When we last left our scrubby adventurers they had just finished with the prixies. They decided to have a rest in an empty room (They think its empty, you never know around here). Nothing happened during their rest, Tagar used the ring that makes his eye pop out to place his eye outside the door just in case he needed to see something making noise.
The crew headed south to a room that had some writing on the door. "Disturb Not the Slumber of It". Well they opened the door anyway. There was a coffin that had old garlic strewn all over it. Not much else in the room. there was a long metagaming debate about the dangers of vampires, burning them, trapping them? IN the end they decided not to chance it and headed elsewhere.
They listened at the next unopened door. They could hear some shuffling and grunting when listening. They also could smell something awful like feces and urine. Some kind of animal smell. They had the magic user get ready, opened the door and cast sleep. they put all the baboon looking things to sleep. Tagar, in his usual form, slit all their throats.
They moved further north into the dungeon. They hit a cross in the hallway. On the left was a tarp on the ceiling that revealed a hole going up. In the tarp was a few cps and gps. Tagar floated about 60' up into a room they had been to before inside a cavern. He floated back down and reported to the others what he saw.
They moved further west into a room full of sleeping crazy looking people. About 10 of them were snoozing away. They looked like rejects from a mad max movie. makeshift weapons that looked quite deadly, anything they could use as armor (Kitchen ware, old broken pieces of armor, one guy had a codpiece on his head. It seemed to suit him. The room was filled with all kinds of mismatched furniture and there was a cauldron in the middle. They decided it wasn't prudent to wake them and tiptoed off.
They found another room with a door in it. Upon opening that door a bright flash blinded the Half Orc, the hire and Greg made his save. The blinding only lasted a few rounds.
Finally they found a locked door, that was intriguing. After some talk about ho to get in with out making all kinds of noise they formulated a plan. They used the crowbar to pry the bottom of the door open a bit, Tagar popped his eyeball out again and shoved it into the room under the door. There was an old alchemists lab, seemingly untouched. Tagar got small and was able to shimmy his 6 inch self under the door. He floated up and unlocked the door and everyone else could then enter. They found 10 unidentified potions in various forms and colors.
They had a look down one of the dead-end halls near the locked door and saw a message scribbled in a child's handwriting "Secret door here".
After spending a few days and nights in the dungeon with out leaving you start to feel different. You feel like a sort of chaotic tweak to your brain maybe giving you strange thoughts. You feel like you need to stay in the dungeon and your thoughts drift towards violence. You occasionally feel like throttling your fellow adventurers for nothing and at this point its a little disturbing. You want to leave but something is compelling you to stay. (You aren't restrained, its just a feeling)
5 baboons: 100 XP
1 Gem (100 GP): 100 XP
3 GP
Locked Door: 150 XP
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