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As far as Eowithe can tell, the loft over the hearth is Natalya's living area. Crammed into the small floorspace are a ragged chair and a small burlap sack that appears to hold most of Natalya's treasures, meager as they are. Pakak reaches Natalya's body just as the unconscious form starts to buck and heave, obviously drowning in the foul muck. Scooping from the foul water is enough for her to clear her lungs, which is fortunate as not even her own mother would want to breathe life into that reeking form. Spoiler:
Congratulations, you have captured Natalya, although she is likely still bleeding to death. You also have her sack of treasure
You guys are almost at the end of Part 2. Given that you have lost so many, and this has dragged on and on, I need to know if you want to recruit more and try and continue, or take your rewards and drink yourselves stupid. Let me know in the discussion thread.
Eowithe's strike went wide, but distracted the woman enough so that Alanthian had a terrific opening. The elf leaped across the distance, and lashed out with his mother's sword. The blade ripped into Natalya. The woman's eyes went wide as both sword and crossbow fell from her hand. She toppled backwards, crashing through the thin ceiling slats and falling to the muck below. Pakak finally got a decent grip on the slippery rungs and made his way halfway up the chimney when he heard Natalya's body splash into the sewage behind him.
While you were busy looking at the mineral on the walls, A pair of
Round 1:
Initiatives:
I have no access to my maps while I am traveling, so we'll do this freestyle. no flanking directly behind them, unless you want to get wet.
Coming to the edge of the corridor, Angelica spots a thin line of reflected light, or was it darkness, at ankle level. She motioned for the others to halt as she leaned down to inspect it. It was a simple tripline, rigged to a bell. A very simple alarm, that would have gone completely unnoticed without the burglar's darkvision. Beyond the tripwire is a bare room, maybe 20 feet across, with another egress on the North wall. A very faint hint of illumination spills through that doorway.
The lit chamber is large, with an enormous pool of water covering more than half of the left side of the floor. The turgid water appears almost black in the eerie light of the mineral deposits on the walls. Calla searches with her divine senses, but sees no sign of evil in this place. Though that in itself is cold comfort.
The ladder leads to a small tunnel, maybe 5 feet square, sloping off towards the right. At the end of the tunnel, it turns sharply tot he right. There you find a trapdoor leading downward. It opens in the ceiling of another completely dark chamber. From the hatch, the chamber looks empty as a a tomb (and emptier than some you have heard of. Dropping down, you find yourselves in a long passage. The walls along this passage bear murals showing strangely dressed Thassilonian priests placing bodies into crypts. These murals haven't been desecrated or looted like the others you have seen in this place. Several niches in the wall may have once been burial crypts themselves, but today the hall is strewn with bones and the niches stand empty.
Moving beyond the collapsed chamber, you enter a narrow tunnel. The floor here sloped downwards more sharply than before, with natural terraces carved into the stone by eons of pooling water. And the water pools were everywhere. Water dripped from stalactites above and seeped through cracks in the stone walls to form pools a few inches deep. Bruendor, K. Local DC 12, or K. Dungeoneering DC 12:
If you were pressed, you would say that the tunnel appears to be directly underneath the Velashu River. After carefully traversing the tunnel, you see a strange orangish-purple glow in an upcoming cavern. everyone:
Make a perception check, and a wisdom check.
mechanics:
1d20 + 15 ⇒ (4) + 15 = 19 1d20 + 4 ⇒ (18) + 4 = 22
Alanthian and Eowithe sprang across the rafters, following the dagger that Alanthian launched. The dagger buried itself in Natalya's side, making hte woman gasp in pain. Still, she managed to step back another few feet and fire her crosssbow point blank into Eowithe. The bolt's force was mostly delflected by Eowithe's armor, but she still felt a jolt of pain in her left leg. Pakak still cannot seem to grasp the ladder with enough stability to climb. Spoiler:
Eowithe takes 3 damage. Initiatives:
moving forward
You make your way back to the last area where you fought the troglodytes. You don't have much trouble. Either you cleared out all of the creatures in that part of the tunnels, or they simply haven't returned yet. Spoiler:
I need a marching order from you guys. I assume Bruendor, Lefrik, Calla, Anklebiter, Kelendra is still what you are going with?
It was close, but Harbug made it across, grasping awkwardly at the ropes and flailing a bit. There was a scary moment when his life flashed before his eyes, but he had them closed and so he missed most of the good parts. Behind him, Shabbezz swarmed up the ropes and onto the platform, making the process look as easy as a squirrel running across a branch.
My map file for this battle is apparently completely corrupted, so we'll have to do it old school. Dust off those imaginations, Ladies and gentlemen. I need acrobatics checks for anyone attempting to follow Natalya across the burning beams of the attic floor. mechanics:
1d20 + 5 ⇒ (2) + 5 = 7 1d8 ⇒ 6 Missles flew past the woman, as she calmly brought up her crossbow. firelight glinted from the tip of the quarrel as she fired straight at Crugold's head. The dwarf dove to the floor to avoid the bolt, and the thin slats parted with a sharp splinter. The dwarf's head cracked against a timber as he fell, making him see stars as he plummeted to the filth below. Round 6:
Still Fire! Crugold is leaving us, so don't worry about the dwarf. Initiatives:
Natalya is about 10 feet out from the burning platform, balancing on the beams as she backs away from you and the fire.
You make your way back through the caverns to the fighting pit. The steep climb up the sinkhole was aided by the surprisingly stable structure hammered into the wall there. In the Goblin, it isn't difficult to find a chunk of metal to wedge into the trapdoor, and the gambling hall is mostly quiet still. The cook and her husband laid out a decent meal, and the closed doors and boarded windows are unmolested by raiders or the curious. In all, a safe place...for now.
Aha! There he is. I was about to go on without you...and probably should have. Ah well. mechanics:
1d20 + 4 ⇒ (3) + 4 = 7 The remaining goblin tumbled into the muck beside the first, leaving only Natalya to face the companions. her face was dark with anger as she said "I have given you every opportunity to leave, now face the flames of judgement!" An arc of fire licked out from her hand, setting the roof and beams alight around her. Round 5:
Fire! Intiatives
No map updates, because I can't get the file to load in MapTool.use the previous map, and move Natalya to D4
You are correct, I must have missed it in the updates. Between that, and Lefrik's mighty swing the last one will fall, though. The companions bury the last trog in steel and magic. The lizardkin throwback had hardly any time to raise a defense before the combined efforts sent it reeling to the cavern floor. The troglodytes weren't carrying much, other than their rough clubs and javelins. But tucked away in folds of their loincloths, you come up with a handful of coins and some small gems, amongst other less valuable (and sanitary) items. Spoiler:
Congratulations! 320 XP each The loot:
Angelica loops the boathook over the piton and pulls down. AS she does, the trapdoor opens easily, and a set of iron rungs slides out to thunk heavily on the hanging platform. When the trapdoor is open all the way, Angelica feels it catch, leaving it standing open without needing to pull on it with the hook. The ladder leads into a dark 5' x 5' opening above.
As Angelica cast about, looking for the purpose of the boat hook, her eyes caught an anomaly above her. A trapdoor - looking like it was once flush with the stone above - stood slightly ajar, with a piton jammed into its end. It is clear that the boat hook is intended to grab onto the piton and pull the trapdoor down.
mechanics:
1d20 + 7 ⇒ (6) + 7 = 13 1d20 - 1 ⇒ (16) - 1 = 15 1d20 + 2 ⇒ (15) + 2 = 17
A piercing sound reverberated through the troglodyte's head, confusing it and making it more susceptible to Calla's divine retribution. It stumbled, smacking itself in the head with its own club, and stared stupidly around it looking for the source of the noise. The lizardkin was still looking about as Lefrik's axe smashed into it. The blow sent the creature reeling to the floor, most of its insides trying desperately to be outside. The last trog pounced on Lefrik, who didn't manage to recover his swing in time. Its blow sent a wave of pain through the blonde barbarian's arm as it connected. Round 6:
Try crossing your eyes, maybe that would help. Angelica easily swung out over the drop and touched lightly down on the platform. The wooden structure barely swayed on its mooring lines. Though the contraption may have looked haphazard from the ledge, it was actually quite sturdy. On the platform is a 10 foot boat hook, with a rope ties to the haft. The rope is about 15 foot long, and the other end is tied to one of the platform's anchoring ropes.
mechanics:
1d20 + 2 ⇒ (2) + 2 = 4 1d6 + 1 ⇒ (2) + 1 = 3 1d20 + 2 ⇒ (6) + 2 = 8 1d6 + 1 ⇒ (3) + 1 = 4 1d20 - 1 ⇒ (11) - 1 = 10
An eagle appeared from thin air between the troglodyte ranks, clawing and raking Lefrik's opponent about the head. Between that, Calla's judgement, and Bruendor's fancy blade work, the trog never saw Lefrik's axe coming until the barbarian buried the blade in its head. The creature dropped to the floor, nearly knocking the troglodyte next to it down, forcing the creature to abort its attack on Bruendor and allowing the dwarf to step back to relative safety. The remaining trog struck out at the eagle, but the bobbing mass of feathers easily evaded the clumsy strike. Round 5:
One more dead. Anklebiter, how long does the eagle stay around? Initiatives:
mechanics:
1d20 + 2 ⇒ (2) + 2 = 4 1d6 + 1 ⇒ (2) + 1 = 3 1d20 + 2 ⇒ (15) + 2 = 17 1d6 + 1 ⇒ (5) + 1 = 6 The stench continued to affect the companions, as each of their blows went awry. Bruendor's opponent even managed to land a stronghit on the dwarf, numbing his right shoulder and arm. Round 4:
Bruendor takes 6 damage Everyone is sickened for 9 rounds. Initiatives:
Map did not change
Harbug walks out to see a ledge festooned with old bird nests looking out over a shaft that drops nearly 200 feet to the water below. A large coil of rope sits on the ground near the ledge, one end anchored to a large piton driven into a crack near the wall. Opposite the ledge, across the shaft, is another ledge, with a window overlooking the harbor. The ceiling of the shaft is a mere ten feet above the ledge, and crisscrossed by a tangle of arches supporting the roof. Between the ledges is a wooden platform, about 5 foot square, hanging from stout ropes anchored to the stone arches above. Two thick ropes also stretch out from each of the ledges to the platform, holding it in place. Another pair of ropes anchored to the ceiling are tied off on the left side of the ledge, potentially allowing someone to swing across to the platform.
mechanics:
1d20 + 2 ⇒ (1) + 2 = 3 1d6 + 1 ⇒ (3) + 1 = 4 1d20 + 2 ⇒ (2) + 2 = 4 1d6 + 1 ⇒ (5) + 1 = 6 The companions gag and retch at the stench around them, the nausea welling up to spoil their aim and cause more than one to spew out the remains of breakfast onto the cave floor. The emitus only added to the foul reek in the air. Bruendor managed to drive his rapier into one of the trogs, piercing the thing's liver and sending it moaning to the floor. Another quickly took its place, however, wooden club slamming into the wall beside Lefrik's head as the charging barbarian ducks low. Round 3:
Angelica opens the door and, finding nothing on the other side to worry her, wedges a piece of kindling to prop the door open. The room is large, with walls covered in scratched and faded murals. Several sections have been roughly hacked out, and an empty plinth where a statue once stood fills a small alcove. The floor shows signs of wear, and the air is filled with the smell of fresh air. The sound of waves rolls in from the left, where filtered sunlight streams in.
mechanics:
1d20 ⇒ 16 1d6 + 1 ⇒ (6) + 1 = 7 1d20 ⇒ 13 1d6 + 1 ⇒ (6) + 1 = 7 1d20 + 2 ⇒ (9) + 2 = 11
Missiles fly as the opposing forces attempt to weaken the enemy before melee. Two of the troglodytes sprout fletched bolts, and stagger slightly before continuing their advance. They close with Bruendor and Calla, but the defensible nature of the tunnel mouth gave the two plenty of cover from the crude clubs. The stench of the creatures is even more overpowering in the tight confines, causing everyone to gag and eyes to water. Round 2:
Everyone make me two DC13 Fort saves or be Sickened. Initiatives:
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