The Ship Builder and the Creepy Cum Monster
Our heroes, this time Herbert, Larchmont, and Theodora wake in their strong hold, have a brief conversation about how weird it is Zander won’t sleep there, eat breakfast, and opt to journey into the dungeon for the day to while away some time. Their fill their wine skins with far too much bourbon to be healthy for anyone and set out.
Also discussed - the school, the local clinic, general welfare of the populous. As well as the Nigerian Prince scheme that Herbert is running with some trained carrier pigeons. The group has 5, currently. Only one bird came back with any money but it was more than 100 gold. The birds were sent back out again. (They are gone around a week).
Along the way they rehire the three hired men - 2a, 2b, and 3. All have recovered from their previous mission into the dungeon and the spores that they were exposed to.
The orphan, Abbey, remains with the group along with Theodora’s intrepid companion, Bart, the dog.
The adventure begins with a visit to Nupo, an old friend, to check on him and his wares. And catch up on any gossip from around town that he may have picked up.
Nupo is once again living above ground. He fills the team in on some news about Dwarves and the mountains, a possible dragon. But the group consisting of only 3 persons decides to save that adventure for another day.
They request to use Nupos cellar to access the dungeon and are told to go right ahead. With a wave, they disappear below.
At this time the travelers discover some flaws to their existing map. Tunnels leading to the wrong places, doors missing. And it is decided that the map could be flawed and they should to their best to find themselves while also exploring.
Exploring turns up empty room after empty room. Though the map does come together somewhat during this time period.
The troop heads back down into the passage ways and comes to a block of rooms that form a rough square.
The first room the come to is an empty storage room. A second leads to a dim room filled with model ships. They slip through a door along another wall and enter a second room filled with similar models but in the middle sits a figure. It’s hard to make out any features. It is a wraith like creature swathed in cloth. And while he does not speak above a whisper the words seem to rattle around the groups heads in an eerie fashion that makes them want to high tail it right out the next door.
Larchmont, however, has trouble with the door. And in the process of finally opening it, destroys some of the models. Theodora apologizes profusely. As the whisper hissing rises in volume. They escape and slam the door shut behind them!
The next room they enter has an unknown creature in it. He resides in the center covered in an ooze that immediately disgusts the party. It resembles cum.
An attack is launched. Theodora casts light into the dark room to aid Larchmont and the hired men in their attack. And then web to hold the monster. It is killed through the web.
I think one of the hired men died here...
A room is discovered with a spiral staircase leading upwards. Also some cloaks are found and taken by Herbert and Theodora to be altered to their size later.
Up the stairs there in a mansion in ruins. It is not a viable exit. At the moment. But the three plan to tell their compatriots about the place. Then they can loot the mansion while also clearing a new entrance into the dungeons for themselves.
The group runs into a mushroom elf who is kind enough to relay information to them on how to get to the third level of the dungeon.
They finally find a new level! But by then it is late and the party returns to the surface.
The end. Probably some other stuff happened.
Also noted - never google the term Gwar cum monster if you’re in a public place.
- Theodora