In the early morning light Flynn, Kate, and Alina marshal the rest of the crew together. Crenshaw is lashed up, treasure is securely tucked away, and once again, a large group of intrepid wanderers make their way up the cliff.
"This complex seems large", Alina says as you go. "All we need is the book. If we can find a way down, we should take it."
One by one, the group passes under the eave and into the massive chamber with its seven exits into the dungeons of this strange cult. You have tried the middle right, and suspect that the top right is the mushroom room you looked out on. The noises that were coming from the center left are not so loud in the early morning light.
Post by Lord Gwydion on Sept 7, 2007 18:59:32 GMT -6
Flynn looks around with care to see if anything's changed over the course of the night. (Mosquito thing's corpse still there? etc.)
"I'm somewhat curious where the first passage on the right goes, but any passage works for me. We need to keep our eyes open for traps as we go, though. We don't want to lose any more of our party to traps the way we lost Kur."
When the group has made up their minds, Flynn will take a long listen down the hallway they choose before proceeding.
The corpse of the mosquito is still on the right side of the grand entry chamber, gradually dessicating.
The three left exits led last night, respectively, to silence, to loud banging and yelling sounds, and to something like machinery. The loud sounds from the second corridor are not present this morning; no-one has gone yet to see if the machinery sounds are still there in the third.
Following Lakelyn's advice, you try the first corridor on the left, paralleling the cliffside.
It leads ten feet into another large chamber, 30' x 60'. This was once a sort of coat-room; many half-rotten and mouldering robes of dark brown rest on the ground or hang from pegs on the walls. There are also four dozen spears in racks along the rear wall, and while the wood is in many cases weak or rotten, the points are wickedly fluted and of excellent make.
There are no apparent exits from this chamber.
Alina wanders in at the rear of the party, having again performed her oracle.
"The stolen tome is still below us", she says, "but it has moved somewhat; I think it is even farther down, and it is towards this side of the dungeon. Therefore one of these left-hand passages may be the best way to go."
Post by foster1941 on Sept 8, 2007 11:05:50 GMT -6
I don't like the idea of leaving unexplored areas at our back, between us and the only known way out. I think while we're here we should at least take a look down the remaining right-side corridor before heading down either of the two other left-side corridors.
"Well," Kate shrugs, "that will be the case regardless of which way we go. I think the left will be more productive. Let's follow the second passage. Perhaps the noises that are not there now are related to the tome moving on."
Kate cocks an eyebrow with a bemused expression. "After last night, I say we need to take care no matter which way we go. It seemed to me that just because there was nothing alive in there did not mean it was safe," she grins.
Leaving behind the spears and mouldering coats, the party makes its way towards the second corridor at Kate's suggestion.
The tunnel leads westwards 80'. After 40' there is an ancient, thick wooden door, still intact but wide open; you pass through it.
At the end of the 80' is a four-way intersection. You can see a door 20' past it going straight ahead; there is snoring coming from the right-hand (northerly) corridor, distant but unmistakable. Peering around that corner you see another large door 50' down, propped open by a large chair; the snoring is coming from somewhere not far behind it.
Post by Lord Gwydion on Sept 9, 2007 6:25:00 GMT -6
Flynn will proceed with his plan to stealthily investigate the north hallway, after reminding everyone that the pit trap and secret mummy chamber hall was also ornately decorated with murals. He whispers, "I wouldn't be surprised if that stretch of hallway straight ahead is trapped, as well."
Flynn moves up the corridor without incident, neither finding nor springing anything hidden; Kate covers his progress with a bow.
He reaches the propped door and peers beyond.
In the chair, a fat goblin snores loudly, with a sort of short glaive resting on his shoulder. Another, awake and muttering to himself quietly, potters at a table in the room's northwest corner. There are three exits on the northern side of the 30' x 20' room beyond the doorway, all open passages, one each going north, east, and west.
Post by Lord Gwydion on Sept 9, 2007 20:07:12 GMT -6
Flynn sneaks back to the intersection and whispers what he saw to his companions. "I don't like goblins, and you can't trust them to leave you alone. I may be able to take the one in the chair quietly, but the one across the room would be a problem.
"Should I try to take out the sleeper, then run back to the group? Or should we all go confront them? Or should we just go on down one of the other passages?"
When the others spring into action, Tharkus will lead Priestesses 2, 3, and 4 to create a rear guard with their spears facing outward, watching the south and the west halls from just inside the northern corridor.
Ernest Gary Gygax 1938 - 2008 "How many people could say that they impacted the lives of millions without bloodshed, political power or a global marketing machine - just a small game of gelatinous cubes, strange dice and 10' corridors? Gary did it just like this, and he did it out of his humble game room in Wisconsin. The context makes it all the more remarkable." - Melan
Post by calithena on Sept 10, 2007 11:52:50 GMT -6
DM: You're dealing with a wedged door, so probably only room for one archer, though the rotation idea has some merit. How do you want to take care of the sleeper after you shoot the other guy (in the ideal case)?
Post by Lord Gwydion on Sept 10, 2007 17:37:28 GMT -6
Flynn will backstab the sleeper (or if this works like someone affected by a Sleep spell, just dispatch him). Assuming he's successful, he'd then duck out of the way of the ladies with bows for them to shoot.
If he's unsuccessful, he'll run behind Kate and Lakelyn and arm his crossbow.
Unless the ladies feel confident in their archery abilities, I get the feeling I should strike first. Don't want the sleeper waking up on this side of the netherworld, and the awake goblin should be taken by surprise either way (fingers crossed!).
Flynn, Kate, and Lakelyn creep up the corridor as quietly as possible. Lakelyn is intrigued by this human woman who thinks she can handle a bow as well as an elf...but wait....
Halfway up the corridor, Lakelyn senses a secret door to the west. No time to check it now - the activity would likely wake the sleeper anyway - but she makes a note to tell the others once their dangerous mission is done.
Dagger out, Flynn stretches forwards silently and cuts the goblin's throat. He dies with a retching gasp, and the other goblin spins around even as Kate looses an arrow - straight into his eye! He falls silently, and the group quickly secures the chamber.
From the open corridors in this room, murmured conversation is audible in the distance...this area of the complex is inhabited. So far your infiltration has not been detected.
Post by foster1941 on Sept 11, 2007 12:02:44 GMT -6
Did the former inhabitants of this room have any light or were they sitting in the dark? If the latter, then those open corridors mean we're probably going to have a lot of company very shortly, even if we remain quiet. For the record, I've got a sleep spell and a charm person spell, both of which will work on goblins, ready to go as needed.
Post by calithena on Sept 11, 2007 13:49:15 GMT -6
The awake goblin appears to have been studying the murals on the wall before the arrow took him down. The murals here are of monastic life and worship - again, the being symbolized by the beautiful young man is the principal object of adoration.
The goblins have a few silver and copper coins between them but little else of interest other than cleaver-like swords and makeshift leather armor.
A smouldering campfire with four impaled rats slow-roasting over it provides some light in this room. (DM: Sorry, I spaced the light stuff in the past corridor - I assume you've got the two torches up again, let me know who's carrying them, and Tharkus should mark them off.)