tof-240131-eric
Tof-240131-eric
- We remember that the cultists had implied that they might be hiding in the basement area beneath the castle
- We head that way to investigate
- Milhouse asks why we're going after the cultists instead of The Kraken
- I explain that they stole some very powerful magical artifacts, and we think they might be hiding out under the castle
- Milhouse says something about a candy factory, and agrees to go
- When we get there, Quartermaster Blood-Dribble is running around with a clipboard yelling orders at people
- We tell him we're there to check out the basement, he agrees
- Just then, the building shakes
- Quartermaster Blood-Dribble tells us to check the foundation, and that the shaking was the sound of the eastern wall collapsing
- We can't take the stairs, so I tie a rope off and lower it down into the dark pit
- Below, we are in ankle deep water
- Milhouse has some sort of magitech shoes that keep him above the water
- There are some bones down here; mainly humans, elves, and dwarves
- We can tell that someone has been regularly traveling through these bones, disturbing them
- They were traveling to the west, so we head that way too
- Crawn smells some old, stale blood from the south
- We find the corpse of a Crockagator down in the water
- It has been murdered, but it's been rotting down here for some time
- We decide to leave the corpse and check out the door to the north
- Fish-Kicker checks to see if he can hear anything on the other side of the door before we open it
- He doesn't really hear anything
- I try to open the door, but it's locked
- It doesn't look like this door has been used in a while, so it's unlikely that the cultists would have come through here
- We explore some more, and find a stone door standing in the middle of a room by itself
- We open the door
- There's nothing, it doesn't seem magical at all
- The masonry does look newer than the surrounding walls, and there are some smudged chalk outlines nearby
- Fish-Kicker uses some magic to create some fire, and we begin experimenting
- Eventually, we realize that if you have the fire on the north end of the door, there is some magic on the south wall that activates in the shape of a door
- I draw a door handle on the wall and open it, and we discover a secret hallway
- The scent of sewage is much stronger here
- We find a crack in the south wall
- We get into the sewers
- It's eerie and stinks
- Milhouse claims to have blue poops
- As we're exploring the sewers, I hear music and the clank of mugs, almost like a tavern
- As we head West, the smell starts to clear up as well
- Then, we randomly find some people drinking at a small bar that is just bizarrely set up in the sewer
- The bartender asks what we want
- I ask if anyone else has come through here in the last few hours
- He says only his patrons
- His patrons, upon closer inspection, look wrong
- One has a nose that isn't centered on his face, the other has an extra finger (almost like they're AI artwork)
- We realize that they're an illusion, Milhouse shoots crossbow bolts at them and they don't seem to react
- Drex says his scales are tingling, we're about to get attacked
- I cast Magical Weapon on myself as we all get prepared
- A weird tentacle monster appears as the illusion disappears, and it begins attacking us
- The thing picks up Fish-Kicker and tries to abscond, we chase him and continue attacking
- It drops Fish-Kicker and disappears
- We ready actions to attack if it comes back
- Milhouse and I manage to finish it off when it comes back
- After resting, we continue exploring the sewers
- We find an odd bit of pipe, I crank the wheel and it opens a hidden door into some tunnels
- One bit of the tunnels leads to another secret door into the sewers, the other leads to a sort of gate / door, with something loud screeching behind it
- It sounds like a dragon, but the dragon sounds hurt and/or scared
- There is a mirror behind the gate, but there are some small gaps
- Ell transforms into a rat, and squeezes through the gate to check things out
- Ell comes back and reports that there is an emaciated younger dragon, 2 goats, 2 displacer beasts, and a mangey sad puppy with leaches on it
- There are also cultists in there, sleeping
- There was something about how to open the door, a poster that said something about “loving yourself,”
- I step up to the gate, look in the mirror and say “I love you,” and the door opens
- We start devising a plan, we think if we can free the creatures in there that they might help us kill the cultists
- Ell mentions that there are crates of food in there, even though the creatures seemed malnourished
- Drex is going to sneak in with Ell and talk to the dragon, to see if it is on board with helping us kill the cultists
- They work out a squeak code:
- One squeak for all clear
- Two squeaks for hide
- Three squeaks for run
- They come back, the plan is a go
tof-240131-eric.txt · Last modified: 2024/06/22 18:11 by bardlythere
