As there are just two players, we're running 2-4  characters each. So far, all the games have been ventures into Stonehell,  using the Inheritance campaign setting (as featured in the first two  issues of Oubliette). This setting allows different games away from the  megadungeon now and then, at our LL's discretion. Inheritance is a  post-apocalyptic world that makes a superb setting for Stonehell. The  player characters live in a community known simply as 'Home'. It is essentially  a hill fort whose inhabitants have fought and worked hard to establish it.  'Home' relies on trading with the dwarves for salt, weapons, armour, and other  metal goods. To help fund this trade, teams are sent out to search ruins and  dungeons for treasure. The characters are the team that drew the shortest straw  and have been sent to explore Stonehell.
In the five sessions preceding this one, our party  has covered around half of Stonehell's first level. Most sessions have  seen the death of one member of the party (we play strict dead at zero HP).  However, in all but one of the sessions, the party have returned home with a  very good treasure haul.
So on to Session 6. The party are summoned by the  Leader of the community, who gives them a briefing for their next mission: “Get  back down that dungeon and don't come back without a load of treasure!”
The characters head out on the two day trip to the  dungeon. 
2nd Level  Cleric
2nd Level Cleric
2nd Level Dwarf
2nd Level  Thief
1st Level Magic-user
1st Level Fighter
1st Level Fighter
The party makes it back to the section of the  dungeon they reached on the last visit. Our LL informs us that this area of the  level is called The Quiet Halls. We've mostly encountered undead here, so we're  anticipating more of the same. The encounters are relentless, and even with two  clerics to turn undead away, we have to stop twice to recover from the fights.  One confrontation presents us with 28HD of undead all at the same time.  Thankfully, we turn just enough of them to balance the fight up a little. By the  end of the game we've added substantially to our map of the level, and have  chalked up the following kills/turns: 3 Ghouls, 25 Zombies and 18 Skeletons (we  think some of the kills were probably the same ones we turned before resting).  
We suffer one fatality, but not from the combat.  Michael Curtis has put far more dangerous things than monsters into  Stonehell to catch us out. In fact, most party fatalities so far have  been at the hands of pits and traps. We have learned to be ever more cautious  especially when we come across an 'interesting' new feature. The penultimate  room we explore has a giant set of weighing scales in it. As usual our LL  describes it, and smirks, giving nothing away. We spend a few minutes looking  but not touching. Eventually, we decide it's too obvious and there is no way  we're going to risk it, so we carry on to the next room. In this room there is a  dais in the centre with a large stone chest on it. The room also has bursts of  purple flames shooting from the floor in apparently random locations. We stick a  pole into one of the flames and it comes out very cold – best not touch the  flames we think. The chest proves too tempting for the thief so he makes a jump  for the dais and takes a look at the lock. He rolls for traps but doesn't find  any and then rolls to pick the lock. While all this is going on he is also  managing to avoid the flames that spring up every round. Success! The lock  clicks open. However, the trap he failed to spot goes off, and the poison gas  kills him stone dead seconds later. This is pretty much the first real success  the thief has had using his abilities and the pain is even more hard-felt as he  was one of the original characters who started the campaign.
The party mourn the thief for a few minutes, then  reluctantly, retreat for a second time to rest and heal, as none of them have  enough remaining hit points to risk getting caught in the flames. They return  fully healed only to find a group Zombies feasting on the thief's remains. The  Zombies are turned and the party then considers how to get a look at the  contents of the chest. First up for a run over to the dais is the Dwarf who  opens the chest to find hundreds of gold pieces and some jewellery. He tosses  the jewellery across to the others and takes a scoop of gold using his helmet.  He makes it back, but gets caught by one of the flames. Next up is one of the  clerics who also scoops up a pile gold. He's not so lucky though and gets caught  by the flames twice leaving him on just 1 hit point by the time he's clear of  them. One of the fighters takes a final scoop at the gold leaving just a few  coins left in the corners. 
The party then stand in the entrance looking at  the thief's body, and recall that he was carrying some gold. Unfortunately, he  was also carrying the party's only grappling hook. There follows a lengthy and  somewhat futile discussion with the LL about possible tactics for getting the  thief's corpse and/or backpack out of the room without risking the flames. The  10' pole is just a little too short to reach him and none of our arrows are  barbed, so we can't shoot one with a rope tied to it into him. Ultimately, we  conclude that the only way to get his stuff is to risk the flames once again.  The Dwarf makes the dash and cuts the straps to his backpack and runs back with  it. In Stonehell there is no dignity in death and the thief's body is left for  Zombies to munch on as supper when they return. We head for home.
Shame about the thief. He was only 200XP off  3rd level. Still, at least the LL gave us the XP for the 167gp we got  from his pack. The party return home with over 1,000gp in loot and a useful +1  hammer. One of the clerics levels up, and we put in an order with the dwarves  for some platemail for one of the fighters.

