It was Myrtel of 1493, year of the purple dragons, with spring about to blossom into summer, as the heroes escorted Oreoth back to town. Failing their collective perception checks, five orcs ambushed them, committing suicide by adventurer (save for the one who eventually failed his morale check). Rimaldo did a brief (dirt) nap during the fight, and the group collected a whopping 13gp, plus some axes and hides. Random intermission aside, the group chatted with Oreoth on the way back to town, learning of his university roots and original interests in the local area, and his eventual discovery of the eye, followed by developing paranoia and eventual slide into attempted rote teaching of mindless undead. Lamthanc continued to have nightmares, and was startled to wake up facing Harold. He then recruited her to write nasty review letters to the university paper, attempting to posthumously squelch his detractors (or perhaps simply detractors of theories he fondly cherished). The heroes traded in the most of the bandit horses for 200gp (keeping the giant one for Lamthanc's future ride), and got another 100gp for the random weapons and armor. Getting on to the next task, they looked into the scary figures in the quarry. The owner of the quarry, Meliko, was fairly closemouthed about the troubles, claiming it's just scary stories the quarry workers are telling each other, and tried to point us in the direction of a bandit cave, said to have treasure in it. Not happy with Meliko's response, but not willing to pressure her, the group decides to pull back, and return to the quarry by night. They spend the day in town, checking their contacts (both in general and inquiring about Meliko). They do find out that the local area has been safe for a few generations, and has only been getting hazardous in the past six months or so. Volvo, Rimaldo's harper contact, comments that he's seen the tanner with one of the amulets the bandits had. That night, the group sneaks in and steaks out the quarry. Not much happens, so they poked around a bit and found a secluded door leading into the hillside. Inside are hallways of worked stone and sliding doors with bas-reliefs of dwarves - clearly dwarven ruins! Some exploration leads to a trap, though, as someone drops cages onto the group (and laughs a bit about it). In fact, it's a line of eleven or so cages in a row. With a bit of work (mainly on the part of the strong types), the group manages to retreat from the area, deciding to circle around. We run across a room with a number of gnawed skeletons, complete with satiated giant rats. We give the rats a wide berth, but they don't seem interested in more food at the moment. We do notice that at least one of the corpses has the symbol from the bandits branded onto its head, though. A later room has a repaired statue in the center, with offerings about it. Then, cultists swarm in from another door! Five or so thugs would give us little pause, but their leader is clearly Larak, a mid-level caster who leads with slow and wears stone splint armor. We recognize some of the thugs from around the town. Eventually, the thugs are defeated, and the caster flees at high speed. We give first aid to the thugs, and drag them back to the entrance that we know of.