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Session 27: Garachi

Started by fraz, February 18, 2008, 09:04:30 AM

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fraz

Forest Keep
Episode 27: Garachi
[Sun 17 Feb 08]

Arlen: fraz
Belwar: Matt
Farramore: NPC
Himo: Rob C.
Mirri: Jim
Zurn: Drew

Sprouting Grass/Egg 26 Night:
post battle:
Himo loots everything in sight
Arlen clears area around bonfire with hopes that it will burn itself out

Loot:
Ettins: Large, yucky skins. Large, crude flails. Large, crude slings. Large sack full of bastket-ball sized stones that were apparently ammunition for the slings.

Orcs / Bugbears: Crappy weapons and armor...nothing worth dragging away.

Himo discovers that one of the round stones has a shiny glint
he brings it over to the fire for closer look
it is reflecting a lot of light - shiny
Himo calls Belwar over to investigate
Belwar determines that this stone is a very dirty uncut Amethyst (~30 pounds or so)! They stow it in Hemo's backpack.

All return to camp
Farramore has never seen or heard of the antmen before
rest for remainder of night

Sprouting Grass/Egg 27: Morning
break camp and continue on southwestward
arrive at area of temple ruins
Zurn recognizes looming mts further south and east

Farramore leads party to a tree that has grown over an ancient stone archway
A stone door with a large "Z"-like rune engraved upon it's face blocks the entrance
the ground in front of door is trampled, although there are no distinct footprints in the ground.
Belwar notices statue of dwarven warrior that has fallen over. The warrior appears to be trying to draw his hammer while looking over his shoulder.
Belwar sets the statue back upright.

Zurn recognises the "Z" glyph as an ancient rune of Moradin

party cannot find any way to open door
they mill about looking for a trigger and investigating the general area

the door suddenly swivels open
an antman appears - but he is surprised by the party's presence
he quickly turns about and flees back inside
the stone door begins to close
Belwar tries to hold it open with his arm, while talking to the antman
there is no response...
the force of the door is too strong and he is forced to let it go

party mulls about some more
they find a strange cone-ish pile of very light stone-like material (ant-poo?)

the door opens again
an antman emerges with a large round egg-looking stone
he presents the party with the stone
Belwar immediately recognized the stone as a geode.
Zurn gives them the giant amythyst in return
no-one can communicate with them
the antmen again retreat inside and the door again closes

Party finally gives up and makes the return journey to the keep without incident

Flower/Opal -1 Midday:
arrive at keep
old man [Davas] is again sitting next to a stone unicorn smoking his pipe
belwar talks to him a bit, but he doesn't seem to have any useful info
he is from a place called Sulward (on the far side of Oerth)
say farewell, he replies that we should look for him in the tavern later

enter keep and talk to Coris
Belwar explains the discovery of the temple and antmen and all that has happened. Coris indicates that he has never heard of these creatures, but suggests that the gruop talk to Trillomore, who is a keeper of knowledge of sorts.

Walk to Trill's apartment
Trill invites the party inside to chat
Belwar explains the discovery of the temple and antmen and all that has happened
Trill will spend some time researching their discoveries
He also offers to help them by providing a spell that may help them communicate with the  antmen
Himo talks to Trill about learning spells

Belwar visits the blacksmith

Relax at tavern:
Davas comes by for a drink
Targyl finds Himo and gives him scrolls
one scroll is Tongues (3rd lvl spell of communication), which Himo will need to read at the time of the casting
the other scroll is Charm Person which Himo intends to learn
Arlen asks Targyl for some parchment & ink and Targyl agrees to fetch this for him

Flower/Opal 0 Morning:
Himo spends the day studying Charm Person
Targyl finds Belwar and brings him to Trill
Zurn & Arlen accompany
Mirri goes outside of keep to practice her skills

Trill reveals what he has learned from his research:
The rune that the companions described to Trill is that of an ancient dwarven empire called "Droung'Knaqt" (Drown-Nacht). Generations ago, there were four such outposts to that empire.

These outposts were used for a few reasons, one of which was the cannonization of the Kharan'Juhl (Kah-Rahn-Jewel), who were special agents of Moradin.

The Varn'Khor were soldiers of Moradin.
The Nicht'Luraw were the Magi of Moradin.
The Marin'Thar were Scouts of Moradin.
The Tareen'Phol were Dispatchers of Moradin.

The outposts were also built with Bale Fires that could send messages rapidly across mountain ranges.

Trillomore continues, telling the companions that in order to tell which arm of Kharan'Juhl this outpost was dedicated to, he needs more information. Each Caste of Moradin's agents would have had two symbols in addition to what the companions described to Trillomore. Find the additional symbols, and Trill will be able to definitively tell which group this outpost was dedicated to.

He further explains that the antmen (antar) are called Garachi. They are a race that usually occupies mountains much further south. He has was unable to find any record of them coming so far north. They generally live in great subterranian networks around the desert.

The Garachi are universally known to be highly territorial, and aggressive.
Party thanks Trill and departs

Belwar collects equipment for constructing a rough bridge over the river

Later at the tavern:
drunken loudmouth [Gravin] picks on Davis
Belwar pays him 1 gp to shut up (which he doesn't actually do)

guards finally escort Gravin out
Mirri & Arlen chat with Davis

Himo studies deep into the night

Flower/Opal 1 Morning:
Himo is done studying - he has learned the spell, Charm Person
Arlen and Belwar hire two men to escort the donkeys back from the river
party departs, returning to the recently discovered temple

Afternoon:
Arrive at river chasm
Belwar, Mirri & Farramore build rope/log bridge

Flower/Opal 2 Morning:
continue bridge building
send donkeys and extra men back to the keep
cross river and travel onward

Flower/Opal 3:
arrive at the temple of Moradin

the door is open and there are lots of garachi milling about doing whatever garachi do

That made me laugh!

Himo casts the Tongues spell from the scroll (the writing vanishes from the scroll) and approaches
the first garachi, unsure of his intentions, flees from him
but he is finally able to touch one and complete the spell
Himo speaks with the garachi about the door and tunnels explaining that the dwarves created this place long ago as a temple to their god
the garachi claims that they have been here for thousands of generations

Himo asks to speak to the queen or leader
they stiffen up at mention of "queen"
the burlar (leader) arrives and speaks to Himo through the "translator"
Himo tries to give him a spear as an offering of friendship
the garachi explain again that this is their ancestral home
and that they have been here for thousands of generations
they explain that party is not allowed inside - there simply is no room

but the burlar does acknowledge the party rescued some of his people and offers his thanks
the burlar explains that they will be looking for a additional space to add to their growing population (implying that they are outgrowing the current one)
say farewell

party makes the return journey to the keep again

Flower/Opal 5:
arrive at keep
talk to Davas again
he is an old man who likes to collect and tell stories
Arlen mentions that he would like to trade stories with him sometime

enter keep
talk to Lady Corryn
maybe the garachi (who seem to be running out of space in the ancient dwarven temple) would relocate to the chasm
Lady Coryn likes the idea, as this could set up the garachi as possible allies in a good strategic position

Partially Updated - Feb 19, 2008
Significantly Updated - March 21, 2008
nothing

Johan

Updated this.

Thanks Fraz.

Was this the latest? Did we play since then?
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fraz

Aye, this was the latest episode.
nothing

Johan

Avatar Courtesy of The Image Bank