Reaping 2 (cont):
During the evening Taizu and Tarva entertain the group with songs
they’ve written about an incident which happened before they joined,
but which the original group members have expounded about in great
detail.
Carruca’s Lament
by Taizu Trel'lyn Treesong
Once there was a ranger bold,
Whose story was one, which begged to be told;
One day, alas, she met a serpent mean,
And became the most misbegotten hero every seen;
Seeking warmth in the night the viper did creep,
Next to the unwary ranger who was fast asleep;
Only upon waking did the ranger not something amiss,
As her dream lover left forth a mighty hiss;
Strike once, strike twice, strike thrice did he,
But never a wound took she;
Until with her dagger she made to fight,
And struck her shoulder worse than any bite;
Then laughed the pixie Zephyr;
And the ranger screamed, “I’m going to get ya;”
Blinding fast did the ranger leap,
And upon the pixie with the snake did she beat;
But alas the hapless ranger was unaware,
Of the dead snake’s fury and its snare;
Fangs dripping venom in its last gasp,
Did tear across the pixie’s ass;
Then Zephyr the bonnie wind did fall,
And that alas I am afraid is all;
And what should you make of my tale at the last?
Just this, never strike a friend with an asp!
Carrica’s Viper
by Tarva
Streamside
(to the tune of … [well, if you can’t figure it out for yourself
there’s no hope for you])
Now this is the tale of
our slug- a- bed
She’s there for a long,
long time
A vi- per coiled
in- side her bag
Which she will not
be- slime.
A- woke Car- ric-
a with the snake
And did not dare
to move;
The oth- ers gath-
ered ‘round her bed,
Their help she did
be- hoove.
Some said to jerk
the cov- ers back
And smash the snake
ex- posed;
Some said to cap-
ture ro- dents to
Lure snake out from
bed clothes.
Small Ze- phyr said
to make loud noise
And drive the snake
a- way.
The oth- ers tal-
king did not hear
To say her yea
nor nay.
So Ze- phyr wan-
dered to and fro
To feed and groom
the stock.
And as she passed
Car- ric- a’s bed
Her plight Ze- phyr
did mock.
Car- ric- a thus
in- censed to wrath
Took knife to vi-
per slice
But hamp- ered by
bed clothes and rage
She cut her shoul-
der twice.
The oth- ers then
tore up the bed:
The vi- per they
did cream.
Mean- while Ze- phyr
the hor- ses led
To wa- ter at
the stream.
Then up sprang Car-
ric- a full sore
Grabbed vi- per by
the tail;
And run- ning down
to Ze- phyr’s back
She used it like
a flail.
Rep- tiles and snakes
too slow- ly die
The vi- per on
her back
Sank fangs in deep,
and with them set,
Emp- tied its poi-
son sac.
Down falls Ze- phyr
in- to a faint
Her blood starts to
con- geal.
The cler- ic Ahb
prays to her God:
This wound she can-
not heal.
Then Sha- dow leaps
on- to a horse
Lo- thar hands Ze-
phyr up;
If there is aught
Sha- dow can do
Ze- phyr will pass
this cup.
The horse he gal-
lops back to town
To find there- in
a cure.
The horse he whips
to fas- ter speed
Per- mits not one
de- tour.
But at the edge
of town his steed
Al- though of val-
iant heart
Comes to a stop,
falls to the ground
Its soul does then
de- part.
Ta- king small Ze-
phyr in his arms
And run- ning up
main street
Sha- dow comes to
a chem- ist’s shop
Some aid to there
en- treat.
A pot- ion small
with- in a vial
Is held to Ze-
phyr’s lips
Her blood is cold,
her vis- ion dark
But from the flask
she sips.
A bright- er day
than aught could say:
Ze- phyr has won
this bout.
A- pol- o- ge-
tic Car- ric- a
Must pay for horse
and draught.
So that was the tale of
our slug- a- bed
And here its mor-
al deep:
Do not taunt those
in dire dis- tress
Lest you their for-
tune reap.
Reaping 2: In
the morning we go back into the lower level through the newly found
side entrance. Marching order has in the front Lothar on the left
and Tarva, with lantern, on the right; in the middle Ahb on the left
and Taizu on the right; in the rear Carrica on the left and Beldwyn,
with lantern, on the right.
We go back to the stream and take the other passageway, hearing a
buzzing sound as we do. The passageway opens out into a large
cavern, slightly phosphorescent, with a lot of small crystals in the
walls and ceiling which reflected our lantern lights. There are
two dozen or so large sarcophagi in the room with excellently carved
dwarven runes. From what the longer sighted can tell, the cavern
is about 200’ long, but has a dropoff not very many feet along the
cavern from where we’ve entered. Lothar knows that the runes on
the sarcophagi will tell who is in each one, and how they died; the
carvings will indicate their clan and status. Sarcophagi are
usually not trapped; the dead are sometimes buried with
possessions. Each sarcophagus is 9’ long, 6’ wide, 3’ high, made
of marble. Three of the sarcophagi have special writing.
Taizu checks those three for traps and finds none. Lothar reads
the runes: “Dougel the Old”, “Namic the Unlucky”, “Gerrin Orc
Doom”. There is a sculpture of a dwarf on top of this one,
holding a war hammer. There are stairs down the right side of the
dropoff, which bottom out at one end of a footpath through the lower
part of the cavern. From here, in the distance, there appear to
be other higher sections (like the one we’re on) of the cavern, but
nobody can see if there are stairs up to them or not. The far
sighted do see what look like a couple of narrow passageways going off
from the sides of the lower cavern. There is a slight breeze
blowing, and the earlier buzzing now seems a little louder. The
wall opposite the dropoff at first looked like it had been created in a
rockfall, but upon closer examination it appears to have been built up
from the floor – but clearly is not the quality of dwarven work.
15’ to 20’ tall, it seems to have been built to block off the cavern in
that direction. Some speculation is advanced that earlier
non-dwarven intruders, such as the ones who built this wall, might have
been grave robbers. Respectfully we open the sarcophagus of
Gerrin, and find that his warhammer is still in there with him.
Before we close it back up, we notice that it has the symbol of
Durgeddin on it.
We go down the stairs. The footpath winds between growths of
fungi, which Ahb and Carrica tell us contain several edible varieties,
plus some useful for medicinal purposes, plus puffballs which can be
distilled for liquor. The lefthand (north) passage links back up
with the area we explored yesterday. As we near the end of the
path, Lothar sees two creatures on top of the higher section
immediately to our left, and yells, “Monsters!”
1: Grick1 hits Ahb
for 3 with a tentacle; Grick2 misses Lothar.
2: Tarva hits Grick1
for 9; Taizu hits Grick2 for 7; Lothar hits Grick2
for 11; Ahb yells that these are, “Gricks. Carrica look out for
the fire.” drops her torch and hits Grick1 for 3; Grick1
hits Ahb for 9; Grick2 hits Lothar for 5; Carrica
misses; Beldwyn Magic
Missiles Grick2 for 7 and it dies.
3: Tarva hits Grick1
for 13 and it dies.
Ahb tells everyone that Gricks cannot be hurt except by magic weapons.
133 ep fight.
Tarva asks if Grick body parts are useful for anything? Carrica
thinks that sections of Grick skin might be useful in making some
potions. For the moment, we continue down the footpath, which
ends shortly thereafter at a metal door, 5’ tall, 4’ wide, set in the
cavern wall. There is a silver rune of Durgeddin on the
door. There are no hinges or handle, at least on this side, but
there is a keyhole.
Lothar checks the walls beside the door, taking 40 minutes to do this
thoroughly. Tarva and Taizu strip two 1’ x 4’ sections of skin
off the dead gricks. Ahb Heals Lothar and
herself. Taizu attempts to pick the lock, but fails, in spite of
giving it 20 minutes of painstaking attention. Lothar asks if
there is any magic associated with the door, so Beldwyn casts Detect Magic but finds
none. We decide to check out the rest of the complex before doing
anything drastic like poring acid into the lock works.
Taizu casts Feather Fall
on Beldwyn, who casts Spider
Climb on herself and goes up the side of the plateau the gricks
came down from. Once on top she sees a passageway at the back of
the landing. She comes back down, casts Spider Climb on Lothar,
and they both go back up with a rope, which Lothar uses to help get the
rest of the party up on the landing also.
The passageway is 5’ wide, opens out into a 30’ x 30’ cavern, full of
remains. Searching it over time we find: 30cp, 40sp, 6gp, scale
mail, 36gp, 120sp, 75cp, 25cp, 20sp, 8gp, 60cp, 10cp, 10gp, two daggers.
After we’re all back down, Lothar and Beldwyn – still able to
spider climb – check out the one other ledge we’ve seen. It’s
close off (no passageways), nothing else on it; they come back down.
We go to the south passageway, which starts very near the foot of the
stairs. 5’ to 7’ wide, it goes down some shallow stairs and
around a corner to another cavern about 30’ wide, 15’ high, and 150’
long, with a very fast moving stream running through it lengthwise,
from right (west) to left. The right wall is about 10 from the
entrance of this passageway – the stream is issuing from a fissure in
that wall which looks like it could be transversable. We’re
walking towards the other end, and have just noticed that the stream is
pouring over the lip of a waterfall, when Tarva stumbles and slides
into the stream.
[There should be rounds here, but aren’t, sorry.]
Tarva drops her candle lantern, but manages to sheath Heart’s
Reach. Taizu pulls out a rope and tosses it to Tarva, but she
misses her grab for it. Holding on at the middle, Beldwyn tosses
the other end of the rope to her, only to watch it slide through
Tarva’s fingers. While trying to help, Lothar also falls into the
stream. Taizu casts Feather
Fall on Tarva. Carrica throws an entire coil of rope to Lothar,
neglecting to hold on to an end. Lothar catches it and throws one
end back, which Carrica catches. Tarva makes a final grab at the
end of Taizu’s rope and catches it; unfortunately nobody is holding the
other end.. Ahb helps Carrica to hold the rope Lothar is
on. Beldwyn casts Ray
Of Frost on the stream near the waterfall; some of the water
turns to ice, but there is no daming effect or slowdown of the
current. Princess Meggie suddenly appears out of nowhere and
grabs the land end of Tarva’s rope. Carrica and Ahb both drop the
rope they are holding, and Lothar goes over the waterfall, the rope
trailing behind him. As Taizu moves to help Princess Meggie hold
Tarva’s rope, Tarva switches to hold onto the middle of Lothar’s rope,
and thus starts following him over the falls, while she yells, “Lothar,
don’t let go!” Carrica scrambles to the edge of the waterfall
while grabbing the rope Princess Meggie and Taizu are still
holding. Looking over the edge she sees Tarva floating down
slowly, with the rope below her very taught with Lothar’s weight.
While still holding on to the rope anchored by Princess Meggie and
Taizu, Carrica manages to also grab the trailing end of the now slowly
moving rope that Tarva and Lothar are on. The jerk from this
terminates the Feather
Fall on Tarva, and she is now trying to hold herself, as well as
Lothar, suspended on the rope while being battered by the falling
water. The jerk also pulls Carrica into the water.
Lothar can just barely make out a pool of water about 60’ below
him. Princess Meggie, Taizu, Ahb, and Beldwyn pull Carrica back
onto land, and up to the flatter section of the cave floor.
Princess Meggie disappears again to wherever she came from.
Lothar, battered by the water, loses consciousness and lets go of the
rope, falling, for 6 points of damage. Taizu, Ahb, and Beldwyn
try to switch to helping hold the rope Carrica is holding, but Taizu
fails to grab it, and in the process Carrica also drops it. Ahb
and Beldwyn are pulled off their feet and start sliding towards the
stream. Carrica grabs Ahb’s feet and stops the sliding; Taizu
grabs Carrica to start pulling them all back up to the flat
surface. This becomes much easier when the rope loses its tension
as Tarva loses consciousness, lets go, and falls, for 5 points of
damage.
Tarva revives floating in a pool, starting to drift away from the
waterfall. This room is slightly phosphorescent, enough so that
she can see she’s in something larger than just this pool, that the
stream exits this pool heading south and leaves the cavern again in a
few dozen feet. Near the stream’s exit is a darkness she takes to be a
passageway, and at the Eastern end she can see two doors. The
space she can see is about 60’ x 40’, of which the pool takes up a 20’
x 20’ area in the northwest corner. Tarva finds the rope and,
knowing that dwarves don’t float, dives into the pool searching for
him. She actually finds him, but is too clumsy to tie the rope
around him, so with pretty much the last of her air she struggles to
raise him back to the surface. Once there she’s able to use the
last of her energy to drag Lothar to the edge of the pool and push him
out, but then is too exhausted to pull herself out after him.
Meanwhile, above, Taizu throws off his pack, casts Feather Fall on himself,
and jumps over the edge of the falls. Ahb, Beldwyn, and Carrica
find stairs next to the waterfall, and on their side of the stream, and
dash down. Taizu reaches the water surface, ‘lands’ gently, and
swims to Tarva. He first pushes her out then pulls himself
out. Tarva tells him Lothar’s not breathing, so he shifts over,
casts a Healing spell
for 13, but Lothar is still not breathing. A second Healing spell and
suddenly he is, although still unconscious. Ahb, Beldwyn, and
Carrica arrive and begin succoring to the near-drowned.
We decide that returning to camp, having a hot meal, and resting, is
too attractive an idea to be overcome by the mere promise of more
dangers ahead of us. Before going up the stairs and along the
stream again, we first tie everyone off along a 100’ rope. We
stop to get Taizu’s pack and then head out, taking the shorter path
through the fungi and skipping the sarcophagi. Those in better
shape bring the horses outside (cooking inside not being a good idea)
and Carrica goes hunting.
Nothing happens during the night.
Reaping 3: We go
back to the pool room and to the leftmost of the two doors on the south
wall. It’s wooden, and so swollen that even Lothar can’t open
it. Carrica manages to open it (with much groaning by both her
and the door) and inside is a 30’ x 30’ room with two archways on the
far wall. This room is full of barrels which smell of spoiled
food and rot. There may be more rooms beyond the archway, we
can’t see from here. We head through the left of the two
archways. A liquid spot on the floor suddenly gains mass and
‘slams’ us. It’s a grey ooze: no mind, acidic qualities, nothing
to critically hit, engulfs and dissolves slammed victims.
1: Lothar hits it for 11;
Carrica hits it for 2; Taizu puts down his lantern and starts singing Inspire Courage; Ahb
casts Bless; Grey
Ooze hits Carrica for 2, plus 5 from acid, and starts dissolving her
armor;
2: Lothar bloopers, loses turn;
Carrica pours waterskin over armor; Grey Ooze does 6 more points plus 6
acid points to Carrica, armor is gone; Taizu hits for 8; Beldwyn
casts Flaming Sphere,
but the Grey Ooze takes no damage from it; Tarva puts up
her longsword and takes out her bow; Ahb casts Magic Weapon on her
mace, hits for 4, kills.
Carrica is naked (again), and has lost all her non-magical possessions.
Ahb Heals Carrica.
200 ep fight.
We scrounge around to find what we can outfit Carrica with. Scale
mail, Lothar’s great ax, Beldwyn’s crossbow and 30 bolts.
Now we go through the arch, and find that both archways lead to the
same next room, also 30’ x 30’ with two more archways in the far
wall. Again there is way too much rotting food.. Both of
them lead to a third room, 40’ wide by 30’ deep. There are no
doorways apparent in this room. Beldwyn casts detect magic but
finds nothing. We go back out to the pool room and try the
righthand door. It also is swollen shut. Again Lothar can’t
but Carrica can open it. Inside are three rooms in a row with
doorways (no doors) between them, each room 20’ x 20’, and empty.
We go back to the pool room, where there’s one more passageway yet
unexplored; luckily it’s on this side of the stream.
After following it due south for 20’ it opens up into a wider,
diamond-shape landing that we enter along the northeast wall. A
stream – perhaps the same one? – defines the southeast edge of the
diamond, and then runs along the left (north) wall of a larger
cavern. In the middle of the southeast ‘face’ of the diamond is
an arched bridge over the stream to the rest of the cavern.
Lothar checks out the stonework in the bridge and declares that it is
sturdy. We cross over. About halfway down the cavern on the
right (south) side is a passageway which immediately goes down a flight
of steps to a landing with an open doorway to its left. The
landing is ½’ to 1’ deep in stagnant water. Ahb tosses a Light rock, which
splashes, seems to attract nothing, and shines murkily through the
shallow water. Taizu goes down the stairs, followed by Tarva, and
sees a series of 20’ x 20’ rooms, the floors all covered by
water. Taizu and Tarva enter, slog through the water, which
becomes 3’ deep in places, find some sogged barrels, nothing in the
third, farthest room, and return.
Following the cavern beside the stream further east, we reach the end,
where the stream plunges under a sudden left-hand turn of the
floor. Following that across the stream puts us into another
cavern along a ledge over the stream, although now it’s on our right,
and instead of being at the extreme edge of the cavern, there is now
another ledge on the other side of the stream. About 60’ ahead
some of the party can see a door in dressed stone. There are
stalagmites on the other ledge, one much bigger than the others.
As we head towards the door the big one uncoils and says, “Well, well,
dinner.” Carrica and Ahb recognize this as a roper.
1: Roper hits Tarva and
attaches a strand; Carrica hits roper with crossbow for 1.
2: Tarva hits strand on her for
8, but it’s still attached to her; Beldwyn casts a Ray Of Enfeeblement, but
misses; Roper pulls Tarva into the stream; Roper hits Taizu and
attaches a strand; Ahb moves to Taizu, hits the strand for 3; Taizu
casts Flare on
roper; Carrica misses; Lothar hits strand on Taizu for 14, breaking it.
3: Tarva misses while striking
at her strand; Beldwyn Magic Missiles the roper
for 5; Roper misses Lothar; Roper pulls Tarva closer, to
its side of the stream; Ahb reserves; Taizu sings Inspire Courage, and
shoots longbow for 8; Carrica misses; Lothar does nothing
(bumps initiative).
4: Lothar readies to react to
strands; Tarva hits strand for 14, breaks it, falls into stream;
Beldwyn Magic Missiles
roper for 2; Roper shoots strand at Lothar, who hits it for 6 and
deflects it; Ahb casts Magic Weapon on three
pebbles from pouch, misses with first; Taizu misses;
Carrica tosses rope to Tarva, who catches it.
5: Tarva pulls herself out of
the water on our side and up to the ledge with Carrica’s help;
Beldwyn casts Melf’s Acid
Arrow and hits for 4; Lothar reserves for strand;
Roper casts at Ahb, but Lothar hits for 8 and deflects it; Ahb
throws pebble for 7; Taizu misses.
6: Tarva changes to
longbow; Beldwyn casts Ray Of Frost,
misses; Lothar reserves for strand; Roper casts at Taizu,
but Lothar hits for 6, deflects the strand, and kills the roper.
1600 ep fight.
Ahb declares that this has been enough excitement for one day (and
Tarva feels that it has been enough falling into streams for an entire
week) so we head back to camp. Carrica’s loss of belongings
means we need to go back to town.
Reaping 4-6:
During the trip back, both Taizu and Tarva keep having bouts of feeling
absolutely miserably sick. Ahb tries casting Minor Restoration on
them, but this does nothing. Once in town, clerics at the Pelor
temple believe they’ve contracted a disease (probably from that
stagnant water they were only ones to walk through). Tarva uses
her Faith Healing
to cure first Taizu then herself.