Skull Mountain: Deeper

greyarea's Labyrinth Lord game

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Re: Skull Mountain: Deeper

Postby Craigers07 » Fri Jun 17, 2011 4:32 am

Furuk quickly gets up and realizes he can’t get out. He grabs the rope after Anadrea lowers it and climbs to the top.

“Thank you for the help all. I’m ok, we can move on”

He continues on south to investigate the light.
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Re: Skull Mountain: Deeper

Postby greyarea » Sun Jun 19, 2011 1:35 am

Furuk gets to the corner and uses his mirror to look round it. He's startled by what he sees.

The corridor west ends within ten feet, and a torch sits housed in the wall, flickering. It's as if the torchlight was just a method to draw you into a trap.
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Re: Skull Mountain: Deeper

Postby Scalydemon » Tue Jun 21, 2011 2:49 am

Anadrea

"These cultists are tricky.....What say we head north?"

Will keep an eye on the ceiling. The 'wet patch' up ahead concerns her

Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through.


Publisher of AFS Magazine An old school gaming & pulp literature fanzine available in print only http://hallsoftizunthane.blogspot.com/
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Re: Skull Mountain: Deeper

Postby Craigers07 » Tue Jun 21, 2011 4:36 am

“Yes, it looks like we have little choice.”

Furuk hops back over the pit and walks back to the junction. He’ll take a moment and try to convince Kalvain that it’s much more noble of him to stay in front of the group from now on.

He searches for traps and inspects the walls and ceilings to the north before the wet patch in the corridor.
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Re: Skull Mountain: Deeper

Postby greyarea » Tue Jun 21, 2011 7:41 pm

No traps are found before the "wet patch". An examination of the ceiling shows no murderholes or other dangers.

You get to and examine the "wet patch". It is obviously not water. A tentative touch reveals it to be oil.

Just then a cultist appears at the T-junction to the north and throws a lit torch at you, hoping to ignite the oil. The torch hits the oil patch and (d20, 7, MISS) extinguishes itself in the wetness, not igniting it. You feel a sense of relief but your caution would likely have saved you anyway.

You can hear the cultist scampering away but didn't see which way he went, to the east or west at the T junction.
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Re: Skull Mountain: Deeper

Postby Scalydemon » Wed Jun 22, 2011 5:19 pm

Anadrea

"What say we head north to the T and then west?"

Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through.


Publisher of AFS Magazine An old school gaming & pulp literature fanzine available in print only http://hallsoftizunthane.blogspot.com/
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Re: Skull Mountain: Deeper

Postby Spanningtree » Wed Jun 22, 2011 10:43 pm

Dieter

Sounds good to me, lets keep our eyes peeled for inanimate dangers.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: Skull Mountain: Deeper

Postby greyarea » Thu Jun 23, 2011 1:49 am

At the top of the T to the north the corridor goes both east and west. A look east shows a doorway at the end of the hall. Both ways turn north after a mere 20'

Image

Still head west?
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Re: Skull Mountain: Deeper

Postby Scalydemon » Thu Jun 23, 2011 4:28 am

Anadrea

"Maybe we should check out that door . Wouldn't want any of these heathens getting behind us and boxing us in"

Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through.


Publisher of AFS Magazine An old school gaming & pulp literature fanzine available in print only http://hallsoftizunthane.blogspot.com/
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Re: Skull Mountain: Deeper

Postby Craigers07 » Thu Jun 23, 2011 5:29 pm

“Maybe that’s where the torch throwing cultist ran off to. Let’s check it out.”

Furuk is still a little paranoid from prior incidents and takes his time walking towards the door. He’ll look for anything out of place along the way and will check for traps around the door.
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