Garland suggested several alternatives, including exploring new areas and investigating the haunt in the torture chamber. With Constantine's suggestion to look into one of the unexplored areas of the dungeon the group decided to forge ahead into unexplored territory. There was some discussion as to
which new area to explore, which Kendra settled with a copper piece.
"It's heads." She said, peeking under the back of her hand and then showing the coin to the group.
North it was, and Kendra helped our heroes climb down their enchanted rope into the dungeon itself.
"I'll shout if I see anything up here." She called down after them as they made their way into the darkness.
The pushed forward into the cell block designated The Oubliette.
It was pitch black, illuminated only by the party's spells and torches, the roof as soot stained as elsewhere in the dungeon. The layout was similar as well, the central area ringed with cells that had lain open since the fire. The difference was a large iron grate set into the center of the floor, thrown open now, that led to a deep, dark pit. This subterranean cell, the titular oubliette, was where prisoners sentenced to solitary confinement were carelessly dropped.
Our heroes advanced cautiously, and their caution was rewarded. A rattling, echoing laugh ricocheted around the chamber. It was wild, tinged with madness and savage joy in the act of killing. A ghastly figure rose out of the pit in the center of the chamber. A man once, the spirit now had ungainly arms that dangled down near its feet as if it had been stretched out like clay. A rictus grin stretched its features. The rough axe that it hefted was a ghostly copy of the cursed axe that our heroes had found, naming it The Lopper.
A | B | C | D | E | F | G | H | I | J | K | L | M | N | |
| | | | | | | | | | | | | | 1 |
| | | | | + | + | + | + | | | | | | 2 |
| | | | | + | | | + | | | | | | 3 |
| | | | | + | | | + | | | | | | 4 |
| | + | + | + | + | | + | + | + | | | | | 5 |
| | + | | | | | | | + | | | | | 6 |
| | + | | | | | | | + | | | | | 7 |
| | + | | | PIT | LOP | | | + | + | + | + | | 8 |
| | + | | | PIT | PIT | | | | | | + | | 9 |
| | + | | | | | | | + | | | + | | 10 |
| | + | | | | | | | + | + | + | + | | 11 |
| | + | + | + | CON | GAR | + | + | + | | | | | 12 |
| | | | + | | DAR | + | | | | | | | 13 |
The lopper rises out of the pit and cackles on his turn, it's now the player turn.
LOP - The Lopper - AC 16, Touch 16, Fort +5, Ref +5, Will +5
CON - Constantine
GAR - Garland
DAR - Darcon
This message was last edited by the GM at 18:35, Thu 05 Sept 2019.