After we defeated the fat goblin master and his filthy troops, we did a quick search of the area (and the bodies of course). The big guy had two keys on him, which we found worked on two of the three doors in the hallway. One of these rooms was simply a storeroom of provisions, probably kept locked because the goblin swine couldn't be trusted not to binge on all available foodstuff. There was an unlocked room they were using as a barracks. This room was too disgusting to search properly, as goblins live in communal areas which serve as eating, sleeping chambers as well as their latrine. Truly four creatures. The third door, also requiring a key, led to the leader's room. Not quite as foul as the barracks, but not clean by any stretch of the imagination. Here we searched and found a secret door with stairs leading down, deeper into the ruined keep.
At the bottom of these steps we found a corridor going to the right and left. The way right led to other steps leading back up and presumably towards the entrance area of the keep. To the left the hallway had a side passage off of it and terminated in a room. We quickly recognized the sounds of goblins talking and metal on stone from the room. Our newly rescued drow rogue crept ahead to check it out (after we quickly had tried to work out some sort of hand signals so that he could communicate with us). Well, once he got to the room's entrance he signaled for Quinn to come join him, presumably because Quinn is the only one among us who can speak goblin.
Unfortunately, the goblins noticed something amiss when Quinn got there and we needed to act fast. This is where things got intriguing. Quinn changed shape to look like the torturer we fought upstairs and entered the room, while Kel Vekkios ducked down the dark side corridor. Hanz (having returned from his stomach issues) slipped up the hall and joined Kel in the dark passage. Meanwhile, Fargrim and Corrick stayed on the steps we came down and I positioned myself out of sight up the steps to our right. Now, the plan was to have them come down the hall towards us and while Hanz and Kel surprised them from the rear, but unfortunately our plan did not work as well as we would have liked. It seems that as their guard drakes got near the dark side passage, they noticed our companions and the battle ensued. Quinn, still in his uncanny disguise as the torturer, egged the creatures on to fight, whilst cutting them down from behind. The remainder of us rushed to the battle and we actually dealt with them pretty easily. Afterwards, Quinn offered no explanation of his clever trick and we explored the room the goblins were working in. It seems they were excavating an old room looking for treasure (and finding none) as the weeks had gone on. As a group we briefly debated continuing to dig, but decided it was not worth it and moved on to the dark corridor that descended in to natural caverns.
Here, we found a cold, dank space with stalagmites and stalagtites crowding the chamber. There were two ways out of this room, but before we could really make any real progress we were set upon by giant rats. The vermin wriggled between the stone spires and dropped off the ceiling onto us. Filthy and viscious as they were, we quickly recovered from the surprise attack and started to cut them down. However, before we could finish off the rodents the 'thing' arrived. I know not what else to call it, that which joined the fray. Considering it had no discernable anatomy, the dirty yellow (almost brownish) mass of sludge surged forward from the darkness. We assailed the creature as it lashed at us with is slimy psuedopods, which burned with its digestive juices. We watched as it consumed rat corpses by engulfing them as it moved and we continued to attack it. The thing recoiled from some of our attacks but otherwise we had no way of telling if we were even affecting it. Eventually we damaged the thing enough that it split in to two separate smaller.... things. At this point, despite being surprised by the split, we were able to destroy them and move on.
In moving on we found a set of mold covered bronze doors nearby. Scratched in to the mold was the message "Keep Out - Really!" We of course scoffed and this and opened the doors.
Inside we found a short flight of stairs going down to a chamber filled with dank, nasty water. There was a slip of dry ground along one side of the room at the bottom of the steps, and an island of fungus in the middle as well. Korrick tried to plumb the depths of the murky water with his great axe, sinking the weapon up to his wrists in the filth without finding the bottom. Shortly after that, we found out why the warning was inscribed upon the doors. The creature, an amorphous heap of bluish slime, surged from the depths. It lashed at us with psudopods and burned us with spouts of acidic fluids. More than once (and again when the creature was finally slain) it errupted in a huge shower that bathed all of us in its fluids. Not a space in the room seemed safe from these attacks. Sadly, it was during this encounter that we lost Quinn. He had been badly hurt by the creature's acidic attacks and jumped in to the water, in what I can only assume was to escape the burning that lingered after each strike. However, the creature errupted and he sank, unconscious into the murk. I quickly used my telekinetic powers to pull him from the depths and placed him on the strip of dry land where I was (only about 15 feet from the creature, but far enough that it could not easily lash out at me). Unfortunately, Quinn continued to lose vitality, as I was unable to asist him, and when the creature died it errupted again showering us all. This last splash of slime sealed his fate and we lost a good comrade.
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