Will-O-Wisp: 3, Danger Gang: 1

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The Danger Gang wakes up bright and early in the bowels of Cassandrea, ready to put that Will-O-Wisp in a hurt locker. Martialis casts Protection from Lightening on Kotrag and sends him out to lure out the little glow bee. Sure enough they find him and Marty casts a big ol' Transmute Rock to Mud on the ceiling above, covering the two of them in mud. Gershom tries to dispel the mud, trapping the Wisp therein, but it doesn't go off. The wisp comes out and chases them and they run back to their room.

Back inside they cast a Divination on what will happen if they go after Phillip IV. YHWH tells them that Liches are hard to kill, a bargain might not work out so well because we have nothing he wants, he owns good stuff but it would only cause the D.G. pain, and if we wanted to go get something he wanted, it would suck. Everyone grumbles and hits the hay.

After a little rest, they try the rock to mud to rock plan again on the Will-O-Wisp; this time it pans out. A great cheer arises. They carve on the rock "Danger (Gang): High (low) Voltage!". They also draw an assortment of wangs and killroys.

They walk around a little more. They find a room with a large herbivorous dinosaur skeleton, as well as the skeletons of three little centaurs with deer horns. In addition, there is a four foot tall statue of a baboon made out of obsydian that Karl eyes greedily.

They head back to the big grey door in the Imorph room. This door is really heavy and has a spring in it designed to shut it closed automatically. Karl systematically removes the springs and wedges the doors open with rocks. They get through a good couple of doors when they find one with a crown embossed on it. It's some really disturbing embossing, so they decide they'll come back to it.

Instead they head over to a twisty, turny, maze-y part of the dungeon. They spend a good chunk of time methodically checking for traps and mapping it out (since they know their Detect Traps spells are ineffective). Unfortunately, all they find is a dart trap that shoots them full of darts. The last thing they check out is a hallway that leads down in a curve and to a door that they assume is the one at the bottom of the well. Gershom figures out that the wall at the opposite end of the hall, the wall is made of plaster and there are some spikes behind it. Mystery solved.

They go to the lsat unexplored hallway and find door. Behind the door they hear a crackling fire. Before they deal with whatever that is, they decide to get a good night's rest.