|
Post by AxeMental on Mar 14, 2008 11:16:40 GMT -5
OK the group has no random encounters. The new cleric seems to slide into the Smythus role very well (granted he's much uglyer and of infanity less power). In the morning the group of frontiersmen head out (Fletcher helping them to the woodline before heading back. He makes a mental note to check up on some of these poor souls next time he's in the general area. On the way back he kills 2 mule deer and collects some wild roots and lichen suitable to eat (enough for 3 days for the group). The group is healed up and the spell casters finish up memorizing spells. After eating the group heads back out to the onocentuar lair, the steeds in good hands with the dwarves. One hands Fletcher a horn and tells him to blow it as loud as he can if he's in need of help. "these old dwarven ears hear pretty good underground, and if we do we'll come runn'n". Here's the map again, your heading down to room 33 south wall:
|
|
|
Post by stranger on Mar 14, 2008 19:05:40 GMT -5
Subdolus suggests they stick to their normal scouting tactics and head into the next area. He will draw his scimitar and lead the way.
|
|
|
Post by AxeMental on Mar 16, 2008 8:58:27 GMT -5
The group returns to the onocentuar lair finding it unchanged. Subdolus reopens the secret door revealing a knee high green fog covering the floor of the entire hall. He finds it eminating from the wall leading to room 34 (the Gobbler room). I'll assume for now you don't re-enter that hall and head down to the far end (Tiberious and Fletcher just behind you). When you reach the end of the hall you see to the west their is a short stairway leading down 12 feet ending at a banded door (half way down the stairs the fog reaches 8 feet so you'll need to breath it or hold your breath; another hall heads east 20 feet before ending at a banded door (the fog here is still is at your knees). Both doors look newer and have reliefed carvings on the metal bands of strange glyphs and symbols "odd magics perhaps" wispers Sogathan when he sees them. "I don't recognize these as clerical".
What direction does the group wish to go?
|
|
|
Post by trp2fan on Mar 17, 2008 13:52:38 GMT -5
OOC: Do we want to continue with our magic-user a statuette and lacking a high(er) level cleric? I'm not sayin',; I'm just sayin'. Well, I thought the question should be asked if maybe we needed to make a brief return to civilization to get back up to brigade strength.
|
|
|
Post by AxeMental on Mar 17, 2008 15:34:43 GMT -5
OOC: the closest city is Grime, across the forest. On foot it would take over a week.
edit: you could also check out the town below the mountain that was over-run by giant class (a few days walk), the town Zargon passed on the way up the mountain. Hint: there might be prisoners you could rescue etc.
|
|
|
Post by The Master on Mar 18, 2008 7:19:30 GMT -5
Well if the town was attacked, i don't think they could be much help, but i guess we could try if we don't want to risk the glyphs yet. Is there anywhere else in the dungeon we haven't tried yet?
|
|
|
Post by subdolus on Mar 18, 2008 7:22:07 GMT -5
Subdolus says he knows just the half orc cleric to check the door. As for returning to the town, he recommends waiting as the two clerics in the party should do just fine for them.
OOC: Axe, don't forget gas should be no problem with Subs ring.
|
|
|
Post by AxeMental on Mar 19, 2008 5:19:01 GMT -5
OOC: Mistere wrote: "Is there anywhere else in the dungeon we haven't tried yet?" Yeah, the SW corner of the Onocentuar lair (room 33) is the only other unexplored passage you know of.
In Game:
Subdolus signals the new HO cleric toward the 2 doors to see what he can make of them. Nervous and sweating he examines both in detail touching them and pushing on them. "They are both locked, but I don't think these strange bands of glyphs are dangerous" he slinks to the back of the group bowing and grinning a bit too widely -a poor acting job you think, he seems to be covering up great anger at being asked to take a risk.
Sub, Do you wish to pick these doors, both have key holes?
|
|
|
Post by subdolus on Mar 19, 2008 9:48:34 GMT -5
Subdolus looks to the half-orc, "No need to be angered, if I thought it was dangerous I would have looked myself. He then looks to the rest of the group, lets check the other route first, no telling what is behind a door like this."
|
|
|
Post by AxeMental on Mar 21, 2008 7:13:29 GMT -5
OOC: Sorry took me a while to get back to this, its been busy. The group approaches the gate where the Onocentuar and troll guard had come from. On close inspection the bars of metal have been worked to resemble flames, with people burning within them, and demons with wings and pitchforks flying around hear and there. A hiddeous thing. The passage is 15 feet high and 15 feet wide. It goes back 20 feet before turning due west. Facing you as you enter are 3 narrow windows (more like arrow slits) in the wall spaced 2 feet apart from one another. Nothing is fired from these slits, and Tiberious (using his ring of invisibility) moves up close and sees nothing within them (finding the slits continue on rather then leading into a room directly. (do you wish to do anything with these slits?) The passage continues west for another 80 feet and then heads diagonal SW. Along the north wall are barrel after barrel of strong wisky (55 in all) half are empty. Obviously, this belonged to the Onocentuar, who was drunk when he encountered you. The barrels are examined and tipped a bit to check for anything interesting; under the last barrel Subdolus finds a map of the mountain range you are in and the location of what appears to be another dungeon. The ancient map appears to have been torn at some point, as if from a large book, and you think it was written by a human or perhaps demihumans hand. A passage written below the map is too faded to read, but a few words you can make out "prison" "deadly" "below the ridge". The group take turns looking at it before returning it to the thief who stowes it safely away. (Fletchers best guess is that this other dungeon lies about a weeks journey North threw rough terrain). At the end of the hall the passage turns south another 20 feet and splits going both west and east. Fletcher sees most of the onocentuars more recent tracks head east. Which way would the group like to go?
|
|
|
Post by trp2fan on Mar 21, 2008 14:49:25 GMT -5
East may reveal the purpose of the slits we just passed.
|
|
|
Post by zargonthelucid on Mar 21, 2008 18:42:34 GMT -5
Zargon readies himself for another fight.
OOC: Will be off-line for at least a week after Easter - as long as Zargon knows what to hit, he'll be fine. ;D
|
|
|
Post by AxeMental on Mar 24, 2008 5:51:09 GMT -5
The group heads down the east corridor, the thief and monk in front checking for traps. About halfway down the hall you notice the temperature starts to increase rapidly, starting at 10 degrees and eventually stabalizing at 80. At the end of the 30 foot hall you find a wall of what appears to be heavy black foilage blocking the doorway to a room. It hangs down from the inside like giant ivey of some sort, but grotesquely dark with vains of purple running threw it. Its leaves are abnormally large with barbs pretruding from their pointed ends. The vines are dense and can't be seen beyond standing outside of them. What do you wish to do?
|
|
|
Post by trp2fan on Mar 24, 2008 8:28:03 GMT -5
Burn 'em away from throwing distance? Alas, I've no oil. A wizard's burning hands sure would be handy.
|
|
|
Post by Ska on Mar 25, 2008 14:31:10 GMT -5
Tiberious also bleives the vines should be burned off.
|
|