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

From Record Of Fantasy Adventure Venture
Revision as of 09:03, 17 July 2007 by Chris (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.