So, everything has gone to shit, Coin is probably dead, Limen was probably in the holy-of-holies – the tesseract – and has kinda stolen our plan. The dimensional anchor is imbedded in Coin’s portrait, and the rope extends off to … somewhere.
We had a bit of a chat to these kinda godlike dudes, who are Coin’s “children”. Maybe. We were going to want to catch up with Limen at the other end of this rope thing. We could follow that rope (which no doubt let through the Plane of Infinite Rats), or maybe take a shortcut.
We opted for the shortcut. We were waned that it might get a little damp.
Now, there’s a bit of history there. One of the doorways opened out onto a ship, which we sank a while ago and which “now” probably lies on the bottom of an ocean.
Checkov’s Gun was mentioned.
Oh, and we needed to find a wizard who was not very good (at being a wizard), but who was going to help in some unspecified way.
And they gave us a little thingy which would stop time while we all had a full nights rest and levelled up. Nice. And a second one. For later. Because we are going to need it.
In the “morning”, John gives everyone a Water Breathing spell, which will last for a while, ditto a Wind Walk.
First door. Opened out into a sewer. There were all these skeletons that had had the flesh sucked off them, but it was ok because they were fully dead. Nice.
Our key/compass pointed “thataway” to the next door, so we went thataway. Tied up in the middle of the fetor was some dude calling for help. “Please help!”, he yelled, “He’s coming back!”. A brief interrogation during which Brus for the first time ever used his “Detect Lies” class ability determined that he was lying his ass off. We ignored him and went for the door. Oh, and I think Picklick shot him a bit just to see what would happen, because even though Morgs was not at the table that’s just how he rolls.
Anyway. As soon as we got close the dude, of course, attacked and a couple more emerged out of the scenery (it was a sewer – lot’s of scenery). We managed to get them down without too much trouble, because it turns out they were flesh-suckers. Every sucked cooked flesh off a chicken bone? Well, they did that. Faugh has taken 3 points of Charisma drain, which – well – doesn’t really do much to him. I think Will took some as well, which does affect him. But, he’s rocking about 20 normally, so he’s ok for the moment.
There was a ping from a pile of scenery, and we uncovered a Ring of Water Walking. We gave it to Faugh, on account of he is a gnome and occasionally gets in over his head.
Next door. Wood panelled rooms which smelled awesome with beeswax. Brus drops a Bloodhound spell every day, so was relived to be out of the sewer. Following our compass, we found a wooden shield that had been pierced through with a very odd foot-and-a-half long shortspear, made of a weird material, kinda chitinous and aww shit: is that a bee stinger?
You bet your booty it was.
Anyway. We found this nice room with a boiling kettle, some tea making gear, and no wizard. We opened a door and looked down a corridor to see a dude in a wizard’s hat bolting towards us, pursued by a swarm of unhappy bees. We admit the wizard, slam the door shut, and Picklick proceeds to wedge the door.
Thud!
Them is some big-ass bees. The wizard mentions that he seems to have upset them. Then there’s a knock on the other door. We reason that bees usually don’t knock, so we let the guy in. Wizard looks like he’s seen a ghost.
Guy says “I’m sorry!” and splits open, and a swarm of bees emerge. Then the other swarm breaks through the wedged door.
Fight fight. Will (or Bottom) gets stung, takes Dex damage. We hightail it to the next door, dragging the wizard along.
But there are two doors! One goes to the bottom of the ocean, and one goes – well, somewhere else. We opt for waterworld. But first, a plan is needed. We rope ourselves together – a good start. We will close the other doors, open the portal door and wait for the inrushing water to equalise pressure. Cool. But we have two problems – we have dudes in armour, and we have a wizard who did not get this morning’s Water Breathing.
For the Wizard, we decide to stuff him into a Bag of Holding. He won’t be in there too long, so will probably not suffocate. Rather than try to convince him to to this, Picklick saps him and we stuff his uncoscious body into the bag. We actually have two, but one of them has a few corpses in it (it’s a long story) so we put him in the other one.
Now, our first thought was to use Wind Walk. But after a moment we recall that that spell doesn’t really work well underwater.
But remember that ring of Water Walking? That we gave Faugh?
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
We decide that Faugh is our buoy. Problem solved!
So we secure our loos items (ioun stones, in particular) and open the door.
Well Brus, who opened the door, takes damage, people are washed back, there’s pummelling and cold damage and John drops a Resist Energy (cold), Mass. Much damage. The other doors in the room strain to control the pressure, and John’s invisible Fairy Dragon puts up a Wall of Force It won’t last long.
We get through the door and underwater, and far enough away from the portal to not be sucked back in once the WoF goes down. It’s cold, but we are warmed by the thought of what is going to happen to those fucking bees.
Faugh pops us to the top, cork-like. There is a fortuitous boat just nearby, the crew a little startled by people bobbing to the surface of the sea out of absolutely nowhere, and possibly also by the sight of a deep gnome calmly walking on the water like it ain’t no thing.
Aboard the boat, we let our wizard out of the bag. He’s a little bluish, but not too bad. He is also wet, having made the mistake of opening the bag for a moment.
And here we are. Alive, but still racing the clock.