EPISODE #14
Game Date: 07-07-14
Cast: Sparruu, Gul’Daryh, Skat, Frothgar
Supporting Cast: Argus, Quilliam
With the longotha threat ended and the izzuri quite happy
about it the team prepares to go after the cyclopean orc slavers. The izzuri
tunnels, they are told, can lead them ahead and in front of the orcs. But
there’s a catch. The tunnels are izzuri-sized…very small! The team would not
make good time hunched over and crawling.
Solution: the izzuri wizard can transform them into izzuri
for a short time. With some creative sales-pitching to Argus by Sparruu, they
decide this is the best plan. The magic is wrought, the party becomes 2’
lizards. Their clothes and gear disappear into the void (or someplace known
only to sages and great wizards). They run like the wind through the izzuri
tunnels in an attempt to head off the orcs before they arrive beneath the city
of Frimmsreach with their dwarven slaves.
Given the hatred for the dwarves displayed by the norg it
is a disturbing thought to ponder how these captives will be treated in that
icy city.
While running through the tunnels the heroes begin to
discover that they, like the other izzuri, possess unique abilities. Gul’Daryh
discovers he can move objects with his mind. Sparruu makes lights with his
hands. Frothgar is able to shield himself from some degree of harm. Quilliam
can put people to sleep.
But Skat can’t seem to identify any special talents. Poor
Skat!
The heroes make it to the main artery of the labyrinth, a
tunnel leading to the city of Frimmsreach frequented by the orc slavers. They
spend the next hour or more exploring the area and making plans for an ambush
while waiting on the spell to wear off.
The terrain provides some assistance. Stalagmites abound.
A large side cavern provides a hiding place. And a pool of dark water (home to…things…) gives Sparruu quite an idea.
With the aid of Miana Musina’s trickster nature he will make the pool seem to
be nothing more than a safe path and upon that path a helpless female form
lying prone. As the orcs approach, drawn by the helpless figure, they will
discover too late that they are stepping into a pool of water and come face-to-face
with the pool’s unknown occupants.
Then all hell will break loose as the crack unit of
adventurers unleashes their combined melee, magic, and missile might!
End of Episode #14
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