by Idran1701 » Fri May 14, 2010 12:29 am
Plane of Ice - Village
With quiet laughter, Florence nods to Shawn. "If we have to. I agree with you too, Magpie. If we have to, it's a tactic we should keep in mind."
Plane of Ice - Remorhaz Caves
Some hours later, the party reaches the plateau - a great edifice at least 40 feet tall and hundreds of feet around - and the tunnels that once marked the remorhaz's lair within it. In the ice wall before them is a circular passageway easily 8 feet across that quickly curves off to the right, the walls rippled with the sign of once-dripping water since frozen. Through the ice walls and ceilings can be glimpsed strange shapes in the distance, far too obscured to make out even their size, let alone what they are. However, familiar-looking scratch marks along the floor suggest that indeed, the clockwork beings have been here before.
The bottom of the passage here is slick and difficult to walk on, especially for the taller members of the party. Progress is slow as they move forward, and while light does filter in through the icy ceiling, everything inside is swathed in a blue glow. Sounds echo strangely within the tunnels, quickly giving the impression of being miles beneath the surface after barely five minutes' trek. Here and there can be seen signs of past occupants of these tunnels: Decades old rabbit bones gnawed clean. A sheet of leather with the burn marks of a past campfire. An old rusted suit of chainmail caked in frost.
Numerous splits mark the tunnels, but Phelan finds it fairly easy to track the scent he noted before, leading them along a path through the three-dimensional mazework. Overall, this route seems to slope downwards for the most part, bringing them down easily dozens of feet. After 20 minutes or so of Phelan's navigation, they emerge into a nearly-circular cavern at least 20 feet across and perhaps 15 feet wide, with a slightly rounded ceiling and floor. From the scale patterns even now still marking the ice, it seems this is where the remorhaz curled up to rest while it still lived. A second, perfectly-rectangular exit leads out, guarded by two clockwork beings nearly identical in appearance to the ones destroyed yesterday. At the sight of the party, they immediately step forward, weapons out.
Initiative
Kongunvir 21
Asp 20
Florence 13
Clockwork 11
Phelan 11
Shawn 8
Magpie 5