Didn't run the game as a sad pet emergency occurred, regretfully.
To wrap up the events of the prior session: Shargoth and Angrog start exploring the room they've never been in before and it's at about this point I decide that it'll be above the difficulty rating of the game for the ghouls who are waiting inside to simply destroy them with their lack of gear and lack of HP. So I have them make perception checks and when one passes, give a warning that there seems an ambush here. At a higher difficulty of play you'd expect players to map and to figure in advance a retreat plan. Here the players didn't map and started to explore new rooms rather than swim across a lake (which is partly understandable as you don't know what's underneath - on the other hand they already killed a monster that came out of it) to an area they knew of.
At some point I've really got to write up a difficulty chart.
So they retreat at the hint and decide to swim the fairly still, calm lake. I think they keep expecting water to just kill them by drowning - I blame video games of the ninties where all water was lethal. See, video games can teach you adverse behaviours!
I say if it was some raging ocean or atleast choppy water they could potentially drown, but as is they both are skilled, it's very calm water - the worst that can happen is they move slowly and don't look particularly cool as they cross the water.
When they get across, they get back to the room with the dead bugbears - the fight that started this whole mess. Long story short, fight tough bugbears while they are low on resources - then the room to the north opens after the fight and a bunch of reavers enter the fray! Being a nice GM here (and slightly incompetent), as the room text says the north room occupants would hear a fight in the south room and join. I read this AFTER the fight and so had the north room burst in then. Which is advantageous to the players. But still, they had to run - and run they did and many things happened including dragonturtle...but I digress, as there has been much that has happened before this chronicle was begun.
So they get back in there real quiet like and start looting the dead bug bears for gear. Again I'm nice and have them find gold on the bugbears, as per the dungeon text (rather than, say, the north room occupants having already looted the bodies. I see that as a possibility, but I think it raises the difficulty of play above the setting aimed for currently. Really need to work on that chart...)
Long story short they still end up partially alerting the north room and then meet up with Reed, who I'm not doing justice to by skipping his attempt to also con a Reaver, subsequent return to prison and second break out and then flight across the bridges (including the bridge that the troll he scammed lives under).
They get into a room with weird backpacks with canisters on them. Finally! The proton packs! We can do ghostbusters!
No, no, no - they are copper canisters with some fluid in them that...when they go to jame each door of the room with them, the fluid moves weird. Yeah, they planned to rest here and use these copper drums to jam each door. The room that happens to be right next to the north room full of reavers. And when they go to jam the doors they find the water in the drums moves weird. And they blocked every door out of the room with these weird drums.
Then they nap.
Surrounded by Reavers and weird water, do they ever wake up?
And that finally covers the previous two hour session!
Gygax would have killed them by now. But I am not running at Gygax difficulty, because it's rather extreme (though I'd like to run a game at higher difficulty some time. Not sure I myself would survive at Gygax difficulty!!). Do need to work on that chart!!