The group got quite drunk and sometime during the nights celebrations decided to ask the resurrected seasoned adventurer for a tale, and how did he come to own this place anyway (before his sister claimed the deeds as soon as he’d technically died). He told them he followed an old map (which she has tidied up someplace irretrievable ie: lost) of catacombs below the inn building.
Most of the adventurers guild are by now too drunk and sleepy to join the group which immediately forms to rip open the trapdoor in the kitchen and explore it in a drunken fit of excitement.
A rope is lowered. An adventurer woman, and the gravediggers daughter, and strong man, and resurrected seasoned adventurer, and one of the knights, and the wizard, and the bandit queen, clamber down and land upon the rotten remains of a centuries old wooden steps which crumbled underfoot when the owner had last attempted to explore down here and hadn’t gotten around to fixing it because running a thriving inn had taken over his life before he joined the main player party.
At the bottom of the pit is an ornate door leading to a long passage which feels like it should have rats in it but hasn’t.
Their movement is slowed. The only light source is a glow from the wizards staff and a distant muted echo of that, the brainier characters establish is a dusty mirror at the far end of the very long tunnel.
They are all disoriented from climbing down a rope into darkness and from being drunk so they argue about which way north east south west is, unsure where else in the town the tunnel might lead them to.
The adventurer woman relates a story about a different and legendary group of adventurers she heard of once who encountered a spell which made mirror images of themselves who they had to battle. After the fight there was one of each person remaining but nobody could tell if they were the originals or the mirror versions.
The party is jumped by a giant tunnel crab which lands exactly half way between the faster and slower clusters of characters, several movement turns into the tunnel.
The gravediggers daughter is shocked, screams and hits it in the face with her shovel, doing a surprising amount of damage. The crab screams - with exactly the same scream as the girl had made!
Spooked, the group turn to attack. The crab grabs the knights sword. Strongman wedges his spear between the crabs chitin and it gets stuck there. Wizard levitates the crab to the tunnel ceiling, disabling it from attacking or moving so easily, planning to drop it down onto the flagstone floor in attempt to crack its shell.
The crab clatters it’s pincers at the group. Gravediggers daughter swings her shovel at it again and sends it flying a surprisingly far distance to the tunnel entrance where it clatters stunned to the ground. Adventurer woman plunges her broadsword into its face and strongman rushes over to retrieve his spear and jab it in again for good measure to make sure the thing is dead.
Wizard and knight explore the large oval mirror which is old bronze and dusty from centuries. There are candles and small bottles on a ledge in front of it and strong but old wooden doors either side, to the left and right. The group decide to return to the inn and cook everyone crab for breakfast, they can explore the doors and the mirror and potions some other time.
No comments:
Post a Comment