Flintlock & Tomahawk: Endgame

If his musket is still primed, Sykes will fire upon the zombie crawling toward him. If not, he will glance about to see if the table fell with him so that he can retrieve his hatchet from it.
 

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Cleaning up the remaining zombies isn't much trouble -- they weren't durable enough to survive the fall in one piece, and the remaining zombies above are doing little more than leering at you from the gaping hole in the floor of the farmhouse -- and Abcott and Sykes take care of it handily. Speid simply watches.

Sykes: You're able to recover your hatchet from the table.[sblock]I'm afraid that WgX is MIA at the moment. Hopefully he'll show up again, but I waited as long as I could.[/sblock]
 

After slipping the hatchet back into his belt loop, Sykes peers nervously up at the moaning throng to ascertain if they remain a threat. When he observes that the abominations seem tentative, and do not seem inclined to follow, he relaxes at first. Then he looks from his companions to his surroundings with a growing sense of foreboding. The momentary relief that everyone is uninjured is gone when he looks around at the vast cavern...a place the creatures above seem fearful to enter.

Seeing that Speid is strangely silent, and has seemingly reverted to an almost feral posture, the exhausted Sykes turns to Abcott instead.

"Stay close Mr. Abcott"
 


Speid snaps out of his catatonic state as quickly as he fell into it [ooc: the joy of playing a crazy man]. He first checks to see if he still has his three pistols, or if they were lost in the fall. Regardless of the results of his inventory, in these close confines, the sword is better that the ball, and the sound of the mad scot's drawing his basket hilt claymore echoes in the narrow confines of the basement.
 

Sykes whirls at the 'skirl' of steel being drawn, and peers intently for a moment at the madman Speid. After satisfying himself that the Scotsman means he and Abcott no harm, the militiaman turns back to the task at hand; using his flint and tinder to light the small caged lantern that he has just withdrawn from his ratty rucksack. He whispers back over his shoulder loud enough so that Speid can hear him,

"This is no cellar. This cavern likely runs the length of New Warrenton. Where are we, Speid?"
 

When Sykes finally gets his caged lantern lit, you all can see that you're in the middle of a reasonably large cavern with a pair of smaller tunnels leading off towards the north and west (back towards the center of town) and then towards the south and east. You can feel a slight breeze coming through the cavern, but you're not sure which direction it's coming from, as it starts to swirl ever so slightly when it reaches this area.
 

I...I'm not sure where we are...under the meetinghouse obviously. But I had no idea, indeed I doubt that any of my neighbors had any idea that there was a cavern beneath our homes.
 

"If the rest of your neighbors be above our heads, let's hope they know not either."

Does this cave look as though it has bee frequented? Anything of note in it?
 

[sblock]Committed Hero: It's not entirely abandoned, that much is clear, but it's nowhere that you want to set up a summer cottage (dank, damp, and, well, cave-like). Or at least, not at your current San level. There is nothing of note in this chamber.[/sblock]
 

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