IV. The Witch Tower
Re: IV. The Witch Tower
Fulp blinks twice. Without breaking an eye lash.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: IV. The Witch Tower
Ciar must have missed Fulp's double-blink protest, because the halfling takes the paralyzed companion's lantern and a flask of oil into his possession and returns to the northeast corner of the room. Once at the entrance, he lights the lantern and disappears into the passage.
The other party lantern, still sitting where Sylvan left it, flickers.
The other party lantern, still sitting where Sylvan left it, flickers.
-- Games --
- DM: In Development
Re: IV. The Witch Tower
Fulp thinks to himself.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: IV. The Witch Tower
Sylvan, noticing his lantern begin to flicker, moves to retrieve it. Checking the oil level, he notices it isn't out yet, but is running low.
-- Games --
- DM: In Development
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: IV. The Witch Tower
Sylvan dumps another pint of oil into his lamp, and suddenly feels like he could move just a bit faster…
He will remain with Fulp, ensuring he has light in this otherwise dark place.
He will remain with Fulp, ensuring he has light in this otherwise dark place.
- hedgeknight
- Rider of Rohan
- Posts: 9089
- Joined: Mon May 28, 2012 11:03 am
- Location: NC
- Contact:
Re: IV. The Witch Tower
"Give a holler, Kassal, if'n the imp's friends come around!" Festus says before he disappears inside the passage behind Ciar.
Winter is coming...
Re: IV. The Witch Tower
Ciar and Festus disappear down the secret passage.
-- Games --
- DM: In Development
Re: IV. The Witch Tower
Kassal will make himself useful and search for any other hidden exits or secret treasure places whilst the scouts are a scouting
Greys Campaign.
Re: IV. The Witch Tower
Kassal continues to search the room while the remaining party members wait for Ciar and Festus to return.
15 minutes elapse and the gnome is unable to make any new discoveries.
There is no hint of the scouting party's return.
15 minutes elapse and the gnome is unable to make any new discoveries.
There is no hint of the scouting party's return.
-- Games --
- DM: In Development
Re: IV. The Witch Tower
Sylvan walks over to the secret door. He lets out a low whistle, hoping to hear a reply.
No return call is heard.
No return call is heard.
-- Games --
- DM: In Development
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: IV. The Witch Tower
"Damn it" he mutters. "Kassel, I think we better go check on them. But if they aren't responding, we better be careful. Do you have a torch? I'd like to throw one down the north passage then peek around using my mirror."
If Kassel doesn't have a torch, he'll look to take one from Fulp. If he needs to do this, he'll whisper "Sorry. I'll pay you back!"
If Kassel doesn't have a torch, he'll look to take one from Fulp. If he needs to do this, he'll whisper "Sorry. I'll pay you back!"
Re: IV. The Witch Tower
"I only have candles," says the wizard with a shrug.
He agrees to accompany the druid in search of the others. "Perhaps Sparrow can guard the fallen Fulp?
He agrees to accompany the druid in search of the others. "Perhaps Sparrow can guard the fallen Fulp?
Greys Campaign.
Re: IV. The Witch Tower
Sparrow (see note, below) unwillingly surrenders another light source as Sylvan searches his possessions and discovers their paralyzed companion possesses a lantern and five flasks of oil. After the lantern is lit, Sylvan and Kassal escape through the secret passage to seek out their other two companions, leaving Fulp behind to watch after Sparrow.
The pair step into the secret passage, which 10' feet outside the room of torture, turns north for about 15' more feet before turning due west. The glow from their lantern lights this western hallway, which appears to continue beyond the 60' range of the lantern's illumination, but after traveling a few short feet, it becomes evident that the western passage turns south, and from this southern passage, the pair notice a flickering glow and detect the clinking of chains coming from this southern passage heading north.
After a few tense moments, the pairs of Slyvan and Kassal and Ciar and Festus are reunited at the corner. Ciar and Festus share what they've learned:
---
The southern passage Ciar and Festus returned from continues another 60' or so before turning back east, and the north, west, south, and east turns seem to wrap around the torture chamber.
At the end of the southern passage, as the corridor turns east, the floor drops away except for a seven-inch-wide ledge which continues along the south wall. Opposite this narrow ledge, along the northern wall, is a 5' deep trough filled with foul-smelling, thick green sludge. This slimy substance continues the full length of this eastern passage, which turns south again after 50 feet.
The southern passage, much like the previous passages, runs about 60' before turning west. The floor of this southern passage is complete and eliminates the need to navigate a narrow ledge... but another obstacle presents itself:
The center portion of this southern passage -- a stretch spanning 20' -- is completely coated in the slimy material. Ciar examined this slime more closely and discovered that the wavy sludge varies in thickness, ranging from as little as two inches to almost half a foot. As soon as his knife touched the slime, it instantly became coated in the heavy, and extremely sticky goo, which is surprisingly fluid, as any section that gets displaced is quickly replaced. The walls where the slime span the passageway are all very smooth and offer few handholds. Scaling the walls will be be extremely difficult and fraught with risk.
Note: This post was in the process of being composed, and was edited after-the-fact to reflect the condition shift between players. It won't be a perfect solution, but we'll just work through the details regarding borrowed possessions.
The pair step into the secret passage, which 10' feet outside the room of torture, turns north for about 15' more feet before turning due west. The glow from their lantern lights this western hallway, which appears to continue beyond the 60' range of the lantern's illumination, but after traveling a few short feet, it becomes evident that the western passage turns south, and from this southern passage, the pair notice a flickering glow and detect the clinking of chains coming from this southern passage heading north.
After a few tense moments, the pairs of Slyvan and Kassal and Ciar and Festus are reunited at the corner. Ciar and Festus share what they've learned:
---
The southern passage Ciar and Festus returned from continues another 60' or so before turning back east, and the north, west, south, and east turns seem to wrap around the torture chamber.
At the end of the southern passage, as the corridor turns east, the floor drops away except for a seven-inch-wide ledge which continues along the south wall. Opposite this narrow ledge, along the northern wall, is a 5' deep trough filled with foul-smelling, thick green sludge. This slimy substance continues the full length of this eastern passage, which turns south again after 50 feet.
The southern passage, much like the previous passages, runs about 60' before turning west. The floor of this southern passage is complete and eliminates the need to navigate a narrow ledge... but another obstacle presents itself:
The center portion of this southern passage -- a stretch spanning 20' -- is completely coated in the slimy material. Ciar examined this slime more closely and discovered that the wavy sludge varies in thickness, ranging from as little as two inches to almost half a foot. As soon as his knife touched the slime, it instantly became coated in the heavy, and extremely sticky goo, which is surprisingly fluid, as any section that gets displaced is quickly replaced. The walls where the slime span the passageway are all very smooth and offer few handholds. Scaling the walls will be be extremely difficult and fraught with risk.
Note: This post was in the process of being composed, and was edited after-the-fact to reflect the condition shift between players. It won't be a perfect solution, but we'll just work through the details regarding borrowed possessions.
-- Games --
- DM: In Development
Re: IV. The Witch Tower
edit to remove as related to changes
Last edited by onlyme on Fri Mar 06, 2015 12:14 pm, edited 1 time in total.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Re: IV. The Witch Tower
I'm going to revise the above, as follows:dmw71 wrote:Sparrow unwillingly surrenders another light source as Sylvan searches his possessions and discovers their paralyzed companion possesses a lantern and five flasks of oil.
As Sparrow watches over Fulp, the fingers of his paralyzed companion begins to twitch. Slowly, the stiffness Fulp felt throughout his body begins to disappear.
Soon, Fulp is able to rise to a seated position under his own power and, after several minutes of stretching, the temporary paralysis has completely worn off.
I want Sparrow available just in case OGRE changes his mind. If not, I will NPC him to follow along with all group decisions.
-- Games --
- DM: In Development
Re: IV. The Witch Tower
"Is this slime flammable do you think?" asks the gnome to the other proper sized companions?
Greys Campaign.
Re: IV. The Witch Tower
Ciar nods, "That's what I was thinking, as well. I can't think of any other way around it, unless we take the time to build a platform of some kind and go over it... After carting it across a 7" wide ledge. I'd rather try fire, first. But I'm sure we'll need to use oil; that slime won't burn on its own."
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
- AleBelly
- Rider of Rohan
- Posts: 9279
- Joined: Wed May 28, 2014 4:46 am
- Location: Research Triangle Park, NC
Re: IV. The Witch Tower
"I had a similar idea, about the platform. Do you have oil? Maybe me and Sparrow can try to take a table out of the torture room and use that. Sparrow?"
If he agrees, Sylvan will head back to the imp room and look for any tabletop or other large flat platform to get across the slime. Failing that, he'll grab some instruments of yorture with the intent of throwing them in the slime.
If he agrees, Sylvan will head back to the imp room and look for any tabletop or other large flat platform to get across the slime. Failing that, he'll grab some instruments of yorture with the intent of throwing them in the slime.
Re: IV. The Witch Tower
"It's possible the slime is covering something significant. Not dealing with it now might be a mistake," the gnome reiterates one last time.
Greys Campaign.
Re: IV. The Witch Tower
Fulp thanks the group for being loyal and decides its time to move on and join the others.
assuming we simply meet up in the hallway behind the room...
He then turns his attention to Ciar, the lighting thief. I know not where you come from or believe, but ...if you ever take from me again, I'll beat you down to half the size you already are.
assuming we simply meet up in the hallway behind the room...
He then turns his attention to Ciar, the lighting thief. I know not where you come from or believe, but ...if you ever take from me again, I'll beat you down to half the size you already are.
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL
Halfpint - female halfling badgirl wannabe (Lab Lord- The North Marches) LL
Mark'd - charismatic human fighter (Lab Lord- The North Marches) LL