt-out braziers hanging from the walls.  The clattering sound of movement can be heard, of what at first appear to be 4 incredibly emaciated people creeping about in the shadows.  But it soon becomes apparent that they are skeletons animated by fell magic.<br/><br/>Their heads turn in eerie unison at the presence of Aelwen.  They are armed with scimitars, and their eye sockets glow with two tiny beads of light.<br/><br/><div class="floatleft">(http://i.imgur.com/GZ9Nsqk.jpg?1)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Turning Undead</div><div class="spoiler_body">In addition to spells, Clerics have another trick up their sleeve when fighting the undead.  By brandishing their holy symbol, performing incantations and divine verses, or similar actions, a Cleric may attempt to frighten, damage, or even destroy undead.<br/><br/>Basically the results are determined by the cleric's level and the overall strength of the undead creature.<br/><br/>Consult page 35 of Swords &amp; Wizardry.  Aelwen's a 1st-level Cleric, and the undead are skeletons.  Meaning that she'll need to roll a 10 or higher on a D20 roll to turn them.  If successful, the skeletons will cower and flee.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Initiative and Die Rolls</div><div class="spoiler_body">Skeletons got a 3 on initiative. (https://elliquiy.com/forums/dicebot.php?r=65971)</div></div>