Of Jungle Deeps and Ocean Depths

"I think operating covertly sounds like a very good idea." Mourn agrees enthusiastically. "And I do have a suggestion. If I accompany whoever makes the trip to the spring (with all due wards, of course), should the Ancient One return while we are out there, I could teleport myself and perhaps two others to safety. Indeed, I could even return us to Mezro, although I am rather loathe to abandon the rest of our little group here. Invelion, do you have anything in the way of transportation magics in your own repertoire?"

"Lady Seraphina, for how long is the Ancient One absent when he goes to hunt? The more precisely we can judge our window of opportunity, the better our plans can be. Oh, and can he fly? I have found that an aerial capability can provide one with a significant advantage against a ground-bound foe."
 

log in or register to remove this ad

"Mourn, I am not sure that we will the chance to deal with him out in the air, given how deep I imagine his lair is beneath the lake surface. Hopefully our swimming abilities will grant us the mobility that you seek, though I would imagine that he too is quite quick underwater. Your teleportation magics sound like a very good idea, any one else know of such spells, they might make our escape all the more expedient." replies Undinar.
 

"Yes, I can also use teleportation magic. I can teleport 550 lbs, which could be two or three people, depending on their weight. So getting out might be easier than getting in."

Invelion considers for a moment.

"I might be able to get some of us in with a dimension door too."
 

Jarval said:
"Lady Seraphina, for how long is the Ancient One absent when he goes to hunt? The more precisely we can judge our window of opportunity, the better our plans can be. Oh, and can he fly? I have found that an aerial capability can provide one with a significant advantage against a ground-bound foe."
"He is a good hunter, and many tribes drive creatures to him for him to feed upon. He will not be away long, perhaps half a day. The Ancient One cannot fly, but the water itself shields him from attacks from the air or earth. And in water he reigns supreme," she explains.
 
Last edited:

"I hope we don't have to face the guardian at all. I'll be pretty useless, if we get into a fight. I can't use my whip underwater and my rapier is not much against a beast of that size," Tiana says. "In addition, I'm not a very good swimmer, so I'm going to stick close to one of you spellcasters and do what little I can to protect you."
 

"I, too hope that we can avoid that confrontation. With our escape plan in place all we can do is try. We should have a contingency plan just in case we are cornered by the Ancient One. I dont want anyone to charge in uneccessarily while some attempt to flee. My suggestion would be to try and retreat to somewhere it might have a hard time using it's mobility to its advantage, such as a small cave or crevice. From there those of us capable of holding it off will do so until the wizards can teleport us out of the area. It should only take a few moments to gather the water from the spring, so hopefully we wont be cut off from that before we have to flee." adds Undinar.
 

"I would suggest we try to avoid confined areas, if at all possible. If this wyrm has a breath of any potency, we would be better split into two or more groups so as to reduce the harm he can inflict at any given moment." Mourn reasons.

"But if he is to be away for half a day, I see us having little problem in making our way to the spring, retrieving the water you seek, and removing ourselves from the vicinity with all due haste. In addition, if we are to face the Ancient One is combat, I would rather we do it out of the water. Fire magics may drive him off, but they are unlikely to function well in this environment, perhaps even less given the unknown properties of the spring itself."
 

"Two teams might be the best solution, especially with the two of you capable of using teleportation magics. Perhaps we should try to maximize the use of those two spells by splitting into two groups now depending on how many of us each of you can carry. I understand your resistance to fighting underwater and in small places, but unfortunately I believe the wyrm's lair is underwater and we need to go in to get to the spring. Given the choice, above water sounds like a viable idea, but how do we get him out there? and do we even need to if we can get the spring water and get out?" Undinar says, trying to work together with everyone to come up with a concrete plan.
 

"I can transport a similar weight to Invelion, so I can manage to transport two or three others." Mourn elaborates. "As for being underwater or in confined spaces, I realize the necessity of such actions. However, if the Ancient One returns while we are still in his lair, we should use magic to retreat above ground immediately. But, luck being with us, we may get in and out without any such requirement being placed upon us."
 

Undinar looks at the assembled group sizing each one up. "Okay agreed, if we have to fight lets do whatever we can to take that fight to the surface. Of course we all hope that we do not have to actually fight that thing. I still think that two smaller groups would be best, that way we are not scrambling to get teleported out with that monster bearing down on us. Mourn, Harry and I will stick to you like glue and Tiana, Rappai and Jarrijan will stay close to Invelion. If we signal the retreat Mourn and Invelion will grab those who are with them and teleport where? Back here? Rappai's Village? the shore above? or all the way back to Mezro?"
 

Pets & Sidekicks

Remove ads

Top