The careful exploration continues. The bulk of the investigations reveal a deserted structure, but there are the occasional meetings with undead to spice up the monotony. At one point, a trapdoor deposits one of the adventuring team into a water filled pit – which can be dangerous for the vertically challenged – but the ghoul lurking within is probably a larger threat. Luckily for the group, the clerics seem adept at driving off the undead so the rest of the party can unload missiles at them. This tactic seems to be working – though the supply of arrows and sling stones is dwindling.
They make their way to the base of the tower and manage to foray out into the bottom of a mud-filled, iky-black caven. Luckily, the pair of dwarves are fine in the underground and between their keen eyes and the torches carried by the others, they are able to traverse the gap.
They struggle along in the toppled tower, navigating the altered orientation – and the Techno-cleric’s rope of climbing comes in handy-dandy on more than one occasion.
The final stretch has them navigating a partially destroyed ladder – now a precarious walkway – to arrive at the entrance to the top of the tower. There, amidst the disturbance caused by the toppling of the tower rests the presumed goal of the operation. A skeletal figure in an embroidered robe holds a leather-bound book.
Fingers the gnome flings a sling stone at the entity to see if it is alive / unalive / or actually dead. Fingers vanishes. The entity seems upset at the intrusion and begins scaling the wall-floor to reach the party. Some missiles, some axe blows and a few rounds later the creature is slain,.the book is plundered, and the gnome is still MIA.
As the group retraces their steps towards the surface, they try a few unexplored avenues and run into a large skeltal jailer. After slaying it, they find a ring of keys and set about investigating the cells in hopes of finding their comrade.
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