Of Long Rests That Really Aren't All That Restful by Tuath | World Anvil

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Sat 28th Nov 2020 01:51

Of Long Rests That Really Aren't All That Restful

by Tuath Dé Danann

We resume our chronicles after another near-death experience with Things that Don't Die, wherein we had no option but to retreat and rest to heal and regain our spells. We decided the best space would be in the observatory, which was protected by stairs and a door, and the space appeared to have been undisturbed for several months. Seemed a pretty safe, ideal spot.
 
Which shows what we know.
 
On our last watch, a troll decided to make a visit -- which overall went as badly as expected, except this one also had a freezing breath area attack, which just about knocked the party flat before combat even began. Murland went down, I was at half heath, and things looked like death again.
 
I played the role of healer, popping a goodberry into Murland's mouth so that he could fire off a spell before getting laid flat again. Rinse and repeat. At any rate, after knocking it out for like the 100th time (approximate numbers), we decided to toss it into the magic ring to let the tentacles hold it in place. None of us thought about the possibility of summoning another air elemental, which, obviously, is exactly what happened. We did finally manage to crisp the troll, (noting that it was a 50/50 situation on whether Murland blew up the troll or blew up the party) and then turned our attention to the air elemental. (Which, it is worth noting, sent Dash flying -- a neat trick aside from the wall that interrupted his flight.)
 
So after our long rest, we ended up in just about an only-slightly better place we were before the long rest. Whether out of frustration or foolishness, we decided we would push on, because how many unkillable trolls could there be? (Also worth noting: the dwarf lady was no longer tied up. I'm going to have to give knot lessons to the party; if she could slip her bonds while unconscious, somebody didn't do their job.)
 
Meanwhile, out of the corner of my eye, I spotted movement outside, and we snubbed the torches while Oz and I went to look out the window from the bird room. Hard to tell how many humanoids there were, but there was definitely traffic, with at least one holding a torch. I was for scaling out the window and engaging them directly. Others were for pushing down the stairs to potentially challenge them in a room below, while a third faction thought we should call down to them and maintain the advantage of higher ground. A committee was formed, and rules of order were established. We had barely begun our SWAT analysis when somebody pointed out we were moving too quickly towards tactics and really what we needed was to start with our vision of what we want to accomplish. This was hotly debated, with one side indicating that our goal was to simply rescue Murland's original party, and another faction claiming that perhaps some people in the party didn't understand what our mission and vision meant, and how the rescue fit into those values. We broke off, where everyone went to write down what our vision meant for them, along with an aspirational statement of success, when we noticed that the party outside had long gone.
 
So, for better or worse, we pushed on, discovering right away a tentacled pit with fleshy roots and fungus and slime all about. (The affinity to which, btw, was possible explanation for another dark spell for me after battle; whatever Baric did, didn't, and I need to get to the source of this and root it out.) It was another hotly contested battle, and while the party sustained significant damage, it was a confidence booster to find that we can overcome a monster that doesn't regenerate, and therefore we pushed on.
 
Dear reader, I know you know what was coming next. And I'm sure those of you reading at home were all like, "Don't go in that room!" But that's exactly what we did, and -- as I am sure you predicted at home -- ran into another mouth-breathing troll. You can save your "I told you so's" assuming we ever make it out alive. After sustaining stunning area damage before even getting our first shots off, we waged battle in what I genuinely thought would be our last. We fought like it, and the last few spells and a dwindling supply of torches finally managed to bring the fucker down, with several of us clinging pretty tenuously to life.
 
Time for a long rest. Which, I am sure, will likely be as futile as our last one.
 
Final note: we did get some reward for our efforts:
100 cp, 80 sp, 30 gp, a 180-gp gem, as well as some quartz, 55 gp, and a leather sack from the first troll. Again: we will make a more thorough sweep when all is said and done. Assuming we actually make it out alive.

Continue reading...

  1. Taking Umbrage with a Hill
  2. OF Dwarves and Underground Evil Temples and Slimes
  3. On Death and Dying and Evil Dwarven Oooze
  4. Of Running Away and Running Errands: Chapter Five in the only True and Accurate History of the Band of Adventurers.
  5. Of Dwarves and Orcs and Death and Arrows and Axes: Chapter 4 of The True and Accurate Version of the Continuing Adventures of the Ever-Evolving Party
  6. Of Supplieses and Surprises: Chapter 5 in the ongoing True and Accurate account of our band of brothers
  7. Of Dragons and Dwarves and Destruction: Chapter 6 in the continuing True and Accurate Tales of the Band of Adventurers
  8. Of babysitting shithead uppity dicks and baffling failure against new Foes: Chapter Seven in the continuing saga of the Ruckus Crew
  9. Of Disaster and Running Away for a Second Time: a repeat tale of Best Laid Plans, Damage-Proof Critters, Repeated Failure, and Tucking of Tails
  10. Of Information, Silver, and Revenge: Changing plans and getting our own back against the bitey creatures
  11. Of Reckless Abandon, Reckless Endangerment, and some Very Fine Days in the Forests and Mountains
  12. Of Scouting and Orcs and Scouting and Bears and Scouting and Giants and Scouting and Hobgoblins and Scouting and Goats and Scouting and Chimneys and Exploring and Spiders
  13. Of Undead Hordes and Almost Dead Adventurers
  14. Of Saving Humans, Swatting Mosquitos, "I'm not Scared, You're Scared" game with Banshees, and Harbin Fucking Wester
  15. Addendum: Of Infinite Pools of Living Liquid, Dark Visions, And a Growing Fog of Evil
  16. Of Tracking and Human Trafficking and Things That Never Die
  17. Of Moss Terrors, Monsters with One Body and Two Heads, and Monsters with One Head, but Two Bodies.
  18. Of Breaking and Entering, Obstinate Dwarves, Fighting Outside Our Element, and Pillow Fights with Critters that Don't Die.
  19. Of Long Rests That Really Aren't All That Restful
  20. Of the Search for Things that Burn, and the Search for Things to Burn