Episode 2: Welcome to the Jungle!
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Sep 26, 2018 3:50 pm
Ybus follows from behind, casting Light upon the helicoprion tooth whorl around his neck.
Oct 3, 2018 7:19 pm
You step through the temple door. In here, the floor is completely covered in a living carpet of filthy, disease-ridden rats which scurry away, but only as far as the edge of Ybus' light. The air is heavy with the stench of decay and rat piss. Down a short entry hall, you find yourselves in a squarish room, about eight paces across. On the wall before you is a mural, faded beyond any hope of recognition. There is nothing else of note here other than the four rough stone pillars that support the ceiling. Through a doorway in the wall to your left you glimpse stairs leading up. On the opposite wall, through an identical doorway, stairs descends into darkness. The thrumming sound seems to be coming from down there.
Oct 3, 2018 7:42 pm
Ybus giggles and moves back and forth, eager to see if the carpet of rats shifts along with the movement of his Light spell.
Oct 3, 2018 8:03 pm
OOC:
How tall is the temple (from the outside)? I want to know how far the stairs might extend upOct 3, 2018 8:20 pm
The rats do indeed shift along with Ybus' every movement.
OOC:
The temple's facade is about 25ft tall but the temple is carved out of the chasm wall. The stairs could potentially go all the way up to the top, 120ft up.Oct 4, 2018 12:15 am
"Enough! We are in a temple; show some respect."
Evil or not, this was a divine place. (although Baracus secretly wonders what would happen if you cast Light on one of the rats...).
He bends down and places an offering - a days' worth of rations - on the flat of the blade of the axe of his father, loyal servant of Gruumsh. He says a few words in Orc to properly convey his awe of the sea of rats and then extends the blade into the shadows.
He rises once he has noted the rats' reaction, and points with the axe to stairs leading down.
"I want to know what makes that noise"
Evil or not, this was a divine place. (although Baracus secretly wonders what would happen if you cast Light on one of the rats...).
He bends down and places an offering - a days' worth of rations - on the flat of the blade of the axe of his father, loyal servant of Gruumsh. He says a few words in Orc to properly convey his awe of the sea of rats and then extends the blade into the shadows.
He rises once he has noted the rats' reaction, and points with the axe to stairs leading down.
"I want to know what makes that noise"
Last edited Oct 4, 2018 1:16 am
Oct 4, 2018 12:27 am
"Is a temple still a temple if nobody's around to hear it?" says Ybus, secretly wondering why he didn't think of trying to cast Light upon a rat. He heads for the stairs leading down.
Oct 4, 2018 1:18 am
"As good a choice as any," Erden says, following along and humming a low tune to drown out the sound of rats scurrying across the floor.
Oct 5, 2018 8:34 am
The ravenous rats swarm over Baracus' offering, and the food is gone in moments. The vermin seem emboldened after that, edging a little closer, regarding you hungrily. A few brave ones nip at Erden's heels before they are kicked away.
You take the south door and descend the stairs deep into the rock. When you reach the bottom, the narrow passage doubles back north and leads to another rat-infested chamber. Broken pottery crunches underfoot here. In the far wall is an archway flanked by glazed jars as tall as Baracus. Similar jars stand in alcoves that line the short passage beyond. The constant thrumming is interrupted by the crash of breaking pottery, followed by an agonized scream like the one you heard earlier, then a strange buzzing that sets your teeth on edge. The sounds come from your right, where another archway offers a glimpse of a well or font of some sort in the room beyond.
You take the south door and descend the stairs deep into the rock. When you reach the bottom, the narrow passage doubles back north and leads to another rat-infested chamber. Broken pottery crunches underfoot here. In the far wall is an archway flanked by glazed jars as tall as Baracus. Similar jars stand in alcoves that line the short passage beyond. The constant thrumming is interrupted by the crash of breaking pottery, followed by an agonized scream like the one you heard earlier, then a strange buzzing that sets your teeth on edge. The sounds come from your right, where another archway offers a glimpse of a well or font of some sort in the room beyond.
OOC:
Judging by the sounds, whatever is going on is not in the next room but much further in.Oct 5, 2018 5:25 pm
"Sounds like they take their worship seriously..." Erden says, shaking a too-brave rat off of the bottom of his robes with distaste, "Right behind you, Baracus."
Oct 5, 2018 6:01 pm
"Correct."
Baracus will move toward the archway to the right, the one with the well and the scream. With the light around them, he feels stealth is useless so he calls out to the screamer.
"You who scream in the dark: come out. We are here for the rat worshipers."
Baracus will move toward the archway to the right, the one with the well and the scream. With the light around them, he feels stealth is useless so he calls out to the screamer.
"You who scream in the dark: come out. We are here for the rat worshipers."
Oct 8, 2018 7:41 am
Baracus: You turn east toward the sounds. By the light of Ybus' spell you see a circular room with a pit or well in the center. Apart from the one you are standing in, three other passages lead away from here. To the north and south are stairs leading a short distance up. East no doubt leads to the temple's main hall. From that direction flickering, bluish light seems to emanate. You call out, but there is no response. There is only the constant thrumming accompanied by a faint, erratic buzzing.
Ybus: As you move your light about, you note a glint in the gaps between flagstones (where the rats are not obscuring). The floor appears to be inlaid with copper. But not for aesthetic reasons (there is no artistry at all in the patterns), and the inlays appear to be a recent addition to this otherwise ancient structure.
Erden: A spark in the north hall catches your eye, forcing you to give the hall of jars a second look. You notice something rather odd: from the top of each jar stick out two metal rods. As you look, a ghostly spark crawls up a pair of rods before dissipating.
Ybus: As you move your light about, you note a glint in the gaps between flagstones (where the rats are not obscuring). The floor appears to be inlaid with copper. But not for aesthetic reasons (there is no artistry at all in the patterns), and the inlays appear to be a recent addition to this otherwise ancient structure.
Erden: A spark in the north hall catches your eye, forcing you to give the hall of jars a second look. You notice something rather odd: from the top of each jar stick out two metal rods. As you look, a ghostly spark crawls up a pair of rods before dissipating.
Oct 8, 2018 3:35 pm
Baracus: Your orcish sight allows you a glimpse of more of this temple's secrets. Evenly spaced along the circumference of the well room are four metal statues depicting horribly disfigured individuals. In addition to two of them having rat heads, all appear to be afflicted with some disease or other, riddled with boils or weeping sores of some unknown pox, or stand on twisted limbs. The stench here is unbelievable, and it's concentrated in the well.
Though you retch and your eyes begin to water, you see that the stairs to north and south only go up half a dozen steps before reaching a landing. More jars line the walls up there.
You glimpse the columned main hall beyond the low east passage. You'll have to get closer to see more.
Though you retch and your eyes begin to water, you see that the stairs to north and south only go up half a dozen steps before reaching a landing. More jars line the walls up there.
You glimpse the columned main hall beyond the low east passage. You'll have to get closer to see more.
Oct 8, 2018 3:35 pm
OOC:
Baracus and anyone who has stepped into the well room, make a DC 12 CON save or take poison damage.Rolls
Poison damage - (1d4)
(4) = 4
Oct 8, 2018 4:23 pm
Ybus gags and holds his nose. "Geez, B.A, what did you eat?"
Rolls
CON save, Advantage from Halfling Stout Resilience - (1d20, 1d20)
1d20 : (14) = 14
1d20 : (13) = 13
Oct 8, 2018 11:00 pm
Baracus steadies himself as the poison enters his bloodstream, but he is not prepared for its intensity.
Last edited Oct 8, 2018 11:01 pm
Rolls
Con save - (1d20+6)
(2) + 6 = 8
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