The party investigates the stairway leading to a room with an ogre. In the ensuing combat, the ogre is handily dispatched and a few captives freed from his cell/larder. Further investigation of the many corridors in the dungeon turned up zombies (destroyed through clever clerical turning and a shower of burning oil). Another secret door through a not-so-disused torture chamber gave the party access to an even deeper part of the dungeon. A battle with ghouls in a crypt soon followed. The path out lead to a room full of Gnolls who were surprised and routed by the party. The Gnoll leader was captured by magic and was held for questioning. The party decided to retire to the upper works to recuperate from their exertions.