I have just added on to a summary already written by Brian:
The party ran into a rather large ice-golem that seemed to be immune to the pink light. Trust me — the first thing we did was have Merath zorch it, so she
stayed firmly in character (Wendy was absent this session). After that didn’t work, Merath cleverly cursed it so that its ice became rotted and brittle. Nathan found a giant bow in the chamber, but he wasn’t strong enough to draw it. Marath quickly blessed him to increase his strength. This allowed Nathan to shatter the golem with a couple of well-placed arrows, which was a good thing, because Jacob the Mighty (TM) was busy rolling 1’s. We learned an important lesson about ice golems, though — splitting an ice golem in two gets you two full-sized ice golems. So although there was some clever strategy and teamwork in evidence, we required the legendary cunning of Bastriel to get us out of this mess (Editor: This was in Brian’s original version).
After extricating ourselves from the Golem Menace, we wandered about the caverns, finding that they exhibited some odd physical properties. This was quickly dubbed the “Scooby-Doo Effect” as we found that when we left the central room via one passagway, we almost always returned to the central room via another passage.
Trail and error finally worked in our favor and we stumbled upon the a small “city” of humanoid moths (we had run into one such fellow a bit earlier in the evening). Bastriel straining the limits of his diplomatic skill instructed the Mothmen to “Take me to your leader,” and surprisingly enough they complied. Queen Mothra is her name, a blue-skinned beauty (much to Bastriel’s delight), and she informed the party, due in large part to Nathan’s gentle manuevering of the conversation, that all is not right in Moth-ville. Being heroes, the party looks like they are going to help, and there have been knowing glances exchanged about perhaps adding the mothmen to the Rose Kingdom’s faithful subjects.