Capellan
Explorer
"Good Friends & Fine Spirits" by Mystic Eye Games - Part 10
After Briar has endured the reproofs of his alarmed comrades, he shows them the box, the dagger and parchment still within. Putting the blade aside for the moment, Macwood quickly unfolds the message, but his look of expectation gives way to disappointment.
"It's just a message," he reports, "Instructing them to procure a book. Doesn't say which book, or who they should get it from."
"Or how." The Padre observes, rudely peering over the bard's head.
"Respectable merchants don't hide out in the sewers." Briar grins, "So you can put your last copper on them being either smugglers or thieves."
"Well now they're just roach-dung." Anastria reminds them calmly, folding her arms, "As the girl will be if we don't find her soon."
Reminded - however inelegantly - of their quest, the group presses on, following the tunnel branch away from the small room, further into the sewer complex. With no tracking skills to tell them where the roaches took the girl, they are forced to stop and investigate every side tunnel: a painstaking process that nets them nothing more than a couple of quick, confused melees with more of the unusually large vermin. The roaches inflict a couple more of their painful bites, but these fights are becoming more and more one-sided. Well armed and armoured, the adventurers are more than a match for their opponents in any kind of stand-up fight.
Shortly after one of these encounters, the group pauses when their lantern-light gleams off a large metal object ahead. Approaching cautiously, they find a wide steel door set into one wall of the tunnel. The door is covered in grime and pitted with rust, but appears very solid. It has huge hinges, far larger than even a door of this size would need, and they seem to have been reinforced, to make tampering as difficult as possible. Even this was evidently not enough for whomever installed it, however, for the door has also been welded shut, the seams where door meets frame sealed by intense heat.
"Well, someone really wanted to keep people out of there." Briar's interest has obviously been piqued. He frowns thoughtfully at the hinges.
Surprisingly, no-one posits the alternative that the door might have been intended to keep something in. As ever with the Company, the focus is not on the danger that lurks in dark places, but on the loot it is guarding.
"Think you could get in?" the Padre asks, gesturing at the door. Briar shakes his head reluctantly,
"Not with the tools I have here." He admits, "There's no lock, so I'd have to work the hinges, and they're too big for anything I'm carrying at the moment."
"I do not believe the roaches would have been able to remove them, either." Ming Li observes blandly.
Sirdros nods,
"Whatever is behind there can wait. We need to find the girl."
There is a general mumble of agreement, and the group moves on. The Padre cannot help but cast back a few yearning looks at the door, however. It offends his adventuring sensibilities to let a potential treasure go unplundered.
"We're coming back for you." He promises the inanimate hunk of metal, before returning his attention to the task at hand. The group presses on, heading further into the damp, moss-slicked sewers. After travelling for a few minutes, they reach a large circular chamber. Rusted gratings are spaced evenly around the walls, and several of these drip foul-smelling liquid into the foot-deep slurry that covers the floor. In many places, the accumulated run-off has dried and hardened, creating solid lumps of congealed sewage.
There are approximately a dozen of the huge roaches present, scuttling from lump to lump within the sludge. Unlike previous examples of the vermin, however, these exhibit no sign of aggression, and scurry off into the darkness as the adventurers approach.
"Charming." The Padre grimaces.
"Look." Macwood points, "I think we're on the right track."
The others follow the halfling's gesture, and see that he has spotted a narrow tunnel opening, gouged out of the dressed stone on the far side of the chamber. Through the opening, the adventurers can see that a cramped crawlspace has been dug through the black, damp-looking earth. The tunnel cannot be any more than three feet in diameter, with roots and stones jutting out into the already narrow space.
"Do you think we can fit?" Sirdros, dressed in the heaviest and most cumbersome armour of the group, looks doubtful of his chances.
"Most of us can, though it will be tight." The Padre crouches at the entrance and peers in, "I'm not sure about you, though. It's going to be damn tight. And dark ... we can use a light spell, but our bodies will block a lot of it, so probably only the person at the front will be able to see properly."
"I can cast one as well." Sirdros volunteers. "The person at the back could carry that light ... that way everyone should have at least some illumination."
The plan is adopted, and soon the six adventurers are crawling half-blind through the dank and musty tunnel. Sirdros, in his half-plate armour, lumbers along at the rear, trusting that the passage of the others will have widened the space enough for him to squeeze through.
For several minutes, the darkened journey takes place in near silence, with only the occasional grunt of exertion to be heard. Then Anastria suddenly shouts, and scrambles onto her back, struggling to draw a dagger as she does so.
Dirt showers down upon the group, and suddenly the others see what Anastria has already spotted. But by then it is too late. The roof and walls cave inwards as over a dozen of the roaches burst out of the earth, swarming onto the group and biting with their enlarged jaws.
Well armed and armoured, the adventurers are more than a match for their opponents in any kind of stand-up fight. But this is no stand-up fight.
After Briar has endured the reproofs of his alarmed comrades, he shows them the box, the dagger and parchment still within. Putting the blade aside for the moment, Macwood quickly unfolds the message, but his look of expectation gives way to disappointment.
"It's just a message," he reports, "Instructing them to procure a book. Doesn't say which book, or who they should get it from."
"Or how." The Padre observes, rudely peering over the bard's head.
"Respectable merchants don't hide out in the sewers." Briar grins, "So you can put your last copper on them being either smugglers or thieves."
"Well now they're just roach-dung." Anastria reminds them calmly, folding her arms, "As the girl will be if we don't find her soon."
Reminded - however inelegantly - of their quest, the group presses on, following the tunnel branch away from the small room, further into the sewer complex. With no tracking skills to tell them where the roaches took the girl, they are forced to stop and investigate every side tunnel: a painstaking process that nets them nothing more than a couple of quick, confused melees with more of the unusually large vermin. The roaches inflict a couple more of their painful bites, but these fights are becoming more and more one-sided. Well armed and armoured, the adventurers are more than a match for their opponents in any kind of stand-up fight.
Shortly after one of these encounters, the group pauses when their lantern-light gleams off a large metal object ahead. Approaching cautiously, they find a wide steel door set into one wall of the tunnel. The door is covered in grime and pitted with rust, but appears very solid. It has huge hinges, far larger than even a door of this size would need, and they seem to have been reinforced, to make tampering as difficult as possible. Even this was evidently not enough for whomever installed it, however, for the door has also been welded shut, the seams where door meets frame sealed by intense heat.
"Well, someone really wanted to keep people out of there." Briar's interest has obviously been piqued. He frowns thoughtfully at the hinges.
Surprisingly, no-one posits the alternative that the door might have been intended to keep something in. As ever with the Company, the focus is not on the danger that lurks in dark places, but on the loot it is guarding.
"Think you could get in?" the Padre asks, gesturing at the door. Briar shakes his head reluctantly,
"Not with the tools I have here." He admits, "There's no lock, so I'd have to work the hinges, and they're too big for anything I'm carrying at the moment."
"I do not believe the roaches would have been able to remove them, either." Ming Li observes blandly.
Sirdros nods,
"Whatever is behind there can wait. We need to find the girl."
There is a general mumble of agreement, and the group moves on. The Padre cannot help but cast back a few yearning looks at the door, however. It offends his adventuring sensibilities to let a potential treasure go unplundered.
"We're coming back for you." He promises the inanimate hunk of metal, before returning his attention to the task at hand. The group presses on, heading further into the damp, moss-slicked sewers. After travelling for a few minutes, they reach a large circular chamber. Rusted gratings are spaced evenly around the walls, and several of these drip foul-smelling liquid into the foot-deep slurry that covers the floor. In many places, the accumulated run-off has dried and hardened, creating solid lumps of congealed sewage.
There are approximately a dozen of the huge roaches present, scuttling from lump to lump within the sludge. Unlike previous examples of the vermin, however, these exhibit no sign of aggression, and scurry off into the darkness as the adventurers approach.
"Charming." The Padre grimaces.
"Look." Macwood points, "I think we're on the right track."
The others follow the halfling's gesture, and see that he has spotted a narrow tunnel opening, gouged out of the dressed stone on the far side of the chamber. Through the opening, the adventurers can see that a cramped crawlspace has been dug through the black, damp-looking earth. The tunnel cannot be any more than three feet in diameter, with roots and stones jutting out into the already narrow space.
"Do you think we can fit?" Sirdros, dressed in the heaviest and most cumbersome armour of the group, looks doubtful of his chances.
"Most of us can, though it will be tight." The Padre crouches at the entrance and peers in, "I'm not sure about you, though. It's going to be damn tight. And dark ... we can use a light spell, but our bodies will block a lot of it, so probably only the person at the front will be able to see properly."
"I can cast one as well." Sirdros volunteers. "The person at the back could carry that light ... that way everyone should have at least some illumination."
The plan is adopted, and soon the six adventurers are crawling half-blind through the dank and musty tunnel. Sirdros, in his half-plate armour, lumbers along at the rear, trusting that the passage of the others will have widened the space enough for him to squeeze through.
For several minutes, the darkened journey takes place in near silence, with only the occasional grunt of exertion to be heard. Then Anastria suddenly shouts, and scrambles onto her back, struggling to draw a dagger as she does so.
Dirt showers down upon the group, and suddenly the others see what Anastria has already spotted. But by then it is too late. The roof and walls cave inwards as over a dozen of the roaches burst out of the earth, swarming onto the group and biting with their enlarged jaws.
Well armed and armoured, the adventurers are more than a match for their opponents in any kind of stand-up fight. But this is no stand-up fight.