Adelie |
Adelie reluctantly returns to his human form. He sits close to Mone's corpse, which has become stiff and cold, and chews uncomfortably on a rat. Every now and then, he glances suspiciously at Jarvik.
Talathel Rhuiren |
Talathel waits until at least three others have eaten, then moves in to partake of cooked dire rat.
Tragershen |
Tragershen sticks to his mundane rations. But when they are done resting, he'll put some of the jerky into his haversack. If for no other reason than to share the burden.
Anzath |
Jarvik probably hates us as we consume all his cousins in front of him.
Unless anyone stops her, Anzath will put the captive rat out of its misery. She then places her bedroll next to Talathel's and tries to catch some Zs.
Perception on watch: 1d20 + 14 ⇒ (11) + 14 = 25
Talathel Rhuiren |
Talathel nods approvingly at Anzath's executing the rat before resuming his own watch.
Perception on watch: 1d20 + 8 ⇒ (19) + 8 = 27
Lolygert " Lolly " Endeferr |
Lolygert helps where he can in the preparation of the rat-on-a-stick, offering one and all full cups of mead or ale or wine even with a touch of his flagon to theirs with a grin and a cheerful, "here's to ya!"
He matches Bedlam's appetite and more, smacking his lips and wiping greasy fingers onto his clothes.
He pauses at one moment, noticing the poor body of Mono lying there, raising his flagon to the brave doggy, "Here's to ya."
Settling down he also sleeps until his time at watch, mouth agape, a low buzzing snore emerging.
Perception at Watch: 1d1001 ⇒ 243
GM Parrot |
I think Lolly's dice may have "worshiped Cayden" a bit too faithfully...
As you settle in to rest on the far side of the river, the denizens of the dungeon prowl around.
Wandering Monster: 1d20 ⇒ 11
Wandering Monster: 1d20 ⇒ 7
Wandering Monster: 1d20 ⇒ 13
Wandering Monster: 1d20 ⇒ 8
Wandering Monster: 1d20 ⇒ 2
Wandering Monster: 1d20 ⇒ 18
Wandering Monster: 1d20 ⇒ 10
Wandering Monster: 1d20 ⇒ 16
Wandering Monster: 1d20 ⇒ 2
Wandering Monster: 1d20 ⇒ 4
Wandering Monster: 1d20 ⇒ 13
Wandering Monster: 1d20 ⇒ 13
Wandering Monster: 1d20 ⇒ 14
Wandering Monster: 1d20 ⇒ 11
Wandering Monster: 1d20 ⇒ 9
Wandering Monster: 1d20 ⇒ 18
number of monsters: 2d6 ⇒ (1, 2) = 31d4 ⇒ 41d3 ⇒ 2
Talathel spots a trio of ghouls that emerge from the staircase area--when they spot the party, they slink back into the depths.
You may react to them, but anything too vigorous will disturb your sleepy wizard. If you let them go unharmed, I'll continue the narration of the wandering monsters.
Talathel Rhuiren |
Talathel appraises the ghouls but is content to allow them to withdraw.
With Tragershen rested, we can much more easily slaughter those creatures and their ilk.
He will inform whomever is next on watch of the ghouls' brief appearance.
GM Parrot |
hmm: 2d6 ⇒ (5, 4) = 91d4 ⇒ 41d3 ⇒ 3
During the fifth hour of the watch, the ghouls reappear. Now there are twelve. They are trying to sneak, but their sheer numbers mean someone's going to roll under your perception so I won't bother that Bedlam sees them.
They skulk around the far side of the river before withdrawing into the darkness of the staircase (unless you do something to interact with them, of course).
Talathel Rhuiren |
Over breakfast, such as it is, Talathel notes Bedlam's observations.
"While we must always be ready to fight undead in such a place, it appears that we would be wise to take more specific precautions should we press on in that direction. Which I believe we should leave until after we clear this level entirely."
GM Parrot |
Indeed, Tragershen awakens undisturbed. Now, he merely has to study for an hour. Wizards are so time-intensive!
Those with a complete rest can reboot spells and heal a night's worth of damage (12 HP, I think).
Wandering Monster: 1d20 ⇒ 20
Wandering Monster: 1d20 ⇒ 19
Nobody interrupts spell preparation.
It's probably Augusta 20th, out where days have meaning.
Bedlam Bottomland |
Bedlam mixes some new Extracts; and 5 Antitoxins to pass out.
Once ready to leave, he drinks his Active list.
Could use un day or so ta resupply me goodies next time.
Adelie |
Responding to Talathel, Adelie says, "I agree. We'll have to clear the blocked tunnel in order to do that - I can likely check the other side of the blockage by earth gliding through it, but I can't actually clear it."
He casts decompose corpse on Mone and places her bones in her pack.
Tragershen |
Tragershen finishes with his spells, and then checks on Aurora. "How are you this morning?"
Also, "Ghouls down the stairs? That tells me that is certainly the way to delve deeper into the evil of this place. Though it promises less hope to find a route of retreat, should we require it."
Were we still going to see if we missed anything in the poo rooms, go down the stairs, or start digging?
Talathel Rhuiren |
"With the ooze dispensed with, we can search the rooms on that side of the level in greater safety."
Talathel Rhuiren |
"A fine notion, Bedlam."
Adelie |
Hearing no specific objections, Adelie wild shapes into a small earth elemental and attempts to burrow through the collapse in the last rat tunnel to find out what is beyond it.
Aurora Fallowarc |
Aurora awakens feeling better, but still rather weak. After her morning prayers, she casts even more Lesser Restorations upon herself.
Lesser Restoration (Str): 1d4 ⇒ 4
Lesser Restoration (Str): 1d4 ⇒ 3
Lesser Restoration (Con): 1d4 ⇒ 2
Heal 1 point of Str damage and Con damage from resting; 7 points of Str damage healed (down to 1 Str damage total); Con damage fully healed.
Now feeling considerably better, she stretches her arms above her head and looks to the others, approvingly.
Anzath |
Anzath is ready for whatever terrors they may face this day. She packs up whatever rat jerky she can, accepts the antitoxin, and waits on Aurora to finish her ministrations. She joins Adelie at the collapsed tunnel and as he’s about to head in, tells him, "Don’t do anyding stupid."
Craft Traps: 1d20 + 2 ⇒ (11) + 2 = 13
Bedlam Bottomland |
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The Alchemist takes a minute to mix an Extract (Crafters Fortune).
Bedlam uses three Blasting Jelly on the rocks around the steps, adjacent to each other. He then pours some alchemical grease onto the top two steps; with a trip wire on the third. He rigs an Alchemists Fire above the blasting jelly; a string ran down to the trip wire.
Craft traps: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
GM Parrot |
I'll let the alchemical grease coat the stairs and you are welcome to put blasting jelly wherever you please, but the trip wire alchemist's fire probably doesn't look too good when you and Anzath finish. You can either pull it down and try again, or you can leave it in the knowledge that it will only catch a really dumb or unlucky creature.
Also, everyone be sure to update your spells of the day, if you haven't already!
Bedlam Bottomland |
Bedlam takes a step back to look at Anzath and back at their trap.
The dwarf smiles; giving a thumbs up!
Be da best trap dere! Let's 'plore!
Anzath |
Anzath gives Bedlam a quick, unsure nod. "You are expert. I vill take your vord for it."
GM Parrot |
Adelie swims through the rubble left by Bedlam's last experiment with high explosives. After pushing through the dirt, he finds the rat tunnel again. Tunnels branch off in several directions, but I doubt that he's going to turn back at this point.
After a few false starts, he follows a generally upward-tracking path. Eventually, Adelie sees light ahead.
Adelie |
What sort of light?
If the light looks like it might be daylight, Adelie will cautiously approach it. If it's flickering or if it's an odd color, he will turn around instead.
Talathel Rhuiren |
Did Adelie give a length of time that he expected to be gone scouting?
Adelie |
He wouldn't intentionally leave the main group for more than a few minutes. I think he (or rather, the person playing him) forgot to tell anyone that, though. I'll blame it on his grief-stricken state so that I don't have to blame it on my own incompetence. *cough*
Talathel Rhuiren |
To be fair, none of these characters are "perfect". Grief is a perfectly good reason!
Talathel looks at the stone which Adelie moved through.
"We have a companion not yet returned.", he notes.
"I suggest that we explore rooms near this one first, so as to minimise Adelie's time of return while still not sitting idle."
Adelie |
I don't know how long these tunnels are or how long it takes to set up traps, but I was intending for this to happen while Bedlam and Anzath are doing things with the stairs.
Tragershen |
Talathel Rhuiren |
"Wait, I think I hear movement towards us from the direction Adelie went. Hopefully it is Adelie.", Talathel says as he remains ready to jab his spear at anything that charges out in a hostile fashion.
Lolygert " Lolly " Endeferr |
Lolygert watches as Bedlam and Az work on their traps, offering a helpful bit of advice..."Eh, a bit higher mayber....um, is that dangerous?....oh, you want me to be quiet? "
He accompanies Bedlam to the Poo repository...
Aurora Fallowarc |
Hands folded together in front of her, Aurora remains near Tragershen. She glances between the rest of the group as they speak; as Adelie returns, she dips her head to the druid in acknowledgement.
"We could likely begin excavating the tunnel manually, so long as the site remains secure from threats."
Adelie |
"I prepared riversight this morning. I can check the river to see if it offers another way out. If it doesn't, though... we should dig through this. Mone doesn't have a lot of time, and I don't have a diamond for her, and..." He trails off, looking upset.
Adelie, obviously, wants to get Mone to Drusilla to revive her. He would need to find/buy a diamond first, though. If the party is against taking such a large detour, I'll have him drop it or assume it's impossible or something like that. He can get a new companion if he is able to pray for 24 hours.
Anzath |
Remind me, what's our time on the dragon count down clock?
Bedlam seems to have ignored her, so Anzath begins removing rubble from the tunnel by hand. "Kould have left uz wid toolz, at least," she mumbles.
GM Parrot |
Dragon clock winds down at the 30th of the month (in this world, all months are 30 days, gods bless
Bedlam and Lolly toddle off to the poo room. Of course, this involved crawling on their hands and knees through the rat tunnel that connects the camp side of the river with the poo side, as I imagine Tragershen isn't going to hand you a Fly just because you ask nicely.
Instead, the dirty duo find themselves in a latrine. As before, there are holes in the ground. As before, there is stink.
Meanwhile, back at camp, Adelie ponders whether or not to use Riversight.
GM Parrot |
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Adelie pushes the sensor downstream first. He rides the rapids and realizes that the whirlpool effect that pulled down the dung monster is really more of a rough stretch of rapids than an impassible drain. The river rages, but there's some clearance for a very brave and foolish boating party.
Naturally (pun intended) he's a bit distracted by the various stygofauna floating around in the river--blind fish and newts and the like. There's nothing terrifying, for once.
Bobbing downriver, Adelie eventually sees a few interesting things: a bridge over the river, and then, shortly afterwards, the river enters an ornately carved artificial channel.
perception: 1d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (5) + 10 = 15
Nobody notices anyone.
Adelie keeps pushing forward until he has seen all of the ornate chamber, which seems to be about 100 feet long.
At this point, Addie has used half of his duration and flips the switch to head upstream.
The river seems to be formed out of myriad small rivulets that come together not too too far upstream from the party's current position. The main channel dwindles quickly, then disappears into the rocks.