Gran Rey |
Gran swings his glaive once more into the jelly.
Enffebling Strike, 1d20+4=24, CRIT; Damage 2d4+4=12, and the jelly takes -2 until the end of my next turn.
"The Lady tells me to fight on. Fate has me dying at better "hands" than your's slime."
Divine Mettle (minor) on myself; Save vs Acid 1d20+4=14
Gran wipes away the last of the acid and smiles.
pat512 |
Gran swings his glaive once more into the jelly.
Gran wipes away the last of the acid and smiles.
Actually, Quinn killed the jelly -- we were just waiting to see if you'd survive ;-). Encounter over. Wrap-up in discussion thread soon. Note that Dyrnwyna is still on the island.
Dyrnwyna |
Dyrnwyna leans heavily on her staff for a moment. Then she pulls herself together, whispers a quick incantation to shed the mud and water from her body, and looks around her. She starts poking through the assorted detritus on the island. "Comrades, when you are recovered, come and look! The monster's leavings are collected here. A shield, a vial of some kind, a cylindrical wooden storage device of some kind, perhaps for writings, and assorted coins."
Dyrnwyna |
"Well, it could be," Dyrnwyna responds defensively. "Or maybe not. It could be a pen case, or a container for incense, or a cover for a flute made out of solid astral diamonds. It would be illogical to assume it contains scrolls merely because it happens to resemble a scroll case. In any case, such speculation is pointless when the article itself lies before us, ready to be opened." With an ostentatious flick of her wrist, she conjures a mage hand to lift the tube to her own hand. She gives Quinn a significant glance, as if to make sure that he doesn't miss this unsubtle reminder of her arcane skills, then opens the tube.
Just killing time; obviously we'll take a short rest and look at all the items, checking them for magic and such. Dyrnwyna will take 10 if possible to jump back to safety once all the good stuff is off the island.
Quinn Quartzcutter |
Quinn smiles and puts a hand up apologetically. "Just havin' a little fun elfling."
To Gran:
"Of course, lad, I'm comin'."
Quinn limps over to Gran and begins dressing his wounds. Pouring a little dwarven "holy water" over the wounds to disinfect them before applying a dressing.
Quinn himself isn't looking very good either, with parts of his beard looking rather dissolved and disheveled and his breathing growing a bit heavier.
Current HP: 23/41
For the record, I have no healing surges left after this rest.
Quinn Quartzcutter |
On Gran's request, Quinn nods and says a prayer to Moradin, clutching his holy symbol as he does so.
Healing Word; Spend a healing surge and 1d6+4=6 extra hit points
pat512 |
Dyrnwyna plucks three sheets of vellum from the tube.
Another contains the message: “Remember, don’t wet the nodule—unless Kalarel is not receptive to the offer. Then, wet it only from a distance, and then, turn and run. Water will bring the creature out of its dormancy, and it will consume anything it can reach.”
The last vellum sheet holds a letter written in the same hand as the previous message. “Greetings, Kalarel. I have recently learned of your activity in the area and have an offer for you. During your time in this region, if you should capture any humanoids, we are eager to buy them. We have duergar allies in Thunderspire in need of slave stock. If you are interested, send an envoy back to me. My messengers will show the way.” It is signed: “Chief Krand of the Bloodreavers.”
Yes, everyone please update your hp and surge count in your profiles after a brief rest.
Quinn Quartzcutter |
Quinn calls upon his deity once more to help Rhianis in his healing.
Spend a surge plus 1d6+4=5 more hit points.
"I'll be needed a bit more rest 'afore I can do that again. Just gimme' some time to breath," says Quinn as he plops himself down on the ground inside the hallway and closes his eyes for a bit.
Dyrnwyna |
"Ha! It wasn't scrolls!" gloats Dyrnwyna, leafing through the documents from the tube. "Very curious, though... Listen to this."
She relates the contents of the tube's documents. "Have any of you heard of this Kalarel, or Chief Krand? And is there anything around here resembling a nodule? Perhaps this was the creature mentioned in the message."
2 surges, to get to 37/39 with 3/9 surges remaining. History +12, Arcana +12, and Religion +10 to see if Dyrnwyna knows anything about the names mentioned. Also, can we take an extended rest yet? Seems like most of us are pretty low on resources, and we've been through a fair few encounters "today".
Quinn Quartzcutter |
After Quinn has rested for awhile, assuming the party has remained uninterrupted, Quinn prays over Frivry, helping to assuage the pain of the halfing's wounds.
Add another 1d6+4=8 hit points onto those surges.
"Anyone else?"
pat512 |
Sorry for the delay; family matters leading to exhaustion
Quinn's report is pretty much what you know about Kalarel. The other names are not familiar.
At least 12 hours have to pass between extended rests. You woke up, broke out of the zombie rooms, fought a bunch of goblins, explored a couple rooms, fought a few rats, then opened the door to the pool room. 6 hours, tops.
Dyrnwyna |
Dyrnwyna reads the messages again, then sighs and carefully rolls them back into the tube, which she secures in her pack. "I suppose we should look through the rest of this," she says, and begins the process of ferrying the treasure across to the dry side. She uses mage hand where possible. The heavier items, such as the shield, she arranges into a bundle to be carried. Lastly, she collects the coins, counting them carefully. When she finishes, she picks up the bundle with a grunt and teleports back across the muck with fey step.
"I would welcome a brief return to civilization. Prestidigitation is wonderful, of course, but I feel the need for a proper bath with hot water."
Dyrnwyna |
Dyrnwyna kicks a clod of unidentifiable filth into the pond. "How come none of the failed adventurers before us have been wizards?" she demands crossly. "I know the arcane arts are inherently superior to mere bodily mayhem, but there are plenty of incompetent wizards in the world. Surely some of them could have conveniently died in this disgusting place, and left me their treasure?"
pat512 |
Nothing moves in your vicinity but a few normal-sized rats.
Unexplored areas you're aware of :
- There's more of the cave complex to the SE (see current map)
- There are double doors leading E from the room just outside the torture chamber (off to the NW)
- Stairs down from the NW corner of the undead halls
Quinn Quartzcutter |
"I'm curious about 'em too. There must be another level or series of chambers around here somewhere. Where else would all these gods damn gobos be comin' from? It's probably best to check out the rest o' this cavern first, though."
Quinn stands up with a proper dwarven groan. There's a lot of popping and Quinn stumbles for a second.
"I, uh, think I may need to sit back with Drynwyna this time, though."
Quinn Quartzcutter |
Quinn squints and rubs his eyes against the light. His dwarven eyes take a little more time to adjust than the human's. He then scans around once for signs of returning goblins or Splug.
"There was no helpin' it I suppose. We did good over the last couple of days. Lets just hope we hurt Kalarel enough so that it won't be impossible to get back in. I'm thinkin' that place is a lot bigger than we saw and there's no tellin' what kind of reinforcements we'll have to face when we return."