The Bleak and The Pearl [SoloDark] Part 7 - The Monolith of the Cyclops Delve 1

 [The First Trap and Wading Through] 

"Well, that answers the trap question," Tom says, pointing out the trap. Which is pretty obviously just sitting there where even the worst trap-spotter in the world would have had to struggle to not see it. Also, it is pretty obviously broken. 



A decayed crossbow, string broken, gives the impression it should definitely be aimed at the door they just opened. The tripod system it is on leaning and half submerged in the knee deep water of the room. Knee deep on Grusk and Rance. Tom and Inar are going are quick up to their chest in it. 

When the Monolith was fully functional, a crisscross of light beams powered every part of this underground complex. Another use for the fuelstones. Now, though, that light is gone. "You can see how it would trigger when someone does this," as the goblin waves his hand in front of the useless sensor. Dramatically. He's disappointed by this. Rance at least studies that the strange twine that seems to have once directed the energy to towards the mechanism. [1]

"This is right outside the main entrance. Should be a guard station first, something to say 'NO FOOLING AROUND'!" Inar seems legitimately disturbed by the fact the very first room they enter is already, in theory, trying to kill them.

Rance looks around, holding up his staff (glowing now with a light spell). The now familiar Marius icon of the setting/rising sun remains just visible on the grime caked walls. During high tides this room is half full of water. Until the Marius retainers behind them can get the tides checked, the party is going to be forced to move fast or swim. As it is, they may have only an hour or two before they will be very wet indeed.

"I think the trap was very late stage, as they were pulling out of here at the end. That bench over there, the one covered in barnacles and trash? That looks like an old work bench. Over there half melted into the wall is the world's rustiest saw...or maybe the world's sawiest rust. This was a repair and stocking station. They would have wanted people to come here at least until the last of the old Keepers fled. Probably though they would come back in a few years..." [2]

They spike the door entering the room open and wave at Nelf and Terk and the Marius folks outside, just about 10 yards away. The siblings twitch. The last time the Keepers sent someone this far, it went south very quickly. The only surviving member lapses in and out of a coma at the Lighthouse infirmary and Brother Olin does not expect him to make it. Tom takes the grease paint stick and makes a mark above the water line. The mark deems this room safe to enter and the plan is to get a places cleared so that the Keepers can have a full base of operations. 

Tom listens at the the door south and the door east. "I don't hear anything to the south," he whispers, "But there's something over here behind the other one." [3]

Almost like in perfect timing, a loud croaking sound can be heard. 

"That settles it," says Grusk, pulling out his axe, "We go and meet the frog prince." 

[Feeling Froggy and the Damned Crocodiles]

Grusk counts down using his left hand in a complicated series of motions: orcish finger counting. And then he slams through the door and rushes on into the darkness on the other side, the other three trying to keep up. A pale, large human sized frog with blind eyes wallows in the muck and mire, frog eggs floating nearby. 

Grusk leaps into the pool of water and brings Bloodlust down on the frog's head. Blood splashes out into the pool as the now enraged mother frog swipes at the half orc and misses. By this time, the others manage to get into position and give assistance. 

The frog whips out its tongue towards the splashing sounds it hears in the distance and just misses Inar. Grusk gets another chop at the head of the frog and more blood splatters but the great beast is not dead yet. 

Rance chants a spell and let's loose a magic missile which pierces the eye of the frog, dropping it into the now blood filled pool. "You know, Grusk, it was just a frog. We could probably have lured it out by convincing it that Tom was a fly." [4]

"Shut up, Uffolt," Grusk and Tom reply at the same time. 

The room they are in looks like it might have been a some sort of store room for papers and notes. "Ah, Cal is going to be sad about this," quips Rance while Grusk and Tom descend into yet another argument. [5]

Grusk wants to pour out oil and set the frog eggs on fire and Tom is pointing out it is a few minutes walk...they could carry the frog eggs out there, not like they are the problem. As Inar is trying to wedge himself into the middle, somehow agreeing and disagreeing with both at the same time, Tom whips around and shouts... "RANNNCE!" 

Unfortunately the warning is too late as a large saltwater crocodile, attracted by the blood and the now unprotected food, erupts from the water and chomps the wizard's arm and starts pulling him under the water. [6]

Tom starts shooting his bow as Grusk once more brings his axe to bear and Inar begins weaving a bless spell. Grusk is too nervous about striking Rance, missing wildly, and while Inar gets the spell off, is unable to find Rance under the churning, bloody water. Tom manages to embed an arrow into the beast but the fight is clearly on a clock. 

The team are not giving the croc any chance to get away with their friend and press the attack with a speed the croc can barely comprehend. Unfortunately, Rance's light spell is currently on a staff slightly submerged so attacks will be difficult. [7]

This time, Grusk does not hesitate and lands a massive hit against the skull of the croc though Tom is having trouble seeing into the frothing water. At least Inar, trying his best to not get swiped, manages to get contact with Rance and heal the wizard back up to enough health that Rance can pull himself free (if quite bloody and very wet).  

Now the enraged crocodile is taking out his anger on Grusk. The first bite glances off of Grusk's plate but the second sinks solidly in his arm. Grusk uses the locked jaws to lift the crocodile out of the water as Rance, still hoarse and coughing water from his mouth, screams as he brings down his staff on the crocodiles back, finishing it off. 

"Alright, Tom," huffs Grusk, "You win. We'll keep the eggs alive for now. Might make good bait to lure these damned crocs." 

While Grusk is gathering up a few frog eggs to act as bait, a recovering Rance looks through the old papers and scrolls to see if anything survived the damp. Nothing did but even among the detritus he finds a few sigils and stamps that he jots down. A stylized skull shows up across some of the communications. [8]

[Down into the Slime]

As the party pushes further south, Tom notes that the water in here, a bit deeper than before, has a particular sheen to it and holds the others back. "That ain't water." 

Sure enough, the team can see portions of the water swirling around as something darker and...gooier, swirl around inside. "Ah," says Rance, "an ooze". 

"Can't fault the name, so let's burn it," says Grusk as he pulls forth one of his oil flasks and gets ready to light it on fire. 

"Nah, don't. Save your oil. According to the books I read, these things won't burn. Also, according to Dendor Morsinbor's On the Nature of Slimes, don't hit them with metal. They eat that." [9]

"Alright, then they can eat one of these eggs," and with that Grusk tosses an egg in. Which the oozes ignore. 

"Maybe they are full," says Tom from the back. 

Grusk pulls out his axe and ignoring Rance's warning, chops down into the middle of the swirl and the water changes color and then dissipates.

"That is very strange." 

The team keep clear of touching the slime in case it still is a danger while dead. [10]

[A Surprise for Sure]

Unfortunately, right past the slime the stairs descend down and that means the water will definitely be too deep for Tom and Inar. Even Rance will be feeling a bit drowned. Considering the dangers they have faced so far, they are not looking forward to stripping off armor and gear and diving down. Instead, the head to the side now trying to loop back towards the surface rather than going too deeply into the Monolith. 

The room before them is the largest of the side rooms that they have seen and it seems to have once been some sort of menagerie. Cages and tanks - empty, rusted, and cracked now - are lined up along the edges with a large table structure in the middle of the room that might have once been an aquarium. Currently filled to the brim with brown sludge. [11]

Once again, Tom's goblin senses pick up the threat before the others and he points to the tank. Grusk trudges through the water and gets close to the tank before the thing in the tank stands up in a rough approximation of Grusk's own shape. 

"Alright. Do. I. Hit. It?" 

Inar steps forwards, still well behind, Grusk, and tries talking to it in a variety of languages, finally finding some recognition when he lapses into Primordial. After adjusting some of the tenor and tone, he makes contact. [12]

The others wait with Rance glancing back down the previous hallway. 

"Blkalkkbl," says Inar, "came here years ago to escape some of the horrors of the Bleak. Well, I think he was talking about The Bleak. It is fascinating is it not that a notion that I am pretty sure that would translate as to 'the long sigh after the noise of insect wings' would mean..."

"Gale. The Point. Find it."

"Yes, well, um...he is...allergic? to water?" 

"A slime. Allergic to water."

"Again, the thing you have to keep in mind is that..."

"No."

"NO?"

"No, I am sorry I asked."

After some discussion the adventurers work out that they would like to help Blkalkkbl but Grusk worries that this slime might eat his armor since, in principle, he will have to carry it. [13]

Rance pokes around at some of the other tanks and barrels and cages in the room and with a little work comes up with a feasible container good enough to get Blkalkkbl out of this flooded dungeon. However, the damage means they will need to go relatively quickly. [14]

"I say we get him in there and then Grusk runs like the devil is on his trail and tries to get him out of here. Give him to Nelf and tell her to take it to Senior Commander Grunkheart because the Lighthouse has lots of dry rooms this...visitor...can hang out in. Cal will love more company."

Grusk sighs deeply but Blkalkkbl aggress to the plan and carefully climbs into the lashed together tank, the acidic skin starts to eat at the edges. Grusk braces as Inar runs north and opens the door, and the half orcs runs to get the slime creature to higher ground. 

Inar grins. "I knew he was a big softy!" 

Tom looks up from digging through some of the piles that Rance has disturbed. "It isn't much, but it's dishonest work," and tosses a jade statue over to Inar. Some holy statue from the Barthic empire. Worth a bit, but not much. 

The three friends follow after their rough voiced companion. Wondering how well Cal will take the new guest.[15]


[Regrouping and Drying Out]

We will skip ahead a few days here. Rance, Grusk, and Tom are going to aid the Marius retainers to work on getting the tide barriers in place since the dungeon will be very underwater without them. They will also help to secure the rooms already explored, building barriers and guard stations. 

Back at the Lighthouse, Blkalkkbl will be given a very dry room and will have some long conversations with Cal and Inar. We will return to what info can be gleamed in the next civilization run. 

Cal does not recognize the stylistic skull icon found but will add it to his list of things to research. Perhaps another party involved in the construction of the Lighthouse (yes, signs point to yes...want me to roll on it? Ok... 14. So yes. That's nice, actually, saves me having to work out another plot thread since the current one is quite....meaty). 

If you look at Michael Prescott's depth analysis on the original Amon Gorloth Post, by the fiction many of the areas in the green and blue in the northeast quadrant will be from pretty deeply underwater to very deeply underwater. The system was mean to let water flow through so it drains off. BUT.. we'll say that after a few days of draining, the green will be knee deep while the yellow will be damp and the red will be [still] dry. This might make some of the more slime and aquatic stuff less friendly. 

Once again, thanks to Dyson Logos for such awesome maps. I've enjoyed getting to use them. And thanks to Michael Prescott for making the depth map because while I will not be sticking to this depth too hard as we get past this initial aquatic style, it really helps me to keep it sorted in my head which portions are most impacted by the flooding sea water. 

MECHANICAL NOTES

  1. Room contents 3 --> Trap. Crossbow. Triggered by breaking light beam. Seems a nice time to set some lore/mechanics into place.
  2. Checked the oracle and got "Repair Mundane". So it's a workshop. The trap is definitely a poor attempt to protect the complex as the older keepers were retreating a couple of centuries back.
  3. Note: Rolled on both rooms. To the east is a solitary giant frog. To the south is a random boss monster who we will figure out when we get there. 
  4. This one was quick so I won't go into too much detail on the combat but basically the frog got no hits and Grusk got two but they were relatively weak. Rance got magic missle off to finish it. I gave Grusk surprise bonus on his first swing because he got the door open in a single action. 
  5. Room contents are "sneak information" so we'll just say it's a place for missives.
  6. Random monster check hit. Crocodile. Tom is a goblin and cannot be surprised but he wasn't the target. Gave Rance an INT check versus 9 to see if he could react in time but alas. Croc hit at advantage doing enough damage to take out poor Rance in a single hit. He has 5 turns to resurface but I'll make his "death saves" at disadvantage since he is submerged.
  7. Init was 20 vs 1 so I'm going to roll that essentially a free attack round squeezed in. With the light being dim they would be on disadvantage but I'm having the two cancel out. 
  8. SD Oracle, at Disadvantage: "Does anything worthwhile survive?" No, but... used Random Realities to generate a rumor "Secret Societies" and an icon/mark: "Skull". 
  9. DC15 INT check to see if Rance knew any information. Got a 21 total so, yeah, quite a bit of information. Knows that Gray Oozes are immune to fire and can eat normal weapon. 
  10. After the previous fight, a single gray ooze is kind of a nice change, especially with Grusk one shots it. 
  11. The room "clue" was "Reveal Animal". Hence the trappings. So, rolling it up with it locked at a type of ooze, the monster is a level 2 ooze that can change shape, does extra damage from its acidic touch, and... thanks to a quick roll on Random Realities, explodes when damaged. It has AC13, 8HP, +2 to attack, 1d8 + 1d6 damage. When it explodes at 0HP it will do acid attack to everyone in... near. Ironically,  it's threat is *water*. Which is probably why it was hiding out in the tank, eh? It *is* intelligent but is fairly alien in thought compared to humans. It is not aggressive but it is also highly frightened. There will be some good treasure in the room though since this will check at LV5. 
  12. Ok, Inar has Primordial which feels right for this. Gave him a DC15 check to see if he can establish some sort of contact. He made it so yes and I'll give him +2 to his Reaction check which is only 5 (rolled) +2CHA +2 for 9. This put's the creature at "neutral". 
  13. Rolled 4d6 with 3+ being a vote for yes. Got 3 out of 4 for helping the strange slime being. I'll put Grusk as the practical "nay" vote for a reason related to the just previous encounter.
  14. "Can Rance work out a container out of all the animal cages and tanks?" yes, but... they will break and spill out on a roll of 1:6. 
  15. Grusk made a DC12 check to run out of there in a timely manner and the tank did not break. On the oracle, rolled a 20 so Cal not only likes his new guest but absolutely loves having this being with some knowledge of the Monolith. Looks like the campaign just got a strange side character.

DOUG'S NOTES

Not many. It's nice to swap mental mode from the more maudlin werewolf series to the more classic crawl mode. Just like it will be nice to swap mode back to what every I play next. I love this aspect of solo RPGs, the getting to shift my gears into whatever tickles the old fancy. Doug's play styles, much like The Doug Himself, contain multitudes. 

I have never really gotten a chance to play in a flooded place and though I do not want to keep it up for too much because I want to give my boys a chance to shine, it is nice to just have to think about the flow of water and how it impacts their quest.

Crocodile fight is probably the sassiest fight I have gotten to set up in a good while. I enjoyed throwing some notable difficulties and I am glad the dice did not betray them too hard. That is pretty close to how I would have ran it as a player and how I would have played it as a GM...at the same time. 

The Blkalkkbl encounter was me being nasty but also give a few tells: exploding acid blooded acidic slime dude was going to go off. Then I love how a single "Is it intelligent?" question flavored that from "A Thing to Be Killed" to a "Maybe Try Talking" sequence. Setting up the puzzle of how could they get B out and then actually rolling dice to see if it all went to crap made it slightly spicy. 

This might come up to a shock to you, by the way, but Blkalkkbl were 100% just some random letters that I typed out that sounded...slime-ish. Never meet your heroes, people. 

Rance still seems to be the target of the dice. This is the third sneak attack in this whole campaign and the third time Rance has been a) targeted and b) one-shotted. He always manages to get back up before it is too late. Fun. On the other hand, every roll to see if he knows something about the monster at hand tends to come back with "Heck yeah he knows the monster at hand" with lots of DC18+ hits. 

Another shout out to Tom's "Goblin's Cannot Be Surprised" flavor. I've heard people argue that it is too weak an ability in SD and I don't know if I just solo lots of surprise attacks or what but our goblin friendo has done some work. 

Until next time, when House Marius gets a stronger foothold and our poor brave fools go even deeper into the muck. 

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