Wicked Stirrings, part 4

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Log Info

  • Title: Wicked Stirrings, part 4
  • Emitter: Thurid
  • Characters: Aimarra, Knightmare, Paenitia, Pasithea
  • Place: Deep in the Felwood
  • Time: Friday, January 01, 2021, 3:03 PM
  • Summary: The Adventuring party retreats, regroups and enters the ruins once more. Thorn and Tenoc stay behind, while a newcomer Aimarra joins up with Pasithea and the two knights. Inside, they find spiders, and battle ensues. Swarmed, they are saved by the Half-Elf's alchemical fire, and Knightmare's strong swings. After, Paenitia searches the area finding little beyond a passage that dead-ends.
-=-=-=-=-=-=-=-=-=-  Appearing, in Order  -=-=-=-=-=-=-=-=-=-=
Aimarra      5'1"     128 Lb     Half-Elf          Female    Brown hair and eyes, breastplate, leathers, pointed ears.
Knightmare   6'4"     294 Lb     War Golem         Female    A knightly construct on the hoof bearing heraldry of lost Dragonier.
Paenitia     3'0"     34 Lb      Halfling          Female    A Lucht knight, dark skinned in bold feathery finery.
Pasithea     3'2"     38 Lb      Halfling          Female    Tall female lucht, willowy, Hair dark as night
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=-=-  As Sirs-Only-Waching  =-=-=-=-=-=-=-=-=-=
Morgan       4'10"    79 Lb      Half-Elf          Female    Short pixy like half elf with fair skin
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

-=-=-=-=-=-=-=-=-=-  As the GM  -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thurid       7'1"     249 Lb     Giantborn         Female    Bright-eyed, muscular, blond Giantborn woman.
-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=

Deep in the Fellwood, the patrols had noted an increase in monster activity in a certain area- undead and extraplanar creatures not common to the area. Tenoc, Pasithea and Tenoc ventured forth to get to the bottom of the situation, and discovered an ancient ruin surrounded with strange temporal magics. After defeating the ruin's guardian, and sustaining heavy injuries in the process, they have regrouped and set up a camp out front as a staging point for exploring the ruins.

This camp was beset by gnolls, but after defeating them, they have made no further attempts against the adventurers and the site is secured for now. Adventurers are pressing deeper into the ruins in groups, the injured or fatigued moving back to the camp to keep watch while fresher bodies press deeper inside.

And inside is where the group find themselves, now. Having defeated a pair of fiendish familiars, set free by the deaths of their masters long ago, they find themselves staring down the web-coated and partially collapsed hallway, leading deeper into the ruin. They have spotted the beady eyes and hungry mandibles of spiders, but the creatures do not seem keen on leaving their lair. But if the group are to stay on their current path of exploration, they must brave it.

There is, however, another option. If they instead chose to explore a corridor thusfar left alone, but who can say what dangers lurk that way.

Being one of those fresher faces, Aimarra has only recently joined the group, and has to this point mostly listened to the tales the others had to share. She is fully equipped and kitted out for a dungeon crawl, but has to this point been content to listen and learn while others lead.

"Ha! My spidery Knight friend would like these. But they are not the friend spiders." A halfling knight in red armour declares. Sister Paenitia, as she identified herself earlier, a dark skinned lucht with black curls under a wide brimmed hat with a simply absurd feather that trails off the back of it. She waves her warhammer down the corridor, addressing the spiders, "Hello! Yes! I see your beady eyes reflecting the torchlight. I am coming to dance."

Somewhat befuddled by the phrasing of 'tagging in', the golem knight who calls herself ' Dame Betrys' nonetheless does not hesitate to enter the tomb after returning from her patrols to make sure the troublesome gnolls of before were truly gone. She accompanies the archer inside, shield clamped to her forearm, yet otherwise content to rely on her spiked fist in the event of a surprise, as the quarters may be a little tight for her primaries.

The corridors showing themselves to be reasonably open as they draw near to the spiders lets the construct the discretional lattitude to draw her longsword, but, "Spidery knight?"

Pasithea wakens enough to answer Knightmare. "She speaks of Faranmidan. Lucht knight that rides a girant spider." She then yawns and moves back a step farther. "I trust her mount.. I do not.. trust these wild ones at all." Another yawn as she leans on her spear.

There are cobwebs throughout the dungeon, but in this place the webs they can see are thicker and stronger- each thread as thick as a little finger, and clearly strong enough to hold small btis of rubble that has fallen from the ceiling of the ruins- either when the tower itself initially collapsed or, more than like, as the result of the pass of ages. Some look fresher and stickier than others, but all will be somewhat tricky to navigate in a pinch.

The spider they can see waits patiently, chittering and skittering about, slipping in and out of the shadows. Or is that more than one spider? It is hard to tell, without venturing further forth.

It is worth noting- the air here feels a little cooler and a little damper, not quite so stale as the musty air of the ruins so far. It seems the collapse of this section of the tower might have opened it to the elements, if only a little.

"Burn the webs," Aimarra speaks up, making the first suggestion she's made to this point. If they won't burn, that's a warning all its own. It's lurking back there, not attacking like it's hungry. It might not be alone," she hazards. "Babies, maybe. Be careful."

"Yes. Sir Faranmidahn Waywalker, Knight of the Purple Rose. She is very spidery!" Paenitia adds, pointing her warhammer at the creatures down the hall, "You wait. We are coming. Yes. For you and your babies."

She looks back at the others, up at the dark horse, "Dame Betyrs. You go to the fore, fire the webs. I am at your side. The others ready with spells and arrows."

The sleepy socreress nods.. a real nod rather then the falling asleep kind. Then starts looking about for a torch or soemthing that could be used to make a make-shift one to give to the preson on point. Once fire is located and made she falls into line, likely last.

Knightmare considers the information, then their potential opponents, "I see." She looks amongst her fellows and returns the sword to it's scabbard before reaching out to accept one of their torches, "As you say, then." So prepared, she levels her shield and begins her advance to light the potentially troubling strands and discourage/enrage these creatures.

The web burns readily- this one. It's old and dry. As it goes up in flames, a number of tiny spiders flee from the tangled silk, scattering to crawl up walls and across the floor and perhaps up trouser legs if one is not careful. The spider deeper in cavernous collapsed section screeches and retreats deeper inside. The sound of chitin skittering against stone rings out, as well as the clicking and chittering of several more spiders. They do not like fire, it seems.

The sorceress, falling into line with the others, takes a moment to cast the cantrip of detect magic. Seeking other strange enchantments in this time altered place. Or perhaps even gaining a sense of the time magics fading as they walk through and open the place to the outside once more.

Advancing down the tunnel, with the light of the torch, also reveals that the collapsed section is uneven and rough, more like a cavern than a building- though the stones that line it are clearly hewn and shaped by human hands. It is also covered in spider webs, many ancient.

There are three sizes of spider, though all have the same pattern- smooth, shiny chitin, black with red stripes and poison dripping fangs. There are hundreds of diminuative ones, that first is the size of a smallish dog, and now- one almost as large as a halfling comes into view.

Paenitia advances behind Knightmare, shield raised and warhammer ready. Her head tracks the movements of tiny spiders. She will feel them tickling her feet before they're up her pants, but she wants neither. "Watch for the loose stones."

There are a very large number of diminuative babies, at least one tiny one, and at least one small one.

It's at times like this that Aimarra appreciates the value of tucking trousers into boots, and that isn't the first time she's said it, nor is it likely to be the last. She keeps her bow at the ready, trailing behind the others, focusing now on keep her eyes peeled, and seeing to it that any crawling up her legs get crushed or flicked off by the end of her bow.

Not being one in tune with nature Pasithea asks. "Are they poisonous? They .. look that way. I..have a vial of antitoxin...if someone on the ..front line wishes to ..use it."

Knightmare's shoes scrape slightly against the stone floor as she shifts her position to keep an eye on the spiders whilst the webs are being burnt away. Her visor sweeps about, and as Sister Paenitia advises, she does focus momentarily between burnings to look where she is placing her hooves. The upside of the scenario is, if the floor holds her, it will hold everyone. She looks back to the offer of antitoxin, "Best to assume they are, I should be largely proof against poison, thank you." That said, she moves a little further for more burnination.

"I shall take it. Yes, Dame Betrys, she rusts, she does not poison." Paenitia reaches back for the anti-toxin, taking the vial and holding it ready in her shield hand. She looks up and around the towering black knight, taps at her own patina speckled mask. "It is a joke. The rusting. My best friends, they are rusted. You are ready for the attack? Say the word my friend."

The spiders continue to retreat as the group advance with their scary fire, and more of the ruined building becomes apparent. A shaft of glum, sullen light from the dark sky above pierces the ceiling, but it's barely enough to be called illumination- the rapidly burning web provides that. However, once the spiders have their back to the wall and the fire continues to advance for them there is a change. One of the larger spiders lets out a shill shriek, and hundreds of beady eyes of all sizes turn towards the intruders- it seems they will not give up their nest without a fight.

GAME: Pasithea casts Ear-Piercing Scream. Caster Level: 3 DC: 15
GAME: Pasithea rolls 2d6: (9): 9

Pasithea can feel the shift in the spiders. The sound from one only makes it more apparent. Waking herself enough to cast she puts hand to mouth and whispers the arcane words that rattle and vibrate the one fourty or so feet from her line of sight. It shrieks-cutters but remains alive.

The small spiders advance, the wounded one charges Knightmare, the untouched one moves through the webs unhindered.

Knightmare cants her head a touch at the peculiar sound from behind her, to some chitin rattling effect on the spider, then the golem puts her best hoof forward and aligns her shield to a warding posture, "When they come, I'll hold them here as best I can!" Though she keeps her sword poised to strike, should the spiders close to respond.

GAME: Thurid rolls 10+2: (8)+10+2: 20
GAME: Thurid rolls 1d4-4: (2)+-3: -1
GAME: Knightmare rolls fortitude+4: (14)+8+4: 26

The wounded spider chitters and clicks again, and comes rushing across the stony ground towards the one who injured it- only to find itself with a wall of animated steel. Frustrated by this turn of events, the overgrown vermin gnashes and gnaws at Knightmare's form, barely able to scratch her steely form. Another of the spiders skitters closer, long spindly legs conveying it through the stands of web without issue as it advances towards the group.

GAME: Knightmare rolls weapon2: (6)+6: 12

The smaller spiders allow their largest betheren to take the front, but their collective swarm mind seems ot have them on edge, salivating, as they flex spindly legs and snap their mandibles together, eying the bipedal intruders.

GAME: Aimarra rolls weapon1+1: (7)+8+1: 16

About to go for something in her belt pouch, Aimarra frowns at the tiny, chittering, clacking things that are just a bit too far out of her reach yet. Instead, she raises her bow, sights down the shaft, and lets fly, but the arrow skitters and bounces off of its carapace, vanishing with a skitter into the darkness beyond. "Blast."

GAME: Knightmare rolls weapon2: (13)+6: 19<
GAME: Thurid rolls 1d6: (2): 2
<OOC> Thurid says, "Fort save, +4"
GAME: Knightmare rolls fortitude+4: (3)+8+4: 15

The tiniest of the spiders do not seem as hesitant as their middling cousins, and they rush towards the corridor with the adventurers behind their largest bretheren. Or parents, perhaps. Less an advance, and more a swell of the creatures which skitter about all over the cavern, they come together, flowing over cobbles and between legs, climbs up and all over Knightmare. The tiny creatures threaten to cover her metalic form from head to foot, and though she thrashes her blade at them and no doubt scatters or splatters some, most simply move around it. They do not seem intent to stop at her, though- though they do bite and claw and gnaw at delicate internals as they squeeze their way between armored plates.

Paenitia very quickly drinks the anti-toxin, then there is little else she can do. "Pull back my friend. The spiders they are all over you. The other space, the room to fight is better."

She's ready to wack some off the horse knight, or a swarm in general, if either get close.

GAME: Pasithea casts Magic Missile. Caster Level: 3 DC: 15
GAME: Pasithea rolls 2d4+2: (3)+2: 5

Pasithea casts a new spell. One not seen before. The arcane words fall from her lips and misty and dream-like bolts of force appear and strike out at the spider in front of Knightmare. She then speaks out above a whisper. "Fire..use the torch on them... the small ones."

GAME: Knightmare rolls weapon2-1: (19)+6+-1: 24 (THREAT)
GAME: Knightmare rolls weapon2-1: (13)+6+-1: 18 (Confirmed)
GAME: Knightmare rolls 2d8+6+4: (13)+6+4: 23

Troubling. In the wake of two errant swings, the Knightmare finds herself being swarmed over and another gouge is added to her battered shell. She concedes to the tactical appraisal by her fellow knight, but first things, first.

With a curious hissing sound, as some of her articulations are gummed up by teeny spiders exploring her inner reaches, the Dragonieri construct brings her blade around with a fierce slash that crosses the arachnid at a diagonal in an afterimage of torchlight. Confident in the blow, her hooves clop-clop with a metallic scraping of the stone as she edges back to the place Paenitia advises as the dead creature suddenly collapses in dissociated chunks of leg and thorax. She should see about proofing herself against vermin....

GAME: Thurid rolls 10: (17)+10: 27
GAME: Thurid rolls 1d4-3: (1)+-3: -2
<OOC> Thurid says, "Fort save, +4"
GAME: Knightmare rolls fortitiude+4: (17)+8+4: 29

The largest spider being splattered into so much foul-smelling gunk does not slow the advance of the others, now that they have been driven into a frenzy by fire and the smell of fresh meat to feast upon. The remaining large spider presses onwards, through the slime and chunks of chitin that were once its sister and lunges at Knightmare again with oversized fangs. They scrape and screech against metal, grazing another minor gash, poison dripping from their tips and running harmlessly down Knightmare's plating.

Meanwhile, the smaller spiders move up, closing in on the adventurers but still fearful, limbs clawing at the air, chittering and hissing and squealing as they press in closer.

GAME: Aimarra rolls ranged-2: (15)+7+-2: 20
GAME: Aimarra rolls 1d6: (6): 6
<OOC> Aimarra says, "+1 splash damage to adjacent squares."
GAME: Aimarra used a Alchemist's Fire.

Behind Paenitia and Knightmare, the sound of a bow clattering to the stone at Aimarra's feet is audible, but she shouts, "Watch out!" Moments later, a glass flask comes sailing over Knightmare's shoulder, to land squarely in the middle of the swarm of itty bitty babies. Glass shatters, and where it landed bursts into explosively fiery life , and the sound of hundreds or thousands of sizzling spiders and popping carapaces fills the air.

Apparently Aimarra comes by her name honestly.

GAME: Paenitia rolls weapon7: (2)+4: 6

"Ole!" Paenitia shouts happily, seeing the fiery explosion and the skittering little creatures going up in tiny balls of flame. "Dame! I stand by your side!"

There's not a lot of space in the hallway, but the little crimson knight can squeeze herself into the slightly wider part of it. She gleefully does so, fighting alongside Knightmare at last. Warhammer raised, she swings at the spider-beast, her blow deflecting off a chunk of stone wall above her.

GAME: Knightmare rolls weapon2-1: (18)+6+-1: 23
GAME: Knightmare rolls 1d8+3+1+4: (2)+3+1+4: 10

The spider really doesn't like being in the fire. It is going to attempt to move to the nearest space which doesn't have fire in it. That space is occupied by Knightmare, and in rushing the Knightmare it and the red Knight can attack.

Knightmare's plume ruffles some as the volatile ampuoule sails over her shoulder to engulf the swarm. She dips her chin, affording the arachnid's a Reaper's grin as she asides, "Well cast!" She Shifts her shield some as the Pillar Knight slips to her side and she nods, "Welcome, Sister!" she calls in valorous cheer, then, more sternly, she calls to the arthropod, "Come, creature, I am your foe!" and lands a vicious slash across the creature's carapace.

GAME: Paenitia rolls weapon7: (9)+4: 13
GAME: Knightmare rolls weapon2-1: (18)+6+-1: 23
GAME: Knightmare rolls 1d8+3+1+4: (6)+3+1+4: 14
<OOC> Thurid says, "It is splattered!"

The largest remaining spider flies into a wild panic as the fire erupts behind it, splattering it's back with searing alechemists fire. It tries to flee the flames, charging towards Knightmare- but finds only the tip of the metalic knight's blade, impaling itself upon it almost volountarily to escape the fire.

The remaining spiders, the dog-sized ones, back away from the fire as well- ending up on the far side of it from the adventuring party, forelimbs coming up and slashing at the air, before backing away again at the flames. Spiderwebs begin to catch, and the fire begins to spread.

The fire takes hold, and the smoke begins to obscure vision. Aimarra leans down and picks up her bow again, and calls out, "Withdraw! Let the fire burn out and we'll see what's left!"

"Come my friend, we must get back. Wait for the air to clear." Paenitia nudges Knightmare on the thigh, then the little red knight backs down the hallway. She takes up a position on one side of the hallway, ready for any hostiles that comes through.

The alchemists fire sputters out, finally, but the smoke of charred spiders and burning webbing still fills the air with a thin, foul-smelling acrid blue smoke.

Knightmare can keep going, but poor visibility in a potential swarm is a bad combination. She turns to look back as she is nudged, on the second call to withdraw and she nods, "Prudent. Let's go."

So it is, that she brings up the rear, stepping backward to cover the withdrawl in case the diminishing fires embolded the spiders.

GAME: Thurid rolls 1d2: (1): 1
<OOC> Thurid says, "Coinflip. The fire sputters out."

The fire is only able to spread so far, however, before enough dry webbing within easy reach becomes a scarcity. The damp floor form the hole in the ceiling presents an obstacle, and the flames consume the available fuel too quickly. Eventually, there is no more webbing nearby for it to consume, and the flames die out. The thin smoke begins to disperse, thin enough that it doesn't obscure vision, though the stench is enough to sting the eyes even back here, bubbling, charred giant spider innards litter the ground.

The remaining spiders take the bait of the withdrawal, and rush in as the flames go out.

GAME: Thurid rolls 7: (18)+7: 25
<OOC> Thurid says, "Fort save, +4"
GAME: Knightmare rolls fortitude+4: (11)+8+4: 23

The adventurers barely have time to catch their breath before the remaining spiders press the attack- skittering down the hallway, hanging onto walls and ceiling and floor as they rush towards Knightmare. One reaches, first, and lashes out at the War-Golem once more, and once more its vicious fangs marr her plating, but the poison fails to do anything to her construct physiology.

GAME: Thurid rolls 7: (13)+7: 20
GAME: Thurid rolls 1d6+1: (2)+1: 3
GAME: Paenitia rolls weapon9: (12)+4: 16

There is a clang, then a clatter as the red knight drops her shield and her warhammer. She takes the bardiche from off her back. Pressed up behind Knightmare, she uses it to stab around the other knight, aiming for a spider that threatens her.

"I am with you my friend." She calls out her position.

Her blade bounces off hard carapace.

<OOC> Thurid says, "Pasi will ear-piercing scream one."
GAME: Thurid rolls 2d6: (5): 5
<OOC> Thurid says, "And hurts it, but doesn't finish it off."

Pasithea yawns, pointing her finger at one of the spiders, and the pitch of her yawn rises up to ear-piercing levels. "Just... lie down."

<OOC> Knightmare says, "going to power attack and unarmed strike it. have improved unarmed"
GAME: Knightmare rolls weapon0-1: (15)+6+-1: 20
GAME: Knightmare rolls 1d3+3+4: (2)+3+4: 9
<OOC> Thurid says, "Alright, you finish off the one infront of you. Pose it."

Knightmare is once again holding the line while the others form up for the renwed attack. It's her Maker's mark, what she's for, after all.

WIth the Reaper's grin in place the construct gain forms her shield wall of one, "They come!" and her worthy companions lay into the enemy vanguard, softening it up for her retort.

The golem shifts her weight to the back hoof as the other leg folds to it's tightest and she STOMPS, driving the arachnid to the ground. A small triumph, but there the Knightmare stands, her hoof buried halway up her fetlock in the dying creature's carapace, "Come, then! We are ready!"

The remaining spiders move up into the grinder, and attack Knightmare once more.

GAME: Thurid rolls 7: (16)+7: 23
<OOC> Thurid says, "Fort save, +4"
GAME: Knightmare rolls fortitude+4: (10)+8+4: 22

Undeterred by being the last of their brood still in this place- not counting the miniscule hatchling spiders which still litter the walls and floor in places, those that weren't driven off by fire or smoke- the spiders rush in, another lunges from its position on the wall, raking forelimbs against steel and once again marring the finish, but failing to deliver a telling blow to the golem.

<OOC> Thurid says, "Aimarra will shoot the injured one"
GAME: Thurid rolls 7: (19)+7: 26
GAME: Thurid rolls 1d6: (4): 4
<OOC> Thurid says, "And finishes it off."

Aimarra snaps an arrow past Knightmare, sinking it deep into the spider, finishing it.

GAME: Paenitia rolls weapon9: (1)+4: 5 (EPIC FAIL)
GAME: Paenitia rolls weapon9: (7)+4: 11

"We are with you." The little red knight says, attempting to move past and through Knightmare's legs. She is used to being able to do that. Tenoc, has a nice, wide stance. Dame Betrys', is not so wide and she ends up crashing into her and flailing her baradiche around.

<OOC> Knightmare says, "PA with the longsword"
GAME: Knightmare rolls weapon2-1: (2)+6+-1: 7
GAME: Thurid rolls 7: (11)+7: 18

"Never would I doubt it!" Dame Betrys replies, edging forward to try and press her percieved advantage. Unfortunately, the footing as she pulls her hoof from the previous kill, skids a bit and her stroke goes a bit wide, but it puts everyone in a better position, overall. Alas, that includes the spider, who's now given more target options.

GAME: Thurid rolls 7: (14)+7: 21
<OOC> Thurid says, "That hits, but I think the damage is shunted to nonlethal. Fort save."
GAME: Thurid damaged you for 1 points of nonlethal. You have 1 total.
GAME: Paenitia rolls fortitude+5: (2)+6+5: 13
GAME: Thurid rolls 7: (4)+7: 11

The spider is quick and desperate, so as blades and hooves and spiked feet fall about it, it darts this way and that to evade all the blows coming for it. It lashes out, twice- once at Knightmare in passing, but fails to find purchase on the golem's armor. And then turns back to Paenitia, attempting to sink its fangs into her hip- her armor protects her from the brunt of the damage, and though she feels the spider's venom staining her armor, it fails to penetrate far enough to even sting the skin.

GAME: Paenitia rolls weapon9+2: (20)+4+2: 26 (THREAT)
GAME: Paenitia rolls weapon9+2: (4)+4+2: 10
GAME: Paenitia rolls damage9: aliased to 1d8+1: (8)+1: 9

The crimson knight is getting a little frustrated. She is used to a world larger than her, that hits harder with a better reach. And being a little thing, takes solace that the little things can count the most. Though to wack the walls, the floor, the other wall, and to crash into the legs of her fellow knight instead of strike through them, does try her positive mood.

Fortunately, her mask smiles for her even when she does not. With a high-pitched 'raaarrgh!' She stabs with her baradiche, finally landing a blow and penetrating the spider, stabbing past palps to come out the spinnerette. "Die."

With the last of the large spiders scatered, and the bulk of the smaller spiders burned to a crisp- the remaining ones skitter and flee to dark corners. And though now and then one might feel a tickle on the back of their neck or a pinch on their shoulder from the one or two which have neither fled nor been killed, they no longer pose a threat. The party are free to explore the collapsed section, which seems as though it might once have been some sort of store-room. Without the pressure of conflict, the webs are easy enough to hack their way through, and even the smoke fades to little more than a foul smell in the air.

Knightmare is blessed to have bold companions once more!

As the Crimson Knight strikes true, laying their final enemy low she exults a, "Well struck!" before turning to venture back to retrieve her discarded torch and examine what she can. With patent disregard for the fresh gouges in her shell, the golem wonders, "Is anyone injured?"

"I am fine." Paenitia says, picking up her shield and warhammer, setting the shield to her back and the warhammer in her belt. She holds her baradiche defensively and uses it to poke the store-room shelves. Perhaps a bottle of wine, or an incredibly well aged cheese will roll out. "You have some scratches. They did not get past me to the others."

GAME: Paenitia rolls perception: (5)+4: 9

Paenitia discovers a hard puck she thinks may once have been cheese. Either that, or it's a perculiarly shaped piece of rubble. It is almost impossible to tell. The shelves hold ancient time worn bits of glass bottles, though corks have long rotted on the few that weren't destoryed in the collapse, and the bottles are full only with dust. Paenitia eventually discovers another corridor, leading off from the collapsed section, but strangely, it seems to come to a dead end. Not a cave-in, but a smooth section of wall, seemingly hewn from a single slab of stone.

"See! The passage ends!" The dark Lucht declares happily. She taps the walls with the butt of her baradiche. "Tight stones. No doors. No arrow slits. There is a secret here! No one builds a nice hallway to nothing."

Pasithea wakes up as the combat ends. Her heart is racing as from a nightmare. "Ahh!.. Good.. it is over.." She says softly. And when she hears of the strange passage she ammends herself. "Over for .. now. Likely more to come. We have yet... to figure out why this.. place came to fall into magic... like it has. Time altering. Cursed.."

Knightmare finally takes the time, on Paenitia's appraisal, to afford herself a once over, "Ah, yes... it seems this shell may be closer to it's last." A little shake of her head and and steps closer, "I knew you to be a solid partner." she affirms. She clops down the hall after and is forced to agree with her assessment, "Agreed. Too much effort for no apparant reason."

And so- it is thinking time. With the spiders dealt with, no more threats seem immediately forthcoming. There is still an unexplored corridor they have passed, and this one ending rather abruptly- which the adventurers suspect may be some kind of trick door, though they have not found any mechanism for it. And so, they must convene and decide upon a course of action. And perhaps press upon someone familiar with hidden doors to seek any such mechanism out. The spider corpses are already beginning to smell, though- those not thoroughly singed by flames- and so the group can retreat to previously cleared and less pungent sections of the dungeon to discuss how to proceed.

Ghoulish cp line.png

Ambience Track

https://www.youtube.com/watch?v=wScEFaoqwPM