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Post by subdolus on Jul 28, 2008 8:58:59 GMT -5
Subdolus climbs the wall to above the level of the hanging man. He will then look for a place to have his rope tie off. If he can find one he will toss the other end around the man to secure him. If this works out perhaps the flying monk would be willing to cut the black rope.
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Post by trp2fan on Jul 28, 2008 11:59:15 GMT -5
Using his bow, Calhagn will cover subdolus.
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Post by AxeMental on Jul 28, 2008 14:03:54 GMT -5
Just as Tiberious is about to take off the rope is dropped (or perhaps cut) and the man hits the ground landing on his head and back. A loud crack tells you he's likely broken his neck. A high pitched female laugh can be heard from above near the location of the hole leading to the outside inky night.
When Sog reaches the body he finds it to have been torchered horribly with signs of beating, burns, cuts and the like. The rope is made of long human hair, obviously from different human heads (as the colors and textures range). The rope is 30 feet long total, and Sog figures the rope was woven from the hair of at least 30 differernt women, possibly more.
Sog places his crown on and starts scanning the outside night, but is unable to find a mind. Without seeing the target however, it could be he's simply missing the location, or it could easily be out of range.
Does Tiberious wish to fly up to the entrance and investigate. You could carry one person.
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Post by cadellin on Jul 28, 2008 17:19:43 GMT -5
OOC: I'd say not. The absence of a mind could indicate undead up there.
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Post by Ska on Jul 28, 2008 19:50:52 GMT -5
Tiberious will not fly up-----agreeing with the magicians thoughts. (Not to mention it feels like a trap)
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Post by AxeMental on Jul 28, 2008 23:24:53 GMT -5
The party members sleep a restless night, disturbed by bad dreams and the sense of being watched.
At dawn the guards almost delight in the familiar spectral shimmerings of one of the remaining webs near the sink entrance, barely aluminated, it suggests morning has finally come and the thing is gone.
Once the sun gets higher and brightens the forest, TIberious (I'll assume) investigates the site where the body was dropped from. A sharp knife covered in human blood is found, as well as some animal fat on some near by rocks. Never has the monk wished their ranger friend was still alive more. Interestingly, Tiberious finds a single old owl willing to help with information. It speaks of an old female humanoid, it moves about only in the darkest night, seeking humans to eat or torture. Upon questioning the bird, Tiberious learns some of the villagers meet her on certain nights when the moon is full to kill one of their own with knives. Nothing else is learned, and the bird flys off. Does the group wish to investigate outside further?
The party is healed up and the spell casters have new spells memorized. What does it wish to do next (I assume head back down the stairs)?
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Post by cadellin on Jul 29, 2008 4:25:26 GMT -5
"The dungeon's been here a long time undisturbed, but this hag is killing innocent people now, so we should make sure we're ready to kill her at the next full moon.
"Aside from that, we could return to the surface now and see if we can't afford to have Fletcher resurrected--it might take a wish, I don't know about these clerical things, but whichever way I have a nasty feeling it'll be expensive. Or we could go back down there and explore the fungus island now, in the hope of picking up some more loot to cover the clerics' fees?"
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Post by AxeMental on Jul 29, 2008 9:15:41 GMT -5
Sog informs the wizard that the body is well beyond resurrection. And its not a matter of growing back a limb or even connecting the head back to the body. Everything within the husk was liquifide and drained out (brain, heart, liver etc.) regeneration isn't a realistic option. Only a wish spell (and its possible not even that) will bring him back. He knows the cost would be greater then the entire take of the last dungeon, and besides that the group would very likely have to perform some risky service (remember their is aging involved for the caster). "If that is our eventual goal, we'll need to start collecting loot now. But at this point there is no need to rush, the damage has been done, the shrivelled hard leathery skin is stable now, and very light.
So down or up?
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Post by Ska on Jul 29, 2008 12:26:19 GMT -5
The monk also has no problem with using our next large amount of treasure on using a wish spell to get the ranger back.
OOC: Is Mystere waiting around to play Fletcher? Or does he plan on using a new character? Or is he doneplaying this game?
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Post by trp2fan on Jul 29, 2008 12:48:12 GMT -5
Calhagn votes for down.
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Post by subdolus on Jul 29, 2008 12:53:10 GMT -5
Subdolus votes for down the island entrance. After all we know right where to find Fletcher if and when the time comes. OOC:Besides if we save him to soon he might want his stuff back. ;D
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Post by cadellin on Jul 29, 2008 14:22:38 GMT -5
The party returns to the island entrance.
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Post by AxeMental on Jul 29, 2008 15:50:20 GMT -5
The group returns down the stairs, with the scouts up ahead. Subdolus detects a sort of trap half way down the stairs (FRT 33). Hanging from the ceiling are small (3 inch tall) hair like fungus stalks (difficult to see) which would no doubt release spores if disturbed. It appears they placed or planted here by some one or thing (as Subdolus swears they weren't there before).
The colony of fungus is burnt away with torches and the spore effects are never known.
Whe the party returns to the large room they find the island in a state of decay. The once healthy fungus now dead and rotting (a few giant stalks and caps remain but are slumped over), no doubt killed with the electricution of the lightning bolt. Subdolus (perhaps protected by his ring) and Tiberious (holding his breath) explore the rotting fiberious caverns below the island (crawling threw a 4 foot high hole). A network of 10 small rooms are found (apparently the fungus grew threw the stone and pushed it out and up). They are empty. It seems the survivors of the attack have fled with any treasure they might have had.
The door across the room (in the center of the raised dias and on the other side of the wall of mud where the two giant clams attacked from) is all that remains to be explored. As you move over to it, you see it has recently been openned and closed (indicated by a fresh scraping of muck on the floor.
The scouts examine the raised dias and door for traps but find none. When they open the door to examine the room beyond (MS 98) they set off two shriekers which create an ear splitting noise no doubt alerting every one or thing of your presence in the area.
What does the group wish to do (destroy the shriekers, move past them, retreat, etc.)? The room beyond is grey stone cut with geometric designs (perhaps a cerimonial entrance way) it is 30 feet wide and 50 feet long with two passageways in the NE and NW corners of the room (you are entering from the south wall). Torch light aluminates the NE hallway and room in a dim orange glow.
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Post by cadellin on Jul 29, 2008 16:52:43 GMT -5
Facing creatures that are clearly well-prepared for our presence. Cadellin casts monster summoning I.
Let's send some expendable things ahead to trigger a few traps...
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Post by AxeMental on Jul 30, 2008 7:01:13 GMT -5
In moments 5 orc appear and enter the room, several start attacking the shriekers with their swords chopping chunks out. Coming out of the NE hall are hobgoblins with bows and spears, 12 in all. They seem surprised to see orc (perhaps expecting bullywugs) and begin firing at them (they surprise for 1 round). After the first round only 2 orcs stand. Initiative: Monsters 3 Group 2. The second two are taken down with 6 arrows and a spear, while 6 more arrows shoot threw the crack in the door (others thud against it). Cadellin, who was peering threw to see what might attack is hit by a spear (for 5 pts) as is Ermanaric with an arrow to the scalp for 4 pts). The hobgoblins scream for reinforcements and charge at the door. Something louder and gruffer can be heard coming from the NE as well. Your counter.
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