When in doubt, wipe it out!

Backtracking through the rest of the unexplored passages brings the group into a large (slave-holding) room. Multiple manacles line the walls and several unfortunates are slowly decomposing in chains. Two large piles of refuse brings the party to attention, but a large grating on the other side of the room is more interesting. While crossing the chamber, a profoundly irate basilisk attacks the party, bursting froth from the filth. Lubboch meets its gaze and is protected by his helm. Somewhat befuddled, the basilisk charges and begins to use the Feaster as a chew toy, angered even more by Lubboch’s refusal to get stoned like a good meal. While thus distracted, the beast falls prey to savage beatings from all sides – even FEaster pummels its snout as it chomps upon him.
Searching the filth reveals a clutch of basilisk eggs and the second key needed.
Unlocking the door and proceeding beyond, the party walks for the better part of a half-hour before emerging onto a platform attached to the trunk of a very large tree. Indeed, there are multiple platforms attached to multiple trees and gently swaying rope bridges attach them all together. Far in the distance is a large stone pyramid, with a rope bridge leading to the only apparent entrance.
A trio of nearby snakemen draws the party’s tender mercies and within the space of a10 seconds all three are slain. Taking a moment to survey the scene, the party begins crossing a bridge to engage yet more snakemen and their reptilian panthers. Whackitywhackwhack and so on until all are dead. Naima is poisoned and cured by the Feaster. The group reflects on the magic available to them and decides to avoid the rest of the bridges and conduct a flying assault on the pyramid.
Spells are cast, potions are used and so forth until all the group is airborne. Dalliance softens up the door guards by freezing them solid. The group lands and discovers that the door requires a special key. Key? Who brought a key?
Time to backtrack again. Having seen a snakeman cleric leading a congregation of worshippers, the group decides that either a key or information might be available if they were to engage said worship service. Dalliance once again announces her arrival by slaying all in sight with e well-placed fireball. Although the noise is enough to alert the rest of the treetop occupants, the rope bridges are all severed by the fiery blast. Pausing only to plunder the bodies of everything magic, Barada picks, opens and is poisoned by the lock on a chest. Feaster sets things aright and the group discovers a scroll tube and metal blade shaped like a snake’s head that just might fit in the stubborn temple door.
Door is opened and the group proceeds within. Although they could just fly over the first puzzle/trap – they decide to exercise the grey lumps holding their ears apart and solve it correctly. Proceeding beyond they do battle with a misshaped snake topped with Phyllis Diller’s cackling head. It gets lovey with Reiza, sticking a slithery tongue into his ear. Feaster arrives on the scene, clad in a Globe of Invulnerability which suppresses the charm on Reiza. Repulsed, Reiza reduces the cackling head to pulp. Taking a moment to take stock, the group briefly debates a withdrawal, but decides to press on before the news of their ‘arrival’ spreads further…

2 comments to When in doubt, wipe it out!

  • Dalliance  says:

    Shoot first and ask questions later seems to be working well. No more NPCs allowed to sneak off on slippered feet. Although in that case we may have been bloodied battered dungeon dressing.

  • Naima  says:

    Hmmm, I need some kind of flying item, because getting shrunk sucks. Perhaps my gloves of might could be traded for such an item.

Leave a reply

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>