Monday, October 15, 2018

A12: Orolunga



18 August (Eleasis): 5 Days of applying insect repellent as we trudge thru the western forest before we reach the Ziggarat we’d spied before; Orolunga we are tasked to map. At least 60 foot tall with huge staircases centered on each side rising to the top where we can barely make-out the form of a building. Thick vines and tree roots block access to the pyramid base; we have to cut our way thru. Scampering sounds announce packs of animals nearby. We finally clear a path to the stone foundation only to be blocked by some kind of force-field. Exploration reveals it encompasses the entire structure.

“Maybe there is an outbuilding that provides access or the key to the field.” So we explore to the south in front of what we’ve determined to be the formal staircase. “Keep your eyes peeled. The building could be any…” A rumbling sound cuts short the instructions as the ground beneath us sinks away, plunging us into darkness and dust.


Coughing confirms no-one dead…yet. Dyxon already describing the room (with his dark vision) as the rest of us wait for Kevar to cast light. Murals depict life within Orlangu and the four sections of society: laborers, crafters, warriors, and royal. Artifacts are scattered among the room; one item, what could be described as a pygmy wielding a shepherd-hook. “Look for a door that leads south back to the ziggurat.”

But Dyxon only finds a black door to the east. Its strange keyhole causing pause till he remembers the pygmy, “Grab his hook; I think the cross-end fits this hole.” The door creaks as it slowly opens to reveal a short entrance to a left turn (toward the ziggurat). We anxiously enter and descend a short flight of stairs…without checking. “CLICK.” 4-foot horizontal logs swing from both sides, over the short Dyxon’s head but just the right height for those who follow.” Ooof. Injuries and cracked ribs. We pause before brass double-doors to heal.

An amber mist fills the air irritating our lungs and exposed skin. Realizing the mist is poisonous, we pull bandannas over our noses and mouth while trying to cover our skin. Hopefully the mist is just in this room; wrong, each corridor and room is tainted with the mist. As another threat, the air sparks when Kevar raises his bullseye lantern to light; realization every room is a ticking bomb when exposed fire is present!

The general description of this underground maze is stone block walls, ceilings 20 feet high, and bronze doors. But what’s unique about this octagonal room before us is its muddy floor. A large polished boulder in its center, with what looks like a bamboo staff leaning against it. As we near, a large crawfish rises from the mud. Daisee already gleefully calling out as if the thing could talk. Sudieman presses into the room angling for the eastern door; no need to dawdle in this poisonous mist. Clicking noise from the crawdad that moves to block; its pinchers threatening attack. Kevar cast ‘Comprehend Language’, “It seems to be a guardian warning us to turn around. Keeps saying ‘Better Go.” But the cleric is unconcerned, “Tell him to back away else he become ‘crawfish boil’.” Unfortunately Kevar can only comprehend, not communicate. And so a fight ensues.
Suspecting the bamboo staff some magical weapon, Diero cast ‘Thornwhip’ to pull it away. Except it’s no staff…but the leg of a large hermit crab! The “boulder” its shell twisting and rising as pinchers reach forward to attack Diero who has pulled it near. Daisee’s invisible pet flies forward to touch the crawfish transforming it into a harmless deer stuck in the mud. Soon the crab has Diero grappled and held helpless in one pincher with Daisee held in its other pincher. Diero trying to break free, even turning into a large bear, but held firm. The invisible dragonfly nipping at the crab’s antenna eye stalks. But the crab undisturbed as it clamps hard on its held prey but weaponless against the others. Soon the wizard and cleric pummel the critter, cracking its shell. Daisee freed, already making plans, “If we had time, we could boil it. It’d taste even better with a little mayonnaise from Dyxon’s jug.”

We check the east and west doors hoping to find mistless hallways to no avail. We turn our attention to the northern door at the bottom of a short flight of stairs. A foot deep layer of mud piled before the door making opening it near impossible. Till we shovel a clearing. The amber mist still present. A narrow stream of muddy water leads thru the hallway and around a corner from where a melodious sound echoes. We stealthfully inch closer; eye contact with Daisee pleading for her silence, knowing her propensity to call out greetings. It’s a crystal cavern with a rocky beach upon which lays a nude female singing. The men of the group mesmerized as she stands then gracefully arches into a dive beneath the waters.

Kevar strides forward swishing his hand in the water hoping to draw the woman’s attention. She surfaces in the middle of the pool but is expressionless to all questions. Sudieman is already on the move checking a western door: another mist filled hallway with mud and flotsam. Back at the pool we see a narrow ledge just underwater that leads to an eastern door. Wary of the water Diero casts ‘Water Breathing’ on the group. Daisee takes advantage and jumps into the pool sinking to the bottom as the nude woman swims around her. Daisee’s hand-signals apparently unanswered. The kinder spying a grotto behind a bed of kelp. Inside spender of sparkling crystal walls, 6 golden statuesque, and golden mask. Daisee grabs the mask and exits to signal the woman for approval to take. Signals to exchange. Daisee reluctantly gives up her goblin mask replaced by the golden one. Observing from above, the others enter the water: Sudieman to escape the mist, Kevar and Diero to explore the grotto finding a leathery cache upon a shelf: 2 cracked and empty crystal scroll cases, a silver idol, a bottle, and box. Kevar takes all after exchanging with the woman. The bottle – a potion of clairvoyance, the box – a pair of gloves (magical gloves-of-missile-snaring) he gives to Daisee.

We follow the watery passage beneath the eastern door above and continue forward till the passage turns left to a rising staircase. So much for relief from the mist as we exit the water. The 20 foot wide passage is lined with frescos: warriors pose on the left wall, scenes of travel and life on the right. An archway of serpents at the end of the hall draws the group forward. Except for Diero who pauses at the right-wall image of a ziggurat, “Hey, check this out. If I press this sun image above the pyramid, this secret door opens.” 

We enter the narrow passage that has stone animal heads (bear, wolf, eagle, etc.) protruding from the walls. A glance behind reveals the fresco of a warrior holding a shield. Dyxon looks closer, “This Ulman script on the shield says to ‘Turn Back’. But the shield itself is raised; you could grab it and turn to open the secret door from this side.” Meanwhile,

Daisee is attracted to a glistening item in the eagle’s beak. She’s about to grab it when Sudieman warns, “May be trapped.” Looking closer reveals springs that would have snapped the eagle’s beak on her hand. “Step back and I’ll knock it free with my Warhammer.” But Daisee is more interested in testing her skills, “Just lift me up and I’ll disarm it.” She soon holds a golden bracelet, “Feels tingly; magical.” The bracelet already adorning her left wrist.

And that’s when we spy lights bobbing along ahead of us, “Hello? Anyone there?” Silence. We continue along the passage in pursuit. The bullseye lantern revealing a 10 foot pit before us. And on the other side: a triangular wedge floor-to-ceiling height and as wide as the passage. Discussion how to proceed. Then Sudieman taking action, grabbing Dasiee, and slinging her across the pit! “You could have warned me.” Not so much anger as Daisee is already trying to investigate. Arching scratches on the floor and ceiling suggest the wedge pivots from the other side. The kinder precariously makes her way around the wedge point to the other side. Sudeman suggesting Kevar ‘Mystic Step’ across to push the wedge. But Daisee already braced and grunting…the wedge pivoting to reveal a narrow opening. “Don’t just stand there; follow me.”

Past the wedge, the lights appear ahead as if they’d waited for us. We follow. “Hey, not so fast. Whoever it is could be leading us into…” CRASH! Portcullises rapidly descent from the ceiling in front and behind us. Wood planks cover each portcullis denying access to its brass bars. Daisee/Deiro/Sudieman combine strength trying to left the barrier in front. It inches higher but dust trickles from above; from 4 small holes in the ceiling. The dust becoming a rush of sand threatening to fill the trapped space suffocating us! Kevar and Diero lift Daisee hoping she can disarm the trap; maybe find a lever that closes the holes; nothing. Sudieman hammers the wood hoping to gain access to the hopeful bendable bars. Kevar peers thru the hole the cleric has made and sees the lights on the other side coming closer to us. Daisee peers thru the hole hoping to spy a lever on the outside that might raise the portcullis; nothing.

Only when the lights pass thru the portcullis barrier and attack do we realize it is a Willo-wisp. We turn our backs to the light threat as we combine our strength to left the gate. Kevar fighting alone. Failure after failure as the Willo-wisp nips at its easy prey. Its touch disrupting efforts to synchronize our strength efforts. Then the cleric gives focused count, “On thee. One, Two…” The gate lifts and we scramble free. Now turning our attention to the light. Soon the light vanquished. As Sudieman patches his allies, we realize there is no going back this way. Our path is forward.

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