Level 18: This Place Seems Reasonably Safe
Not safe at all! Surrounded by 12 paladins and 9 wolves. Sleeping, at least. She could try confusing and slowing them all with her staves, but that may not be enough. Marash calls upon the divinity to portal her somewhere safer.
Success, and resting. There's some sort of ghost in the area but it seems to be leaving her alone...
Marash lets a baby green dragon maul her until she finishes hitting it to death, then heads back, succumbing to the lure of paladins and wolves. Just as well, since they're spilling out after her anyway. She picks up a wand of confuse monsters and a couple of intelligence-restoring potions, and wanders onward.
But, soft! what light in yonder chamber breaks? It is a ranger, and The Phial of Galadriel is the sun. Not such a good idea to test activating it in that room. Lot of hill orcs there, and those aren't harmed by light. They seem still tougher than even the deeper orcs Marash has encountered. Wearying and long to fight.
After a while she steps out of her hole to mop up the stragglers, only to see forest trolls pouring in through the north door. Still an unknown quantity, those. Marash flees back to the tunnel she emerged from, praying for protection. They take longer to go down than the hill orcs did, and they don't seem to carry anything Marash can use.
Marash tracks the trolls back to their origin and finds a maul laying on the floor. She can sense there is something special about it; when she wields it she feels stronger, more agile, tougher. As soon as she hits a snaga it reveals itself as a Maul of Westernesse. Seems like an opportune time for a rampage.
She smashes her way through a line of snagas and a giant white dragon fly, only to hesitate at the sight of Ulfast, Son of Ulfang.
A couple of flies shot down and an umber hulk bursts through the wall beside her. Marash hits it experimentally and gets confused for her trouble. A whole lot of flailing later and it is down, Ulfast surprisingly still unconscious. Even when she tries activating the Phial.
Walking around does the trick. Ulfast grabs one of her arrows from the ground. Marash blesses herself and retreats, activates her rod of drain life when she has a bead on him. He's definitely hurt, but not as much as Marash is used to seeing.
Her Maul of Westernesse convinces him to flee quickly enough, and when his back is turned she hurls a flask of oil at him. For this victory she is granted the prayer of Dispel Undead. After her victory she succumbs to aimlessness again, until a trapdoor drops her through the floor.
Level 19: This Place Looks Uninteresting
Of the evil down here, she senses a dark elven warrior, a human skeleton, a zombified orc, 8 sleeping wargs, an orc shaman, 11 cave orcs, and Ufthak of Cirith Ungol. Most with a long path to reach her, but the first two need immediate attention.
The dark elf down, she lets the skeleton sleep if it will.
Her path is blocked by rubble. As she clears it she hears a door battered open nearby and knows Ufthak and his escort are awoken and hunting her.
She uncovers a hard leather cap in her excavating, destroys the following skeleton while she examines it, and when she senses the cap holds power, tries it on. As she takes her old cap off her looks fade, but putting on the new one she feels smarter.
Marash takes a winding path, killing a few inconsequential monsters and finding mostly useless treasure beneath rubble.
Past a disarmed gas trap she finds a grizzly bear, unexpectedly 950' beneath the surface of Angband. She puts a couple of arrows in it, because everything in this place seems improved by them. Once it is dead, picking up her spent arrows leads her into a room full of wolves and wargs.
The Phial of Galadriel doesn't seem to do anything... Marash pulls back. They won't follow her to be picked off, but standing in the doorway, ducking in and out, she can get a lot of arrows off. Just as well; now orcs are leaking in too. Still a lot of getting surrounded in the open. Not ideal, maybe suicidal if these were tougher canines.
She cleans up after herself, heads south and is confronted by a stream of cave orcs. Those are easy enough, and her maul and arrows makes no trouble of Ufthak either, only time. The boots he dropped are okay, in some ways nicer than her own, but free action is still more enticing than a small armour bonus.
As she heads further south she comes across an evil eye floating alone in a chamber. It tries to paralyse her, but can't seem to succeed - the old boots proving they were the right choice so soon? She wards herself and steps closer.
The evil eye drains life from her and Marash wonders if she made a mistake getting so near, unnecessarily. But it is soon destroyed and she must live with her folly.
The creatures she is fighting seldom prove as tough as she fears, nor is she finding much that would aid her quest to destroy Morgoth than what she has already. Surely then, she ought to be more determined in her descent.
She locates some stairs, with an ironwood staff nearby, and reads a scroll of identify over it. The staff's only power is to detect evil, useless to one who has that power in her prayerbook.
Marash protects and blesses herself, and heads down.