[RCFG] The Eyes of Mellythese (Playtest)

Raven Crowking

First Post
The left passage twists and turns for about 100 feet, and then rises out of the water into a rocky tunnel that slowly winds its way upward. It is clear that a boat could be pulled out of the water here, and there are signs on the walls that you would have to pull the boat at least 25 feet into the tunnel in order to keep it out of the water at high tide.

The tunnel is perhaps 15 feet wide and 8 feet high at this point. You can see signs of soot on the ceiling -- you are not the first to ever pass this way.
 

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Explorer
Palamon begins to carefully step from the boat into the rocky tunnel, but stops and looks questioningly back at his comrades, knowing that this may be the last chance for the group to choose another route.

Assuming my companions follow me out of the boat, I move up a bit along the tunnel in order keep watch (perhaps 30' in, as long as I can still see my allies) while my much stronger comrades presumably drag the boat above the high tide line.

I make little effort to be stealthy, since my torchlight and the sounds of boat scraping rock will give us away to any in the area anyways. Nevertheless, I stay as alert as possible, searching for traps and/or any other noticeable signs of passage besides the soot on the ceiling.

When appropriate, I also glance up the passage in order to catch any signs of movement, or perhaps a flicker of light from another light source. In between the scrape of the boat and grunts of my comrades, I also listen for signs of any other activity.
 

Raven Crowking

First Post
Whatever might have been in the immediate vicinity has been washed away by time and tide. As Angbran and Greyson haul the boat above the high tide line, the sound of keel on stone all but masks what sounds like a spash, far back down the tunnel. You halt, wait for some other noise, but nothing comes. Eventually, you get the boat past the high tide line.

There are clear signs here that other boats have been dragged to this point before. Palamon's quick eye notices a discarded clay pipe, with a broken straight stem. The tobacco ash within is cold, and spilled partway from the bowl where it was discarded.
 

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Explorer
I stoop to pick up the clay pipe and stem, thinking "Accidentally broken and then purposefully discarded, perhaps? But by a comer or goer, I know not. If a comer, where is its vessel of conveyance? If a goer, whence and from what did it flee?" I tap the bowl gently against the rock wall to remove the remaining ash and pocket both the pipe and stem for potential future use.

Turning to my companions, I say, "Shall we hasten, yes, lest our prize be lost to another? Also, to be putting ourselves further away from our mystery lurker." I motion back towards the splash with the last.

Palamon stays silent for a bit after this, withdrawing back to himself. He waits for a few of his companions to make the next decision and/or action, with which he will collaborate and/or comply.
 
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Walking Dad

First Post
John Greyson

"I'm all for getting away from the water.

Maybe it is good we are not the first to take this way. With some luck the ones before us already triggered the possible traps

or lay new ones."

John replies.
 


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Explorer
Palamon hands his torch to John Greyson, indicating for him to lead and the others to follow. As the sorcerer takes his place at the back of the line, he pauses for a moment to light another torch.

If and when the group moves down the passage, long shadows are likely cast back towards the water. If the others looked back now, they might notice Palamon's shadow seemingly lingering at the edge of the depths for a moment too long, almost as if wanting to stay... But no, the shadow lingers not at all and follows its caster as Palamon follows his comrades, as natural shadows tend to do.

OOC: If I exercise too much narrative control here, let me know. Years of primarily DMing have accustomed me to more literary license than might be appreciated. My main goal was to weave a bit more of the unnatural into the character, as described under the Eldritch Horror entry for the sorcerer.
 

Raven Crowking

First Post
The passage twists and turns for a long way, at least 500 feet, slowly winding its way upward and eastward. The shadows of your torches dance eerily as you go. There are occasional old signs that others have passed this way – a scrape from a boot heel, smudges from a torch’s soot, a dropped silver
coin, heavy and of foreign mint.

The tunnel ends in a sink hole, with the island’s surface some 25 feet above the floor of the cave.

[sblock]
OOC: If I exercise too much narrative control here, let me know. Years of primarily DMing have accustomed me to more literary license than might be appreciated. My main goal was to weave a bit more of the unnatural into the character, as described under the Eldritch Horror entry for the sorcerer.

Feel free to do so![/sblock]
 

Walking Dad

First Post
John Greyson

"Hey Angbran, do you want to do some scouting ahead? You can see farther in the dark than the torch light can reveal anything for us. And you will not be as easily spotted as us."

John asks the dwarf.
 

Raven Crowking

First Post
Sorry, that should have been more clear....you are at the bottom of the sinkhole, with the top some 25 feet above you. All you need now do is get 25 feet up the rock in order to be on the island proper.....if that is what you should wish to do.
 
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