| The Lost City GM |
The etuvian smiles and holds out the cup of dice to Horek.
"More talk for more hair? Although you'd have to offer someone else's now, I believe."
| Horek Varshot |
Horek chuckles and rubs his scalp. "I would like to hear the rest of the story, but as you say, I have little more hair to offer - and I dare not part with that." The half-orc actually manages to blush a bit at his own words, a chagrined look on his face.
| Ten-Foot Tollo |
”Eh. History’s nice and all, but I want to know about recent events.”, Tollo says.
”Unless you want to continue your streak of beginners’ luck, Loges, I say we let the talking roaches enjoy their treasure trove of hair that we didn’t need anyways.”
| The Lost City GM |
The etuvians laugh at the wizard's comments. "Silly mortals. You only dally with magic, where we are made of it!"
They continue their laughing as they begin collecting the hair they won in order to leave.
| Bolgar Grym |
Bolgar shrugs. "Is e'eryone shorn tha' wants to be? Good, lets be off then."
| The Lost City GM |
Leaving the strange fey, the group continues down the corridor and find that it ends soon after turning a corner to the left. Three small earthenware jars about two feet in height stand at the end of the hallway, and a closed door leads further east. One of the jars has sand in it, while the other two look empty.
According to the inspectors, the door does not seem to be trapped or magical. Nothing can be heard coming from the other side.
| Bolgar Grym |
"What would ye need a jar full o' sand for?" Bolgar asks.
He takes out a dagger and gently sticks it in the sand, probing to see if anything might be buried within.
Other than that, ready to keep going.
| The Lost City GM |
The room seems empty and quite small; no more than 10' by 10' and has not visible exits.
Well, that's not quite the case. There is a break in the ceiling that's about three feet long and a foot wide. It seems to lead to some narrow hollow area above the room. Too small for a human or dwarf, it could accomodate a halfling, however.
| The Lost City GM |
It takes a few tries to get the grappling hook to grab onto something above, but Tollo eventually manages to secure it to ... something. He then deftly climbs the rope and hoists himself into the small crawl space above the room.
The crawl space is only a foot or so in height, but it soon opens up into a large space, some kind of room sealed off from the rest of the pyramid located directly above the room his companions are in. Tollo moves his light to get a better look at what is in here and freezes when he catches a glimpse of the ceiling. Almost all of it, along with much of the walls, is covered in a dull-green slime. Before he can react, the entire ceiling of slime comes loose, dropping towards the halfling ...
Tollo Reflex save: 1d20 + 5 ⇒ (13) + 5 = 18
... who dives for cover back into the crawlspace, slamming his head into the floor in a hurry to get away from the green slime.
Tollo takes 1d3 ⇒ 2 points of damage from the head slam.
| Horek Varshot |
Horek moves instinctively to help Tollo back to his feet, casting an uneasy look at the ceiling as he pulls the halfling clear, considering the haste with which he was getting out of there - unless he simply fell? "What happened up there? Was it another masked creature of some kind?" The half-orc asks in concern, his gaze still on that crack even as he draws free his greataxe.
| Ten-Foot Tollo |
Dungeoneering- green slime knowledge: 1d20 + 5 ⇒ (3) + 5 = 8
Tollo retreats from the crack in the ceiling.
”Green slime! All over the walls and ceiling, in a room sealed off from this one! Probably seeping it’s way after me- almost got me too, but I’m too bloody quick!”
”TOO SLOW, SLIME! YA HEAR ME YA GOOP THING?!”
| Bolgar Grym |
"Green slime? Tha' sounds rather revolting... but wha' is it exactly?"
Bolgar does not have Knowledge (dungeoneering), unless I can do it untrained:
Knowledge (untrained): 1d20 + 2 ⇒ (6) + 2 = 8
"It dinnae sound like we would want any o' tha' stuff. Unless there's something in here, looks like this e' a dead end."
Bolgar does a quick search of the rest of the room.
Perception +2 Stonecunning: 1d20 + 10 ⇒ (13) + 10 = 23
| The Lost City GM |
The rest of the room seems completely empty. There are "glopping noises" coming from the crack in the ceiling but so far no sign of any green slime.
| The Lost City GM |
FYI, neither of the Knowledge checks were good enough to get basic information about green slime.
| The Lost City GM |
| The Lost City GM |
You have reached a dead end; there are no further ways to go.
Map updated. Any other areas you want to check out on this level?
| Ten-Foot Tollo |
Tollo runs for the door.
”C’mon! C’mon!”
Once the party is in the hall, he slams shut the doors and dumps the sand from the urn across the floor. He kicks the sand to block the crack under the door.
”Maybe that will, uh, slow it down... more?”
| Horek Varshot |
Horek chuckles at Timbur's jest, but the half-orc is glad that they were able to avoid the green slime. From Loges' description, it's not something any of them would want to have any sort of contact with, and it seemed likely his axe would have done nothing against it.
As the party heads toward the stairs, Horek guards the rear of the formation, keeping an eye out behind them. It doesn't seem likely that it could move very fast, and the closed door and the sand should surely slow it down. Right?
To the stairs, then? Maybe Toll will find something buried in all that sand while he's busy shoring up the crack under the door...
| Bolgar Grym |
"There may be secret chambers here. We should check these areas," Bolgar points to two dark areas on the map. "They are large enough that a hidden chamber might be there."
Basically talking about the gap between the two west hallways and the gap north of the room where the dead goblin was.
Once we've double-checked the walls of those areas I'm good to go downstairs.
| The Lost City GM |
Bolgar's dwarven intuition steers him right, as he finds a hidden latch in the northernmost western hallway. After having it checked by Tollo and Loges, he pulls it open to reveal a small room.
Inside this room you see four bird-like creatures with long beaks like tubes. A faint glitter catches your eye from the center of the room as the bird-like creatures fly toward you.
Tollo Init: 1d20 + 4 ⇒ (15) + 4 = 19
Loges Init (always acts in surprise round): 1d20 + 6 ⇒ (17) + 6 = 23
Timbur Init: 1d20 ⇒ 20
Bolgar Init: 1d20 ⇒ 2
Horek Init: 1d20 + 2 ⇒ (8) + 2 = 10
Zuberi Init: 1d20 + 2 ⇒ (16) + 2 = 18
Tamru Init: 1d20 + 2 ⇒ (8) + 2 = 10
creatures: 1d20 + 4 ⇒ (11) + 4 = 15
So order is Tollo, Loges, Timbur, Zuberi (in posting order), creatures, then everyone else/again
| Loges the Wise |
knowledge arcana: 1d20 + 8 ⇒ (13) + 8 = 21
These are stirges, nasty little buggers that drain you of your blood. Don't let them get attached to you.
Loges steps forward, as he casts a spell.
Move within 15' and cast Colorspray Will DC 16
| The Lost City GM |
Red stirge: 1d20 + 1 ⇒ (1) + 1 = 2
Blue stirge: 1d20 + 1 ⇒ (2) + 1 = 3
Green stirge: 1d20 + 1 ⇒ (5) + 1 = 6
The three stirges in the corner wilt under the intense psychedelic light show Loges throws on them. They drop to the floor nearly lifeless.
Tollo's crossbow seems a bit off and misses the last of the stirges. Either that, or the little critters are too damn small.
Timbur and Zuberi are up!
| Zuberi Ogbonna |
Zuberi has no problems with going over to the down stirges and trying to cut one in twain with his greatsword.
Power Attack with Greatsword: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 2d6 + 9 ⇒ (6, 2) + 9 = 17
| The Lost City GM |
Zuberi splatters blood all over himself and the walls as he ends the life of the fourth stirge.
Combat is effectively over, as the other three stirges are stunned, blinded, etc. They are still alive, however.
| The Lost City GM |
The glitter you noticed earlier comes from something sparkling in a pile of dust and debris in the middle of the room.
There is also a small hole in the northeastern ceiling. A slight wailing sound, as if from wind being funneled through a small space, comes from it.
| Zuberi Ogbonna |
"The only people we know here that aren't interested in hair are upset over bees... so those are some very expensive rocks for now. If we can find someone willing to trade for it might get us some useful equipment."
| Horek Varshot |
The half-orc does his part in killing the rest of the stirges, his eyes opening wide as Tollo suggests these might have been 'holy pets' as well - like the bees. "We should move on quickly, in case those masked cultists come to accuse us of more sacrilege."
Damn, I missed the stirge-killing fun! Nice work with the spell, Loges. :)
| Bolgar Grym |
These are stirges, nasty little buggers that drain you of your blood. Don't let them get attached to you.
"Ach, I hate those things. Good to pu' them dain so quickly."
He sighs.
"Well, good find Bolgar."
Bolgar shrugs, and smiles. "If wair looking for secrets, ye need a keen eye. We should check the walls of passages as we travairse them." He examines the gems fondly.
Ready to keep moving.
| The Lost City GM |
After disposing of the remaining striges and collecting the gems, the group heads to the staircase where they first encountered the woman wearing the dog mask. She is nowhere to be seen, so the group heads down the spiral stairs, which ends in a closed door. After Tollo and Loges do their usual checks and discover nothing, the group moves on to find a long corridor that at first heads south for 30 feet, then turns eastward for 60 feet, and then northwards for 60 feet, ending in another door.
There is a button with a strange symbol next to the door, approximately four inches across. The symbol looks like a "plus" sign with two diagonal branches coming off each of the four ends, and doesn't look like anything you've ever seen. According to Tollo and Loges, it is not trapped and non-magical.