Monday, February 19, 2018

The Colony - A Speedy Advance to Failure

Crossbow bolts from the dark tunnels ahead put the party on high alert. They've been here before, and know they're at a disadvantage against foes that can see in the dark.

Start Date: August 25th, morning
Start Status: Missiles in the Dark
Start Location: ???

Adventuring: Rennard, Jinx, Brigg, Smoke, Zenobe
At the Tulip: Castor, Hagan, Xon, Aaron

The Turn

[Round One]

The trailing party members move up behind the boulders and, with Brigg, make hasty plans to pursue whoever is shooting at them from the dark tunnels. Zenobe casts bless while the rest prepare to advance.

The plan, in brief: Zenobe and Jinx will advance up the center passage with Brigg trailing (with a quick look to the left to see if there's another threat there), Rennard and Smoke will go a short way up the right-hand passage to ensure the group isn't flanked. "Stay alert," says Smoke. "Whatever's shooting at us is sneaky and knows these tunnels."

[Round Two]

The party members implement their plan. Jinx and Brigg are surprised when Zenobe charges ahead; they move quickly to keep up and barely have time to check the left passage, which leads into another crude tunnel or cave that extends beyond the reach of Zenobe's fleeting light. On the right, Rennard and Smoke find a similar arrangement, but just beyond the tunnel intersection a deep crevice splits the floor, its shadowy depths twisting away to the north. "I don't like that at all," mutters Rennard.

At the front, the center tunnel splits, with both branches continuing beyond the reach of Zenobe's dim light.

[Round Three]

Zenobe continues his rapid advance, and Jinx, unwilling to leave his companion alone--and dependent on the cleric's light--follows. "Slow down Zen! We don't know what's up here!"

With no immediate threat in sight down the side tunnel, Rennard and Smoke back up and follow Jinx and Zenobe at a cautious pace. Brigg lets them pass, stows his bow and pulls his scimitar, eyes to the rear.

Zenobe and Jinx follow the left passage a short way before the priest slows, then stops. The crude tunnel splits again, or maybe it opens into a cavern. It's difficult to say in the dim light.

As they hesitate, crossbow bolts rattle out of the darkness, and one *pings* off Jinx's breastplate. "Those came from the right!" he cries.

"No, the left!" answers Zenobe. "This place is a maze!"

[Round Four]

"To the right it is, come on Jinx! RIGHT-HAND DUNGEON!” Zenobe cries out over his shoulder as he changes course, taking the light with him.

Jinx groans and says, "Zenobe, hold a moment for our friends to catch us up! Then let's press to the right" Nevertheless, he follows the cleric.

Hearing Jinx's suggestion (and thinking it might not be a bad one) Zenobe pauses near the pillar beyond the door in the east tunnel. "Wheee, look at that hole! Watch your step." A crevice runs almost completely across the tunnel floor ahead, leaving a narrow ledge along the north wall.

Rennard hears the exchange and moves up to support the front ranks, sword at the ready. Smoke and Brigg bring up the rear. Both dig out fresh torches and light them. Smoke props one against the wall at the intersection. "Keep moving!" calls Smoke. "We need to catch these things!"

[Round Five]

Reunited, the group members move forward again. As Zenobe crosses the ledge at the north edge of the chasm, two crossbow bolts slam into him [7 damage]. The cleric's foot slips and he slithers down the steep 10-foot slope. Jinx makes a grab for him as he falls, but catches nothing but air. Rennard and the others close up behind. "Don't push," growls Jinx. He takes a few steps back, runs forward, intending to leap the chasm. As he jumps, the entire edge gives way beneath him and he goes slithering down the slope in a cloud of rubble and debris!

"It's a trap! cries Smoke.

OOC: *sigh*

I'm going to stop here because THIS WASN"T SUPPOSED TO BE HARD. If I continue I expect the party will likely be reduced to killing and eating each other to survive in a few rounds.

Crossbow shots: double 20s
Crossing the ledge: 8+ dexterity check. Roll: 2
Grabbing Zenobe: 10+ dexterity check. Roll: 3
Jumping the chasm: 8+ strength check: Roll: 1

The yellow glow on the map indicates currently lit areas (approximate).

End Date: August 25th, morning
End Status: Confusion reigns
End Location: ???


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