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Spike

Spike's Olde Worlde RPG

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Chu

 

You shoot...and you hit..but just barely. One milimeter lower and you would've only neutered it.

 

All PCs

 

The hallway is now clear of living spiders. Only their bodies remain..and venom, should any of you have a use for spider venom. Speaking of which, poor Kane is paralyzed and will be for another two and a half hours. He can speak, swallow food, open and close his eyes, but not much else. But rather than flop to the ground like an empty sock, he has kind of become rigid (like a Gumby doll). Looks like somebody (or somebodies) will have to carry him for a while if the party plans on moving ahead.

 

In other news, you all hear something echoing from a fair distance away down the corridor which you are now exploring. It sounded like the slamming of a heavy door.

 

What next? Rest? Eat? Heal? Explore? Throw mud at the dwarf?

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With the spider threat neutralized, Taryn will return to his previous task and open the door to the side room, sword and torch in hand.

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Taryn

 

The doorway opens into a very short alcove (10X10') which leads into the larger room, measuring 20' east to west and 30' north to south. There are no other visible doors or exits from the room.

 

The room seems to have once been a sewing room of some sort. A more prolonged look at the piles of stuff in the northwest corner reveals a large basket full of bits of fabric, a wooden crate with no lid containing spools of thread, a tow sack bulging with smaller seemingly useless scraps of fabric, and a low table with some sort of woman's undergarment upon it.

 

In the opposite corner sits a tuffet. Next to the tuffet there is an abandoned half-eaten bowl of curds and whey.

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Solace tends to the injured, binding such wounds as there are, (rolls: 4, 6, 1) regretting that she did not have the opportunity to take the Studies in Deadly Poisons seminar last spring.

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Taryn will take a quick look at the crate and basket for anything worthwhile; however, the lack of apparent treasure in the room and the threat of nearby monsters means he gives the room little attention. He'll then move up to the corner and peer around the corner first, crossing to listen at the door if it's clear.

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Taryn

 

You give the crate a glance, its contents being pretty obviously mundane, but when you spill the tow sack over, you notice its contents seem to be endless. It seems you've found a tow sack of holding lots and lots of useless bits of fabric..OR maybe the sack could be put to better use? *wink*

 

Solace

 

Your healing succeeds on all the minor wounds the party sustained, but poor Kane is still quite poisoned and is just kind of standing frozen there..unless of course any member of the party decides to put him in a more comfortable (or more silly) position. Mind you he can still hear and see everything..and grumble and gripe and curse all he wants. :)

 

@ Everyone

 

Does anybody else want to have a look in the room?

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Momentarily surprised by the stream of fabric pouring out of the bag, Taryn quickly realizes the potential of the sack. He refills it with the fabric scraps before pocketing it.

 

He'll take up watch at the next corner while the rest of the party decides what to do.

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(what position is Kane in now?)

 

If he is in position that will be uncomfortable by the time the paralysis wears off I put him in a more comfortable one then.

 

I ask Shayln to stay with him till it wears off.

 

Brag look at the room, can he see in secert doors in the walls, floor, ceiling & such?

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Kane was kind of standing gripping his sword. I suppose you could arrange him into a sitting position. Heck, there's a perfectly good tuffet in the room you could put him on.

 

As for secret doors and trap doors and the like, you find none.

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Leaving the others to deal with Kane, Taryn will listen carefully at the next door, particularly curious if it might be related to the suspicious door from the main hallway.

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Taryn

 

Once you move to the end of the hallway to listen at the door, you can see that the westward (leftward) bend in the hallway only goes another ten feet beyond the corner before ending in yet another doorway.

 

At the door to which you have your ear pressed, you hear nothing. This door is a simple one like the others, but the wood is dry and cracked and likely easy to bash down if you feel inclined to try.

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Leaving Kane to his predicament, Brag joins up with Taryn & Chu.

 

Any noises behind the door? If not, I'll try & kick the door in.

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