Minons and a Very Good Doggo

Turns out we didn’t summon the goddess or Saalym. But Saalym showed up anyway. She got really upset when she thought Doc and me were in danger and she couldn’t protect us. Which is silly, Doc and me are fine, we beat up that bad guy a whole bunch before everyone else arrived.

We did, however, get the goddess lady’s attention enough to get her to send dead things and some flying ice things at us. Mifits or something? They were all really hard to kill and they hurt quite a lot, but even though Saalym and Sandy ran in front of us and fell down a couple times, everybody was alright in the end. We gave Saalym a wine pop and that seemed to make her feel better.

Then we went and told the Copper guy back in Bryn Shander what happened, and after they said goodbye to his bones we went on.

Targos was next up on our trip around the ten towns. It’s run by the bad person who sent men to robe the bees and the nice Speaker lady. I think she’s Speaker now anyway. The other guy was terrible, too. Anyway. We immediately meet the bestest boy doggo in Targos. And it takes us to see a very nice, but not very smart guy whose husband is missing. He doesn’t know why his husband left with a bunch of stranger adventurers, just that they went to that big hill in the north. We keep having to go in that direction, but we’ve never made it all the way there, yet.

The very good doggo says he’ll take us there because his master is stuck up on the hill and so are all the other doggos. He was the only one who could get away. The husband says they might know in the town nearest the big hill, but I guess we don’t really need to know why. The bad, invisible dwarves are from that hill, so we just gotta go kill them and get the doggo’s master back. I guess the hill belongs to Kelvin or something. I wonder if we’ll meet him?

So we head off after the very good doggo. All the way across the snow land where the miners and the kobolds and everything all were, but upwards instead of sideways. We found the tends and other very good doggos, but the master and his friends are nowhere to be seen. I guess we have to go up higher or something.

Ghosts and Ghoulies

First there were ghosts and huge bat things who brought darkness with them, all screaming and shrieking. Then we went inside and there was even Louder screaming. Master said it was just coming from the wall. The walls are screaming? No time to think about that though, a bunch of really disgusting creatures are answering the scream. The little metal man turns them to dust though, good man.

Off to the right, always right, Master tells me. But what if the designer knows that, maybe we should go left this time? Right we go. The dark one says there’s traps, so Master makes them not traps anymore. And we find a door with a bunch of slightly more put-together gross creatures. These have weapons and armor, but the metal man takes care of a bunch of them, too. We make quick work of the ones that don’t fall apart. They take the thing’s big mace, and find a bit mirror and cloak in a closet. Seems like the mirror’s real bad, but we bring it along anyway.

Up a tower that doesn’t have stairs all the way up. Some of the folk just want to leave, but the others convince them to stay. And some tiny flaming skulls bomb us about halfway up. They’re real bad, but they break pretty easy. Don’t know how I survived that, but Master takes care of me. Up top there’s a very sad looking ghost lady, but they all kill her before she screams at us. They seem real scared of her. Maybe she looks familiar to one of them and they know what they did to make her sad. Master’s cousin finds a pretty bottle and opens it and a big angry airy lady comes out. She wants to leave this place. Me too, lady, me too. There’s a weird argument before they give her the bottle and let her go. She just flies out the arrow slit or something, and we head back down.

The other side of this floor has a room full of mummies. Do not like! They’re rotting and gross and almost kill the big human. He does not look good when it’s all done. They take a cloak made of rats and insects from the big one’s body. It might be magic, but it’s real disgusting. They don’t even put it in the bag with the rest of their stuff.

There’s another tower, and more people think it’s time to leave, but metal man and dark man once again convince them to stay. I guess it’s magic and not what they actually feel. I don’t need magic to want to leave, though. This one has ghosts that come out of the walls to try and possess folk, but nobody wants to talk to them. Up top, a big chest attacks Master, so they break it good. A skull and onyx dog are all they find inside. It’s a little girl apparently, and her pet Cerby. The holy ones do a whole big funeral ritual for her, to set her spirit to rest, and Master’s cousin promises to take good care of her dog. Then everyone rests and they figure out what all the things they stole were. They get even more nervous about the mirror, though some want to open it up and let the demons out. So glad they don’t.

They find a set of stairs going down next, but when they go in the first room, I get pushed back home. I hope they’re alright.


Long Flight to Nowhere

Come, Asa. Go, Asa. We’re going to fly over some horrible mountains, Asa.

The young master was running all over the city for an entire week, while I watched from the sky. Several people followed him, but none got close. Even when he ran around by himself. Leaving me in the sky. I can protect him better from there anyway. He’s not really a mounted fighter, though not unskilled at staying astride.

Thank goodness, because after summoning me and then ignoring me for a week, he and all his friends decide to fly over a mountain range. Such a strange place, swirling winds, not a small number of creatures looking to feast on the unwary. And landing, on sharp, jagged rocks. I’m glad I didn’t have to stay with them at night. There was not a single comfortable place to roost.

Then, when we finally reach the destination, after flying through a disgusting miasma, he dismisses me, again! Too dangerous, he says. Young master, I am not merely a taxi! If you wanted that, you should have gotten a horse.

~Asa no Hikari

Asa’s lucky he didn’t have to come in here. Disgusting creatures crawling all over the place. And the screaming…


Wyrms and Worms

Red blasts light out from his flaming sword, and it makes the shadows made. A bunch of shadows, four shadowy dogs, and even a shadowing dragon all come out of the dark to attack us. Well, mostly Red. The dragon is really mad, and it kills all the dogs to try and get Red. But it got the Big Guy instead. We killed it, though, the awful thing.

Nevi and Mary Mouse start cutting it up and Sam starts to pray, or meditate, or something. She mutters to herself, and I swear she’s talking to her Daddy. When she gets back up again, she confirms that. Says her Daddy can fix the Big Guy, for a price. We have to dedicate the Mummy Lord’s death to her Daddy and give him some of its treasure. Her Daddy is some sort of worm that will destroy everything, which seems bad, but Red says that’s a long time from now. I don’t understand if we have to kill the Mummy first, or after he fixes him, but everybody agrees we will. Sam starts praying again, and snakes show up all over the Big Guy’s body and it’s all weird, but eventually, he gets up again. He seems alright, so we move on. Maybe we should have asked for Orange back, too.

There are lots more doors and traps and hallways. One room has a treasure in the middle that makes Red try to kill Nevi, but Sam fixes him before I have to knock him out. Eventually, we run out of places to go and it takes a little bit to find the hidden door.

This room smells awful and is full of corpses. We slip in, and try to find a door, but seven of the corpses stand up and attack us. They spit worms at us! Zombie worms! They are so gross, we spend as much time smashing the worms as we do the zombies, but we get rid of both. Of course we then run into a Pink Toad that turns into a deathly dog when we shoot it, so we have to put that down, too. More rooms and locked doors. Will we ever get out of here?

Death and Necromancy

Mary Mouse and the Big Guy get rid of the skeletons, but then Red nearly kills himself on a ballista bolt trap on the next door. But he gets back up and we run down a bunch more hallways until he stops us. Says there are holes in the walls, and he doesn’t like them. After a while, he sticks a ladder is some of the holes, but then decides we can’t get the Big Guy and Buick across the trap, so we turn back.

Around a bunch of other hallways until we find another big room. This one has a bunch of ugly masks on the walls, and ten skeletons that we have to smash. There are shelves of destroyed books here, so I search the shelves for any that haven’t died yet. Mary Mouse finds a lever to open one of the bookshelves to reveal a big iron-banded door. It takes a couple tries, but the Big Guy and Orange lift it up to get us all through.

We move on down more hallways to a portcullis. The dark room beyond smells like an outhouse full of death. Nevi and Mary Mouse send light in, and we can see piles of bones, dirt, armor, and weapons. Orange and the Big Guy lift this door up, too and we head inside to investigate.

Big dead eye monsters rise up out of the muck. Two of them look like zombies and the other one is made of bones. These are the most awful things I have ever seen. Mary Mouse seems to like the skeletal one, though. It kills Buick and Orange, though, so we destroy it in a rage that would have made him proud. I might have run if I could, but the doors were all closed. I don’t like it here.

Red is furious, and puts Orange in his bag to fix later because the Big Guy can’t fix him right now. We ask if Red wants to leave now, but he insists we go on without Orange. We do divide up some of Orange’s stuff. Catbard lets Gargoyle Lady take control of her, so we give her Orange’s weapons.

We run up and down a lot of hallways then, backtracking and going everywhere but back to that trapped hall. One last dead end, and Red is frustrated. Mary Mouse takes a look, though, and finds a false wall. Red gets it open and we creep in. There is a random armored woman in here, she says she’s from Chult and has been waiting her for a very long time. Her party came in here, but got separated. I don’t trust her. She says her name is Samantha Satessa from near Gold Dwarf Chasm. That sounds fake, I’ll have to ask Catbard later, when she comes back.

There’s no way out of this room, though, so we go all the way back to the beginning. Two pink toads have climbed up the tree. We try to get passed, but Nevi trips and a Redcap and some sort of demon pop out. Red is furious, but we manage to get rid of them. He insists we just shoot them if any more appear, instead of trying to get past them. We all agree and head onward.

We head down some more twisting hallways to a room with strange symbols. We avoid the symbols to get out another door, and down some more hallways. The next door is kind of cold, but we head in. The room is full of cold and spikes and weird swirling decorations.