Saturday 3 February 2024

The Wetness Below

As the sharp, triangular, stone slabs of the trap-door slam back into place, everyone reacts at once. Fortu, with a bitter glance toward the now-within-reach exit, instead rolls to his feet and heads back to where Doberman fell through. He knows another iron spear will be coming but, shield raised, prepares himself for it. The Elven Arowe, currently safe under the stone arch at the entrance, anticipates what his Human friend is planning and unhooks the remaining forty-foot of acid-burned rope he's still carrying. Everyone else though, other than the trembling Rifkin, rushes back down the stone steps.

The long limbed Henshaw leads the way, bounding downward but he's soon passed by the smaller but swifter Barbella. Finally Liga Bur, atop Mir Hunder follows them both down but slows when he reaches the whirling, damp vapours of the ground floor. Quick-witted as he is, the grim outrider's already realised that fat Doberman has fallen down through the hollow, wide pillars to the basement level below. The 'certain death' level that flaming Dijonn had previously warned him about. Barbella and Henshaw barge on regardless though, down the second flight of stone steps, disappearing into the dank mist and darkness. Only their shouts and the magical light from Barbella's silver sickle confirming their continued existence.

Although it's only been seconds, Doberman's fingers are already cramping up from the effort of supporting his own impressive weight and fear grips the rotund mercenary. He's a simple man of simple pleasures; eating being his favourite, followed closely by drinking and murdering. He's not often experienced personal terror before, but now, hanging in the darkness, he's mightily relieved to see a small triangle of light reappear at the top of the pipe. His relief is cut short though, as a heavy wedge of stone crashes past, just missing his fleshy shoulder and landing twenty-odd feet below him with an ominous 'splosh'!

Two levels up, Arowe and Fortu work furiously together, disabling the spear traps around them, but not before the armoured Gladiator is caught a glancing blow to his thigh. Despite the keen edge of the cold-iron spear, it's thankfully not sharp enough to pierce his enchanted armour, but he still feels the bruise forming, even through his padded gambeson. Once secure, Arowe beckons Rifkin over to prevent the next slab from falling, but they both underestimate the stone segment's weight whilst vastly overestimating the slender Bard's strength. As Fortu's incredible magical sword cuts, spade-like through the second segment, the kneeling Rifkin tries to grab the falling triangular rock section, but instead, the Bard is pulled over in place, smacking his chin on the stone edge and fumbling the second piece of masonry down the dark shaft.

Coming to an abrupt halt at the bottom of the basement steps, Barbella and Henshaw arrive just in time to see two chunks of rock, smash into the cursing Doberman, breaking his grip and knocking him off of the funnel lip. It's pitch-black down here but Barbella's glowing, silver sickle casts enough light to see their broad-beamed friend land in a wide pool of stagnant, green water. Henshaw grips Barbella's shoulder however, when he notices the 'water' reach up to intercept the falling Doberman.

"It's alive! That slime's alive!"

Screaming up at Liga Bur, the Halfling, unable to pass through the damp mist while holding the flaming Dijonn, passes on their call.

"Rifkin! I need you!"

Their plan an abject failure, Rifkin, followed by the slower Fortu, runs down the stairs behind them, where Liga Bur passes the already-half-used-up torch fueling Dijonn to Rifkin and takes his place, still ahead of Fortu. With Fortu's Bastard sword adding its light to Barbella's, the room becomes much clearer. It's basically a massive, empty cellar, with a double dropped level in the centre making up a large pool about five to ten feet deep. The green, slimy 'pool' though, seems to be actively, if sluggishly, pursuing the three guards. 

Doberman is already caught inside the translucent creature's glistening outer membrane, while Henshaw and Barbella are trying to pull him out without being dragged in themselves. Liga Bur can't help but laugh at their incompetence. He forgets sometimes that they're just... Out-of-their-depth, town guards. Fortu though, does as his instincts command. Slicing through the slime feels little different to slicing through stone with his new sword, but rather than seem hurt or damaged, the separated blob of goo slithers across and up Fortu's steel-plated legs...

And they burn!

At his comrade's yell, Liga Bur's smile evaporates and he quickly reassesses the situation. The slime's alive but not intelligent. It's just pursuing food and, thanks to the training he received from his tribe’s Orc Shaman, he immediately knows what to do. With a few guttural chants and secret gestures, a large boar appears out of thin air between Henshaw and Barbella, just as they manage to heave the acid-burned Doberman out of the living gloop.

The entire Party escape back up the stone steps while the greenish ooze is distracted, enveloping and consuming the poor, screeching, summoned pig. As everyone rushes, wide-eyed past Rifkin, the barely Elven Bard can't help but ask...

"Dear God; What was that thing?!"

9 comments:

  1. have you been reading about medieval armour, 'padded gambeson'. I think its all these castle visits.. :-)

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  2. That was such a well placed gel cube monster trap. I always thought it would be so easy to outrun a slime but not if the trap is set right.
    In the D&D movie they used a maze to cut off the characters escape. This was better.
    Only saved by Ligur's quick thinking.

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    Replies
    1. It was like those bloody D&D movie writers had read my cliche filled mind! :D

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  3. Bacon. The answer to most of life's problems ;-)

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  4. And a classic Kirk encounter. I remember the uni campaign with the sirens in the echoing canyon and how annoyed everyone was (except me who was most affected and thought it was hilarious). Kirk's always been good at giving the monster home ground advantage. Because you simply wouldn't encounter a slime out in the middle of a field somewhere. Spot on. 👍

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    Replies
    1. It gives me joy that you even remember that encounter! :)

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  5. Intelligent characters behave intelligently.
    Stupid characters behave stupidly.
    Unintelligent creatures behave as if they were occupying their natural ecological niche.

    ReplyDelete

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