The Selgaunt Campaign


log in or register to remove this ad


Round 5

Seeing the weasels darting about, Tuggle readies a handful of caltrops to slow their approach -- but both wind up beneath the bridge, and for the time being the 'trops just prick the gnome's palms like a handful of rose stems.

Propped across the narrow chasm, with acidic jelly oozing off of his stiffly frozen form, Tal stares at the ceiling (not that he has much choice in the matter).

Taking careful aim, the unwounded weasel sends a searing arc of dissonant magical energy into Cupric's dancing lights. The globes explode silently, plunging the room into semi-darkness -- now, again, the only light is from Tuggle's everburning torch.

Meanwhile, its companion slithers further under the bridge, readying a dispel magic of its own.

Grumbling at Tuggle about rope, and thinking about the connection between gnomes, rope and daftness, Marduke waits, glinting eyes peering into the gloom below.

Holding his lit grenade, Artemis whirls his arms, waggles his fingers, and tries to convince the unwounded weasel that he's casting a spell. The weasel's enormous faceted eyes narrow, and the barbarian can see its mind racing as he finishes the "spell" and throws the grenade --

-- at which point the other weasel coughs up a spurt of blood and launches his readied dispel magic at the grenade. Though some Follies thought the grenades were magical, they're not: just alchemy and a healthy dose of gnomish lunacy -- and as such, the spell has no effect.

Unlike, say, the unwounded weasel's attempt to absorb Artemis's "spell" -- just as he'd hoped, it snaps its mandibles open and tries to swallow the grenade.

gulp

B O O M

The weasel must have realized its mistake just in time, because instead of blowing its head to bits, the grenade just blows it mostly to bits -- it's still alive, but blood and eye juice are squirting everywhere.

Over the dying echoes of the grenade blast, Cupric tries to diplome the weasels into giving up the battle. As he does so, he recasts dancing lights, positioning the globes in a line directly over the bridge -- out of sight to both weasels, for the moment -- and readies an explosive arrow.

He's pretty convincing, but in the case of the blast-addled weasel, his words fall on, ahem, deaf ears. Well, ear stumps, at least. The other weasel, however, seems a bit more receptive...

-----

OOC:

- Sg rolled a 12 on his check to dispel dancing lights: poof.

- Artemis, I went with your follow-up post -- hope that's what you intended. This one was fun. Sg got a Spellcraft check to try and identify your "spell" being cast (vs. your Bluff of 21, rather than 15+"spell level"): he rolled a 3. ;) Se fired of his dispel, understandably.

Now, the good stuff: we're out of combat time. Se is heavily wounded, and ready to negotiate (his post is next). Sg is stunned for at least one round, and can be coup de graced by Artemis (etc.) if you like -- he's at your mercy, in other words. Let's play it freeform from here, and see how that goes. :)
 
Last edited:

Se, mandible-weasel with sucking chest wound

"Pleeeeaze...don't kill uzzz," says the voice from beneath the near end of the bridge. It sounds like someone talking with a mouthful of bees, but its still intelligible Common. "Let uzz live near the zzziphon in peazzze...pleazzze," it wheedles. "Take our shiniezzz, only leave uzzzz the zzziphon..." All of this loud enough for everyone to hear.

Watching through the clearing smoke, Artemis can see its big eyes darting about -- it looks tired and beaten. Between them is the half-headed weasel, standing there stunned, surrounded by a circle of ash, eye juice and blood.

The one that's talking keeps looking back at the pile of rubble against the far wall, where both weasels were originally hiding (though only Artemis can see this).

OOC: Unfortunately, Xen, Tal is still paralyzed (I rolled really high for the initial effect -- another 7 rounds to go!).
 

it worked...no way...

"Wise choice. You will understand our caution, after that unprovoked attack. My friend with the sword down there will make sure we don't have any more surprises as we come down to talk.", says Cupric as he stows the boom-arrow in it's quiver and waits for the grease to disappear.
After the slippery spell runs it's course, Cupric will take an appropriate amount of time to determine a safe path down and climb down, taking 10s and 20s as appropriate.
When down Cupric will pull out his wand of CLW and tap Tal before walking over and tapping the boom-ed weasel.
"Now, let's chat." Cupric says in his friendliest voice, as he finds a comfortable piece of rubble to sit on, "Why don't you start by telling us where you are from..."

OOC: I am going to try and milk these thing for all the info I can about the tower, as well as what these creatures are and where they might be from. Diplomacy 12+15=27. Knowledge arcana 11+7=18 Bardic Knowledge 19+12 = 31.
 

"They keep looking at the rubble pile down here, Cupric. They must have something hidden there. Maybe another key?"

Artemis puts away his rapier slowly and scowls at the weasels. He walks over to check on Tal, and moves Tal's stiff body into a more comfortable position.

After doing so, he retrieves the rope from Tal's pack, and throws it up to his comrades on the bridge.

Artemis will also check the area where the cube once stood for any goodies.
 
Last edited:

Artemis Blade said:
He walks over to check on Tal, and moves Tal's stiff body into a more comfortable position.

After doing so, he retrieves the rope from Tal's pack, and throws it up to his comrades on the bridge.

Hey... don't drag the armor across the... hey, isn't that my pack? Sure you can borrow my rope - no that's fine - just go ahead and take it. By Torm's Mighty Fist - is there anything else you desire? How about my Holy Symbol? Hey, I'm not done with you. Don't you walk away.
 

Marduke and the rope

“What in the name of Hillfoot Dinkledoor was that about?” Marduke asks the neighborhood Gnome. “Only once before was I set upon by weasels, and then, at least, I was drunk!”

OOC: When Artemis throws the rope up Marduke greedily ties it off, checks over his shoulder to make sure no one is sneaking down the hall and lowers himself to the floor
 

Cupric continues diploming the weasels, while one of them cowers and listens, and the other one wishes the rest of its head were still around.

Down below, Artemis makes Tal comfortable, and then gets back into character and steals his rope. Tossed up to the bridge, this allows the Follies to group up at ground level in short order.

Keeping a backwards eye on the weasels, Artemis looks for treasure in the cube's "remains" -- and finds nothing but goop. Cupric comes over, still addressing the weasels as he picks his way across the floor, and uses the cure light wounds wand on Tal, and then on the more grievously wounded weasel.

As its flesh and fur knit back together, it stops squealing and looks at Cupric. While Marduke climbs down the rope to join the party, Cupric settles onto a small heap of rubble and starts talking to the weasels in earnest. Both of them give him their rapt attention, more or less ignoring everyone else in the room -- except for the occasional faceted glance at Artemis, bearer of the unabsorbable explosive blast spell.

Getting a good look at them, the dreamborne now knows the nature of these beasts: they are spelleaters, thought to be extinct -- a thought that gladdens the hearts of wizards everywhere. They are a bane to anyone who casts spells, absorbing magic -- which is also their source of sustenance -- and able to counter it and return it to their foes. All in all, nasty little pieces of work.

In their buzzing singsong voices, they explain that they stumbled into the chamber years ago, and found it to be the perfect site for a nest: few visitors, easy to defend, and of course they have the siphon (zzzziphon). Both are fiercely protective on this topic, and won't reveal details (at least, not yet), but it seems to be a bottomless food source.

When the cube entered their little domain, they found that they could use it to their advantage -- which they have gleefully done to anyone that crossed their path. Until now, that is. Both seem exhausted, and very happy not to be dead, but they don't seem to communicate in the same way as people do -- many times, Cupric has to ask questions over again in slightly different ways.

Apart from venturing into the "zzziphon's magnifizzent houzzze, the plazzze of the manyzztone claymen" (a chamber next door, by the sound of it), they haven't explored beyond their room. They came in through the large, now-broken, portal -- and it sounds like they might have broken it, by "eating" its magic. They have no idea they're in a tower.

OOC: Two charges drained from the wand, netting +9 HP for Tal -- and in this case, causing his paralysis to wear off immediately -- and +7 HP for half-head weasel.

I'd say this discussion takes about 5 minutes. Since we're in freeform mode, feel free to ask specific questions and do other stuff within that timeframe. We'll blend it all together until you're ready to move on.
 

Tal

Tal stands up, wipes the goo from his eyes and considers taking his wand back from Cupric before he thinks better of it. "Probably best to hang on to that yourself - in case anything like this happens again," says Tal to Cupric. While Cupric talks to the weasels, Tal cleans up, casts a spell, checks the party for obvious signs of damage and only once he has finished with this - searches through the remains of the ooze.

"I thought I saw some stuff in here with me..." says Tal, as he kneels down by the puddle of goo. "And thanks for getting me out of there."


OOC: Casting CLW on self for 8 [3 +4 +1 for healing domain], for Tal's current total of 23 HP, including those gained from use of the wand and subtracting the temporary HP from divine vigor.

A few heal checks for the party's condition (person by person if need be): 8 [5 +3], 20 [17 +3], 12 [9 +3], 12 [9 +3].

For the goo search, He'll take 20 and cast detect magic on everything that piques his interest (let me know): search 20 [20 +0].
 
Last edited:

Pets & Sidekicks

Remove ads

Top