IndyPendant's Sunless Citadel

"I will hold you to your word, Dragon." Lehko steps tword the wall, and slaps it open handed, dissipating the charge he held into the stonework. He will aid the others in whatever way, and when he has a clear moment will gather the scales that fell, and whatever blood he can soak up into one of the streamers he unties from his arm, the one around his left elbow. "You did well there, Monk," Lehko says lowly with a slight smile.
 

log in or register to remove this ad


Jair cannot find a way to climb out himself, so Lehko has to brace a rope for him. Lehko manages to to brace the weight while Jair carefully uses the rope; as he does so, Calcryx lands on the same table he was crouched on at the start of the battle, calling in its rough voice "Heal the big one first and most, Jair Feyfriend. He showed me proper respect."

((It was four rounds after the start of combat that you made your deal with Calcryx. I'm going to be nice and say it only took 2 rounds for Lehko to move back to the pit, ready a rope, and for Jair to climb out. He can then move and heal on rounds 7, 8, and 9 after the start of the battle. That having been said, I shall now make the stabilize rolls.))

((Kuma: 93, 65, 14, 21, 8. Jerek: 34, 83, 5. Heirmund: 44, 62, 37, 44, 3.))


Jair uses his remaining powerful spell to heal Kuma at Calcryx's insistance, but he does not awaken. Nervous by their colour, and unwilling to risk the time it would take to examine them, Jair then uses two of his minor spells on each of Jerek and Heirmund. Knowing the magic has now made them stable, he examines them carefully, but not knowing very much about the healing arts, all he can tell is that the slightest of further traumas would cause their deaths--and they are unlikely to awaken any time soon. Meanwhile, Lehko searches for some of the tiny scales the dragon lost. He can still see where they are missing on the wyrmling's flank, but he can't find them in the debris of the room.

((Cure Light: 2+1=3. Lehko's search check: 5+1=6.))

Calcryx watches for a few moments as Jair tends the wounded, and then comments "We really must leave. Durnn is waiting for you to attack him, but he will not wait long before he comes to investigate. You are hardly in a position to defeat his tribe."
 

IndyPendant said:
Jair cannot find a way to climb out himself, so Lehko has to brace a rope for him. Lehko manages to to brace the weight while Jair carefully uses the rope; as he does so, Calcryx lands on the same table he was crouched on at the start of the battle, calling in its rough voice "Heal the big one first and most, Jair Feyfriend. He showed me proper respect."

((It was four rounds after the start of combat that you made your deal with Calcryx. I'm going to be nice and say it only took 2 rounds for Lehko to move back to the pit, ready a rope, and for Jair to climb out. He can then move and heal on rounds 7, 8, and 9 after the start of the battle. That having been said, I shall now make the stabilize rolls.))

((Kuma: 93, 65, 14, 21, 8. Jerek: 34, 83, 5. Heirmund: 44, 62, 37, 44, 3.))


Jair uses his remaining powerful spell to heal Kuma at Calcryx's insistance, but he does not awaken. Nervous by their colour, and unwilling to risk the time it would take to examine them, Jair then uses two of his minor spells on each of Jerek and Heirmund. Knowing the magic has now made them stable, he examines them carefully, but not knowing very much about the healing arts, all he can tell is that the slightest of further traumas would cause their deaths--and they are unlikely to awaken any time soon. Meanwhile, Lehko searches for some of the tiny scales the dragon lost. He can still see where they are missing on the wyrmling's flank, but he can't find them in the debris of the room.

((Cure Light: 2+1=3. Lehko's search check: 5+1=6.))

Calcryx watches for a few moments as Jair tends the wounded, and then comments "We really must leave. Durnn is waiting for you to attack him, but he will not wait long before he comes to investigate. You are hardly in a position to defeat his tribe."

"Indeed. I have stabilized them but we must carry them out. Let us carefully take them over the pit. Then once on the other side I will carry Kuma, Lekho take Jerek, and Ydir take Heirmund. We will leave the Kobold and Terrek will guard as we go back. Calcryx, if you would accompany us. Is there anything portable you need to bring from here?"
 

Before picking up Jerek, Lehko steps over to the fallen Meepo, and gently closes his frost encrusted eyes with his fingers. If he sees anything personal yet insignificant to the little one, he will take it as a momento. "Sleep well Keeper of Dragons." He stoops near Jerek, and bracing him in the gentlest way possible, lifts him in a sort of fireman's carry. After one last glance across the floor of the room, he steps out and follows Jair across the pit.
 

Ydyr begins to slowly drag/pull/carry Heirmund around the edge of the pit. He keeps his head bowed andeyes on the ground... moving in a somber silence.
 

It takes you almost ten minutes to cross the pit.

You have one spot of luck amidst this disaster; when Heirmund fell unconscious, his lantern landed upright, and you find it standing on the floor beside his body. If that had shattered, or tipped over and guttered out... Lehko finds that Meepo had nothing that he seemed to value--except for a single small jade figurine, carved skillfully to show a dragon in flight, carefully wrapped in cloth in a pouch at his belt.

The narrow span, just under one foot wide, is impossible to cross safely while carrying an unconscious body. Oh, perhaps Jerek could have managed it, although the weight of the bodies might have been too much for him. But certainly none of the three of you that are conscious could. All it would take is a single misstep, and down you would go into the pit--as well as whoever you are carrying, the fall probably killing him.

You are forced to stop at the pit, have Jair climb down a rope braced by Ydyr and Lehko, and then have those two tie the rope around the chests of your unconscious companions, then laboriously lower them into the pit. After that, they carefully cross over to the other side along the span, while Jair drags the bodies to the other side of the pit, the goblins trapped in it with him glaring at him all the while in fear and loathing. He ties the rope to their chests again, and then Ydyr and Lehko haul them as gently as possible to the top on the other side. Jair then climbs out and calls Terrek over to him, who seemingly effortlessly jumps the span again.

You quickly realize a problem: it is going to be flat out impossible to carry the bodies and their equipment at the same time. You are forced to strip them of their weapons, armour, and gear, and bring them separately.

It's rough and crude, but you can think of no other options. To try to simply lower the bodies without rope for example, directly to the person in the pit, risks injury again--particularly when those on top let go and the body flops over onto the one bracing beneath. And all this physical labour requires that Jair use up another of his minor healing spells to give Ydyr a small boost; enough so that his damaged body can withstand the extra effort.

Calcryx spends the time gathering up its treasures into a makeshift sack created from folding and tieing up an ancient tablecloth, all the while berating you about the unnecessary delay. It seems eager to leave as well, now that this deal has been struck. You are very nervous when lowering the bodies; braced as you are, all it would almost certainly take is a single blast from Calcryx's freezing breath and then--with Jair down in the pit and Terrek unable to deal with a flying wyrmling--it would all be over for you.

At one point, Ydyr looks over his shoulder to see the tiny dragon nearby watching him, almost as if it were thinking this very thing.

Still, it does not attack, but merely watches. And finally you are all accross the pit with the gear and bodies. Utterly exhausted, you take a risk and rest on the far side for a minute or so, knowing you still have to carry the bodies through some rooms and over at least two barricades. And throughout all this, you are very aware that somewhere in this godsforsaken ruin, the rest of the goblin tribe could arrive at any moment.

Driven by that knowledge, you force yourself to move much sooner than you would have liked. Your bodies protesting every movement, you each shoulder a companion. Leaving all of your equipment behind beside the pit, almost staggering under the weight, you pass through the large barricade room, eying as you pass it the open door that you were told leads to the smokey, torch-lit hall of the goblins.

Still the goblins do not come.

You are delayed briefly again at each of the two barricades, but finally end up in the room you were resting in--gods, was it really less than an hour ago? Terrek guards you the entire way, subdued as if he senses just how wrong this situation is. Calcryx carries its small makeshift bag in its mouth, moving alongside you in a series of long flying hops that would have looked comical--were your situation not so grim, and were the deadly wyrmling still not half coated in dried, flaking blood.

You are now just outside the goblins' territory, but that goes nowhere near guaranteeing your safety. You must decide whether to rest--and if so where; how to tend to your abused, unconscious comrades; what, if anything, to do about the goblin prisoners left behind in the pit; and who, if anyone, to risk sending back for your equipment--at least two of you will be needed for that.

((I'm going to rule that the rough handling deals an additional point of damage to the unconscious bodies, but the care and time you put into it causes this damage to happen slowly enough that they don't begin dying again. Ydyr is now at 1hp, and by my count Jair now has only 1 orison left. I'll need to know what you do next--and how you do it.))

((Edit: --Oh! And I will rule that you managed to carry everyone's primary weapons, the coin and small valuables you've gathered so far, Jair's armour and shield, and enough food, water and light for one day. Everything else--including all other armour and gear--is currently gathered together at the top of the pit.
 
Last edited:

"Jair, can't we leave everything back there. I'm the more mobile of the two of us, you should stay and watch these three anyhow. If Calcryx will agree to stay here, and make sure our agreement isn't broken (meaning death by goblin), I can take Terrek and gather the equipment." He kneels next to and begins scratching the wardog underneath the ears and jaw. "He's a strong hound, we coul rig a pulling harness for him, wrap our things in a blanket and hightail it back. Unless you think it'll be easier if you go with him."
 

Jair considers their situation and starts planning as they haul over their comrades' bodies.

"I'm thinking I want to pull out the goblins, keep their hands tied and use them as porters for the equipment, then later bargain them back to the goblin leader, possibly for passage through his territory to get to the pit and the humans."
 


Remove ads

Top