The party has only been resting for a few moments when Arthas calls for Asteris's help. The half-celestial appears, but is unable to plane shift back to heaven! As the group is discussing what this could mean, they hear a loud banging at the door. Malak opens the door to revel a group of morlocks, speaking a strange language. Lor casts comprehend languages , and uses his considerable diplomacy to silently communicate the heroes' good intentions. The morlocks seem pacified, and leads the party deeper into their lair. The morlock chief, Gribnel, gives the party a safe place to rest and, in the morning, Lor casts an even more powerful spell that allows him to communicate fully with their host. Gribnel reveals that morlocks have been locked for many years in the dungeon (which he calls the Under-Miami) and that they are sworn enemies of the screechmen. Lor promises to kill any screechmen they find; in return, Gribnel gives the companions a half-formed morlock hide . The adventurers make a retreat to the surface, but not before fighting more screechman and some foul fungus-monsters. They lock the vault door behind them, take the descender box back to the ground floor, and wade out into the sea. But something about the island has changed, and the water does not take them back into the Maelstrom. Lor prays for guidance, and discovers that the island is a prison demi-plane. All hope is not lost, however. Daimu believes that a path back to their own plane may be found among the strange technologies of the Under-Miami. The heroes decide that they have adventured enough for one day. Lor expands his portable keep , and the party rests. Everyone who plays gains 2,000 XP.