Chapter 3: The Glittering Tower
Re: Chapter 3: The Glittering Tower
Horton pantomimes how the noise of combat will likely bring back the white ape which will cause two fronts to battle on. His gestures question whether they should instead try to grab them, muffling any shouts with the rag bundles, and question them to ascertain intentions. He shrugs, willing to go along with the others if they strongly prefer a preemptive attack.
Re: Chapter 3: The Glittering Tower
Deet keeps his musket more or less aimed, but whispers to Splinters and anyone else near enough, "shooting's loud. Ape'll come back for sure... and maybe the fish-faces are also avoiding him? Maybe we could make friends?"
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Re: Chapter 3: The Glittering Tower
Flintlock grits his metal teeth in frustration the others haven't killed his fish-dinner yet. Then he realizes they are waiting until the creatures are closer so neither escapes. And he smiles with the knowledge that these are good people he's with. The sort he can rely on to have his best interest in mind.
Re: Chapter 3: The Glittering Tower
Deet leans over Splinters, and calls out in a stage whisper, "hello? Friends? No hurt... friends... come here?" He gives Splinters an uncertain look and wrings his hands around his musket. Schroff sits back on his haunches and whines once.
Re: Chapter 3: The Glittering Tower
The creeping remora-folk freeze, spotting Splinter's musket protruding from the cracked door, and jump at Deet's whispered entreaty.
One of the remoras inches forward and stage-whispers, "Y-you are beink peep... persons what meetink men of us?"
The second adds, "We bringink sorries from great man-god. Sorries for rudeness of men. Invitink to meetink, drinkink. You will come, yes?"
The remoras scuttle back towards the door they emerged from, beckoning with hopeful, toothy smiles, and obsequious eyes.
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The second adds, "We bringink sorries from great man-god. Sorries for rudeness of men. Invitink to meetink, drinkink. You will come, yes?"
The remoras scuttle back towards the door they emerged from, beckoning with hopeful, toothy smiles, and obsequious eyes.
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Re: Chapter 3: The Glittering Tower
Wikerus blinks a few times. He turns to the others. "It's the wizard. Knows we're here, I recon. I suppose, due to a report from the escaped pirates, the men-of us, if you will. Which means they work for him. And that means... we should, um... hmmm." He frowns, thinking it over. "I really don't know. Should we just go talk to him?"
Re: Chapter 3: The Glittering Tower
Deet blinks between his various companions, shrugs, and says, "where else are we going to go? Quiet, odd fishymen are better than huge, ugly apes. Yup yup?" He steps out into the bigger room, and nods at his friends to follow the fishymen. Schroff trots loyally along with him.
Re: Chapter 3: The Glittering Tower
Map updated btw...
Re: Chapter 3: The Glittering Tower
"At least, it appears we are getting somewhere," says the Princess, smoothing her gown and following along with quiet pomp.
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Re: Chapter 3: The Glittering Tower
We don't get to eat these fishies? Flintlock is disappointed. And hungry.
Re: Chapter 3: The Glittering Tower
Horton is curious about this alleged meeting and sees it as the best option to pursue for now. But he thinks it could just as well be a trap...now or later. He cautiously scans all around for anything coming up behind them or for any likely ambush spots as he follows as well. This eerily reminds him of some of the librarian training exercises in the dark recesses of the stacks from his apprentice days: danger at every turn. Such is the price of education- or in this case: escape.
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Re: Chapter 3: The Glittering Tower
"Let's stay close to the wall," says Wikerus. "Follow the same path as those fish folk."
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Re: Chapter 3: The Glittering Tower
Flintlock, upset about the lack of meal, rudely accosts the fish-people for information. Say. What are those urns full of? And why the rat skulls and rags? And who are them pirates, anyhow? They were mean and rude so we killed a couple.And we could kill you, too. So no funny buisiness, got it? Any shenanigans from you and we'll gut you and feed you to the dog. He suggests the piscean escorts be separated as they walk, so it is harder for them to double cross the group.
Re: Chapter 3: The Glittering Tower
The remoras wave you through the door, peering apprehensively to the ascending stairs as you cross the room. When the party reaches the door, they retreat down a hall, scampering back and forth, caught between the impulse to monitor your passage and to stay out of your immediate reach.
Behind the door is a downward-sloping sandstone passage.
The second one completes the thought, "Money."
"Yes. Many danger and money thinks."
First remora: "Men goink to find Eld thinks. You killink with... ah... how is sayink..."
Second remora: "Night sky?"
They look awed and frightened. The glance to Schroff and shudder.
After 50' the passage turns 90º to the right and levels out. It runs another 30' before opening on a room.
This room is 20' wide and 40' long, and is piled with coils of rope. The rope is very thick—the kind most often used on ships, and appears to be of recent manufacture. The room smells of warm hemp tinged with seawater.
The remoras clamber over the coils quickly, disappearing down the middle of a particularly large coil at the far and of the room. There is a creaking sound, and the smell of the ocean becomes stronger.
"Comink, comink! God-man here!" calls a remora as it disappears through a rope-obscured trapdoor.
Climbing down a half-dozen throughly rusted bracket-rungs set into the wall, the party finds itself in another corridor, this one slick with salty water and algae scum. It runs for 80' and slopes noticeably downward. There is a sweetness to the smell of seawater that is hard to reconcile.
The remoras race along ahead, stopping when the corridor ends at a heavy, iron-bound door of water-warped wood. The door is moisture-swollen and lodged shut. The remoras grunt and strain at it, trying to get it open before the party gets to close to them. When you catch up, they give up and ask you to open the door. "Is very bad door. Takink big men to open. You open, yes?"
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Behind the door is a downward-sloping sandstone passage.
One of the remoras answers, "Not knowink about these thinks. Eld havink many crazy thinks. Many very danger. Many very... very..."Rusty Tincanne wrote:Flintlock: Say. What are those urns full of? And why the rat skulls and rags?
The second one completes the thought, "Money."
"Yes. Many danger and money thinks."
The remoras quail and keep a little more distance.And who are them pirates, anyhow? They were mean and rude so we killed a couple.And we could kill you, too. So no funny buisiness, got it? Any shenanigans from you and we'll gut you and feed you to the dog.
First remora: "Men goink to find Eld thinks. You killink with... ah... how is sayink..."
Second remora: "Night sky?"
They look awed and frightened. The glance to Schroff and shudder.
After 50' the passage turns 90º to the right and levels out. It runs another 30' before opening on a room.
This room is 20' wide and 40' long, and is piled with coils of rope. The rope is very thick—the kind most often used on ships, and appears to be of recent manufacture. The room smells of warm hemp tinged with seawater.
The remoras clamber over the coils quickly, disappearing down the middle of a particularly large coil at the far and of the room. There is a creaking sound, and the smell of the ocean becomes stronger.
"Comink, comink! God-man here!" calls a remora as it disappears through a rope-obscured trapdoor.
Climbing down a half-dozen throughly rusted bracket-rungs set into the wall, the party finds itself in another corridor, this one slick with salty water and algae scum. It runs for 80' and slopes noticeably downward. There is a sweetness to the smell of seawater that is hard to reconcile.
The remoras race along ahead, stopping when the corridor ends at a heavy, iron-bound door of water-warped wood. The door is moisture-swollen and lodged shut. The remoras grunt and strain at it, trying to get it open before the party gets to close to them. When you catch up, they give up and ask you to open the door. "Is very bad door. Takink big men to open. You open, yes?"
Actions!
More on Wednesday!
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Re: Chapter 3: The Glittering Tower
You tell us what we're gonna find in there, first. Is there only one way in and out? Are there rats? Soldiers? How many of them men-folk with the swords? What else? And I like money. Gems, most of all. Are there any in there? He piints to the princess. She had a fancy crown with diamonds, but threw it in a hole. He shakes his head, sadly.
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Re: Chapter 3: The Glittering Tower
Splinter has been following the party in a daze. He mumbles The fishies are now our friends? The god man is the wizard? Who are the Eld? He stops muttering to himself in front of the door, though. Putting away the musket and looking away from the toothy mouthes of the fish-heads he starts pushing the door. Wooden arms for wooden doors, oh the irony. Would I be willing to smash a bone door? What am I saying? This is a bad dream…
I run a blog. I also run a site for campaign wikis. I wrote a face generator, a character generator, a dungeon mapper, a Traveller subsector generator, and a hex map generator (editable as text).
Re: Chapter 3: The Glittering Tower
Schroff keeps an eye on the fishymen as he trots along, growling when appropriate.
At the door, Deet puts a hand on it, and side-eyes the fishymen, "what's on the other side, um... friends? You're not men like us, so, um... is it water? This door looks very wet, yup yup..." He glances back at his companions, "I've got a bad feeling about this..."
At the door, Deet puts a hand on it, and side-eyes the fishymen, "what's on the other side, um... friends? You're not men like us, so, um... is it water? This door looks very wet, yup yup..." He glances back at his companions, "I've got a bad feeling about this..."
Re: Chapter 3: The Glittering Tower
A quick glance at Splinter, who will have the same problem, and then Horton speaks up. I can't be in the damp too long or I'll swell up like this door. He also eyes the remoras,waiting for them to answer the questions just asked. The librarian reluctantly helps getting the door open, if only to end the suspense.