The Justice League of Scowling..

Tuesday, August 30, 2011

Part Fourteen: A Githyanki and a Mindflayer walk into a bar..

The party descends into the suffocating darkness into the depths below. Their light source shine on the rusted ladder and stale bricks, revealing that this entrance was barely traversed. Upon reaching the bottom, the room opens up revealing a smooth, circular corridors leading off in two directions, each housing more iris like doors. The party advances into the next room, which mirrored the previous in an unsettling way. Upon listening at the door, Sevah hears shuffling and scraping noises, with odd bits of slurping sounds coming from the next room.

The party gets into position and opens the iris doors, revealing two robed figures with a pairs of tentacle like mandibles feasting on a fallen host. They look up at the party in surprise as one catches an arrow to the face, while the other finds itself on the receiving end of a magic missile. After a couple of rounds, the green hued, pale figures lie crumpled up on the large, raised platform in the corner of the room.

At the opposite side of the chamber, another large stone iris door, larger than the others, is opened from a key on one the bodies. Inside lies another ladder leading further down into the Underdark. Korgul drops a light source and it lands below revealing a shoddy pieces of wood strewn about the ancient brick tile. They wait a while for some indication of occupation, but hear only silence. They cautiously descend downward.

The party found themselves in a small square room containing what looked like a triggered spike pit trap. At the bottom of the pit was a crumpled decayed carpet, and a body. The figure had a spike protruding into it's midsection, and it's mouth hung open, twisted in agony. At it's right hand was a tarnished silver great sword. At the top, near the edge of the pit trap with the dead githyanki, a crudely craved hole was found that was barely big enough for an emancipated figure to fit through.

Suddenly in the distance a chime of a small bell could be heard. The party paused for a minute, curious about the surrounding area. Sevah hushed his companions as he thought he heard some shuffling sounds from around a distant corner. As they approached the corner quietly, Riardon noticed a small bowl held up in a crafted iron holder from the floor. Inside were the remains of a human head pocked with bite marks bobbing around in some putrid, smoking green liquid.

From around the bend, another pair of robed figures accompanied by two brutish hollow looking wrackspawns spotted the party who immediately charged down the prison like hallway. Ki Amar and Quinn matched arms with the hulking brutes, while the rest of the party focused on the lesser mind flayers in the back trying to stop them from casting any spells. After a few rounds the robed figures dropped, and the soon afterwards the wrackspawn thralls  toppled over.

As they stood over the deceased catching their breath, the elf ranger hears a faint distant chime of another bell from somewhere farther on. Riardon starts searching through the lifeless bodies and in the pocket of one of the robes he finds a alien looking bell, with a skull crafted in the hilt. The party confers and decides to answer the distant bell with a chime of their own. The mage brings the bell down and it echoes throughout the cavern. In silence the party waits. After a minute or so, the elf's ears pick out some distant voice. It sounds like a lady singing in long sustained pitch perfect notes. Her voice fills the air and sends chills down the party members spines.

The party searches the jail cells, finding human remains and more head snacking bowls. Near the ends of the cells, connecting to a large central chamber, small alcoves are carved into the side wall, with enough room for the top of a human head to lay exposed. Various decayed remains of humanoid races are held in the alcoves, their lifeless limbs strapped in wooden stockades. The party explores the central chamber more, finding illithid themed artwork and various skulls littered throughout the rooms and hallways. At the far end of the chamber, a larger carved double door offers a way deeper into the area.

In the distance the haunting eery singing continues*