The party moves into the mountains to cure the cursed dwarf. His trials - being made feverish and then jumping into a cool mountain lake - yield additionally, albeit quickly degrading saving throws. He lives. On their way to the Barrowmaze the party encounters and secretly follows others tomb raiders who are doing excavation work on another mound. Back underground, the party discovers a staircase leading to the surface -- another entrance to the Barrowmaze! A fight with skeletons turns ugly when one the party's fighter fumbles on the first round, killing the dwarf. Critical hits by the skeletons take another life. Armed with two new magic weapons the party leaves via the newly discovered entrance, narrowly evading another group that apparently uses it on a regular basis. They cut a deal with the village witch to help with identifying one of the new weapons.
- CD and KT cook up a new maneuver between sessions - enter the flaming tennis ball (lint and tinder, really) to light up long passages and prevent monsters from advancing to just beyond the party's torchlight.
- There have been very few fumbles and critical hits until this evening. DCC's tables can be very dangerous indeed.
- There is an interesting debate on whether to sell magic items for XP (to level up) or to keep them in the party. (XP is only awarded for wasting hard-won gold on boozing and wenching etc.)