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Messages - fraz

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1
Game Log / Session 27: Garachi
« on: March 21, 2008, 10:12:56 PM »
Aye, this was the latest episode.

2
Game Log / Episode 18: The Cliffside Crypts Part 3
« on: March 09, 2008, 04:07:05 PM »
Episode 18: The Cliffside Crypts Part 3
[Sat 23 Feb 08 Foxboro]

Bastion: Matt
Haf: Jim
Maal-Brengain: fraz
Mel: Steve
Ragnor: Rob C.
Severen: NPC

Intro Bastion:
-Bastion arrives in Threshold and meets Julius
-Julius shows him to the Temple
-Bastion and his acolytes clean up temple

Duthash Gyth Basque [May 29]:
-rest & recovery
-Maal-Brengain & Haf are both still weakened [-1 STR]

Duthash Gyth Aryor [May 30] Morning:
-party meets up at Lander's Cliffside Tavern
-introductions with Bastion

-party descends into the crypts
-party passes by Galavan MacConnal's tomb

-Party arrives at large 30' chamber
-Bastions recognizes this area as a death cult area
-Severen investigates area closely
-Maal-Brengain gives him the dagger that they found here on the altar
-Severen asks: where is bowl?
-Maal-Brengain indicates that the bowl was left on top of the trap door in floor
-she notices that the bowl has moved
-this would seem to indicate that someone passed thu the trap door

-Wolf growls as he becomes aware of something
-Mac notices that there are Shade Wolf tracks in the dust upon the floor
-party descends stairs

-Marching Order:
Mac & Wolf
Haf
Bastion (carrying torch)
Maal-Brengain
Severen
Ragnar

-arrive at ceiling trap door
-Bastion detects aura of evil from above
-Haf throws trap door open and ducks down to let Mac & Wolf leap up through the hole

[round 1]
-Bastion holds action
-Ragnor: elf eyes
-Mac & Wolf leap up into chamber of darkness
-there are three sets of glowing eyes which turn out to be more phantoms
-Mac casts spell on self: Barkskin
-Haf leaps up thru hole and rolls aside
-Maal-Brengain leaps up thru hole and rolls to other side
-Severen begins to chant
-Bastion moves up thru hole

-phantom strikes wolf with phantom claws

[round 2]
-Bastion casts Bull's Str on Maal-Brengain [+4 STR]
-Ragnoruses psionic energy missile and hits two
-Severen moves up thru hole and flashes his unholy symbol
-purple ray calms them
-he calls them to him
-party looks around at large storage chamber filled with debri
-there is an exit on the north wall (20' from east)

-discussion on the phantoms: what should be done with them?
-Severen suggests that these things must be either destroyed or locked up in his temple until he can dominate them (Severen's order = Order of the Living Night)
-decision: Severen will take them to his temple
-party waits in storage chamber while Maal-Brengain escorts Severen with the phantoms to his temple
-Maal-Brengain and Severen make it to temple unseen and Severen locks the phantoms within

-Mac and party find food and water in storage containers
-Maal-Brengain & Severen return

-continue on down north corridor
-room w/ two sets of glowing eyes which approach party

[round 1]
-Bastion fails a turning
-Haf holds action
-Severen pulls out his spiked chain
-Maal-Brengain hits phantom01 [8]
-Bastion turns both phantoms
-Maal-Brengain hits phantom01 [7 on attck of opp]
-Severen hits phantom01 [attck of opp]
-both phantoms flee quickly to NE before anyone else can attck

-Mac listens at door which opens inward toward party
-open corridor to the north is dark
-Mac opens the door, revealing North/South corridor

— to be continued —

3
In Character Discussions / Meeting on the Rosewalk
« on: February 19, 2008, 09:36:48 PM »
Those I hold dear? Maal Brengain thought to herself.  Hmph! Despite his seeming wisdom, he really does no' know me at all!  Jus' who does he think I hold dear in this strange town?

"Aye, let us break bread together," replied the wildlander.  "I am hungry for both knowledge as well as food!  Lead on, Master Severen..."

4
In Character Discussions / Meeting on the Rosewalk
« on: February 18, 2008, 07:05:40 PM »
"Ye speak o' hardship an' strength," replied Maal Brengain.  "Believe me when I say tha' I 'ave seen me own share o' hardship..." the wildlander paused and straightened up, "an' I know those hardships 'ave made me a stronger warrior.  I also know I 'ave th' strength ta confront furth'r hardships," Maal Brengain's chin raised up slightly with pride and confidence. "I will face anythin' tha' the gods throw down at me... an' I ain't afraid o' death! Nay! I will welcome death when it comes fer me!"

5
Game Log / Session 27: Garachi
« on: February 18, 2008, 09:04:30 AM »
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

6
In Character Discussions / Meeting on the Rosewalk
« on: February 17, 2008, 09:33:08 PM »
"So, Uh, Severen...  Wha' does one do ta worship Takhisis?  Where would I start?  Wha' would be... required o' me?"

7
Game Log / Session 26 - Crossing the River
« on: February 17, 2008, 03:16:40 PM »
Forest Keep
Episode 26:
[Sat 02 Feb 08]

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

[starting from when PCs arrived at keep and split up]

Morning:
there have been upgrades to many of the buildings within the keep during PCs absence
inn now has 2nd floor

Afternoon:
-Mirri awakens
-Himo awakens and leaves in to walk about the keep

-Arlen awakens and enters tavern to get food
There is a halfling entertaining folk in the tavern with pennywhistle

-Saul awakens and goes to weaponmaster: buys weapons

-Zurn awakens and checks on acolytes in temple

-Belwar awakens:
enters tavern and talks with Arlen, Mirri, Saul
Belwar would like to lead expedition to ruined temple of Moradin (after Danobar's funeral this evening)
Arlen asks how we will find it (it's only about a day away) and there is a scout (Farramoree) here at the keep that can guide us
Belwar explains
Zurn returns
Himo returns

Evening:
All attend Danobar's funeral

Zurn returns to temple with folks
Saul follows

Belwar, Arlen, Mirri & Himo return to tavern
festive atmosphere has spilled outside into street
men wrestling
Arlen tries to entertain them?  hrm
Belwar talks with Farramoree (guide)

rest during night

Morning:
Belwar talks to Coris about temple tunnel

Departure:
Farramoree leads party out of keep SW

Reach river chasm:
there is a log suspended across the river
there is about a 35' drop from bank to water
Farramore bounds across the log with no problem and secures one end of a long rope
Belwar crosses next
He threads the rope through his belt and secures it to a tree on the bank
but the plan goes awry when he slips off of the log and ends up dangling helplessly
after some discussion, Zurn eventually produces another rope
one end is thrown to the helpless dwarf and he is reeled in
after much trial and hub-bub the rest of the party eventually gets across

Night:
Saul hears sound during watch
like a band of grey dwarves having a great time
Saul awakens the rest and all stealthily approach the sound
gargun!

There is a group of orcs and bugbears with several antmen prisoners
two of the antmen are chained together with a large bonfire in between them - they constantly pull on each other as they try to avoid the burning flames
two ettins watch from the sidelines, enjoying the show

Belwar leads a charge directly at the ettins
he hopes to eliminate the leaders first and thus demoralize the others

Round 1:
Belwar misses ettin01 [1]
Saul misses ettin01 [1]
Mirri hits ettin01
Arlen moves into postion behind a tree fires and arrow into the melee: missing ettin01

Round 2:
Belwar hits ettin01
Saul misses ettin01
Mirri hits ettin01
Himo casts mirror image (there are now 5 Himos)
Zurn casts entangle on bugs
Arlen sings a song of courage

orcs attack Himo (2 fake Himos disappear)

Round 3:
(Arlen's song of courage round 1)
Belwar hits ettin01
Saul hits ettin01
Mirri kills ettin01
Himo casts mage armor (attack of opp 2 fake Himos are killed)
Zurn casts heal on Saul (it fizzles in combat after failing concentrate)
Arlen fires at ettin02 and misses

bugbearears attck Himos
orc arrow strikes tree next to Arlen (and orc has out-flanked him)

Round 4:
(Arlen's song of courage round 2)
Belwar hits
Mirri misses
Saul uses psioncs on his mace
Himo casts magic missile (attack of opp) [12 pts on bugbear]
Zurn casts heal on Saul!
Arlen kills the orc with an arrow!

Round 5:
(Arlen's song of courage round 3)
Belwar hits
Belwar is hit twice
Himo is missed
Arlen is hit by bugbear w/ scimitar
Saul misses
Mirri hits
Arlen drops his bow and draws his sword: misses bugbear
Belwar hits w/ attack of opp & kills ettin02

Round 6:
(Arlen's song of courage round 4)
Belwar charges and kills bugbear and hits Arlen's bugbear too!
bugbear misses Belwar
Saul crushes bugbear
one orc is fleeing
Mirri leaps into midst of tangled bugbears
Mirri is hit by attack of opp [4]
Mirri misses
Himo fires at fleeing orc [misses w/ 1]
Zurn fires bullet at fleeing orc: misses
Arlen fires arrow at fleeing orc: misses

Round 7:
(Arlen's song of courage round 5)
Belwar runs and throws his axe at entangled orc
bugbear02 hits Mirri: 14
Saul shoots entangled bugbear02 w/x-bow
Mirri misses
Himo casts MM at bugbear02
Zurn fires sling bullet but misses
Arlen fires arrow at bugbear3: miss

Round 8:
Belwar kills orc
Saul misses
Mirri kills bugbear2
Himo fires bugbear5: miss
Zurn releases spell
Arlen casts Comp Lang as he removes a blindfold from a bound antman
Farramore is free and charges forward into "battle"

Round 9:
Belwar kills bugbear5 [22]
Mirri misses
Himo fires at bugbear3: miss
Zurn searches the ettins for keys but finds none
he moves to free the chained antmen, who are tangled in the trees and blindfolded
Arlen unties and frees the bound antmen as he speaks to them in common
Zurn frees the chained antmen - they flee wildly into the forest
Arlen is able to retreive one spent arrow
Belwar sharpens axe


8
In Character Discussions / A Dark Ally
« on: August 05, 2007, 09:20:20 PM »
"'Tis fine by me," replied Maal Brengain with a curt nod of approval.

9
In Character Discussions / A Dark Ally
« on: May 08, 2007, 09:41:59 PM »
"Aye," was Maal Brengain's only reply.

10
In Character Discussions / Meeting on the Rosewalk
« on: March 25, 2007, 06:19:30 PM »
"Er... Well, as I tol' ye b'fore, I'm, uh..." unusually nervous, the wildlander struggled for the right word, "...innerested... in learnin' more aboot Takhisis.  I'm a-wonderin' wha' ye c'n teach meh..."  Her voice trailed off...

11
Game Log / Episode 17: The Cliffside Crypts Part 2
« on: March 18, 2007, 11:47:57 AM »

12
In Character Discussions / Meeting on the Rosewalk
« on: March 18, 2007, 11:30:00 AM »
"Aye, I slept well enough, master Severen,"  replied Maal Brengain as she came to stand next to the priest of Takhisis.  "I would speak wit' ye...  if'n ye 'as th' time, tha' is."

13
In Character Discussions / Meeting on the Rosewalk
« on: March 18, 2007, 01:28:43 AM »
Even though a few days had passed, Maal Brengain  still felt exhausted by the battle at Rivercliff Keep.  She felt defeated... and even, in a way, cheated...

Defeated and humilated by Vervishkuk, and cheated out of a victory by spiteful gods who continued to punish her - even here in exile, so far removed from the Wildlands.  She felt anger at the gods... or perhaps it was herself that she should be angry with - for why should the gods care if she lived or died.  Perhaps she did not properly prepare herself - train hard enough - for the confrontation at the ruined keep.  Perhaps the failure truly was within herself.  She would not let it happen again... she would work harder - train harder - to prepare for the next battle.  She would not be humilated again!

With her head held high and proud, the Wildlander approached the lone figure on the bridge...

14
Game Log / Episode 16: The Cliffside Crypts Part 1
« on: March 11, 2007, 08:20:00 PM »

15
Game Log / Episode 13: Return to the Rivercliff Keep
« on: July 23, 2006, 02:50:32 AM »
Episode 13
Return to the Rivercliff Keep

[Saturday 22 Jul 06 in Randolph]

Cast of characters:
Dale: Blackspear
Aelath?ha (elf): Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnor: Himo
Sayer: Phin

---------------------
Aelath?ha?s intro [read by GM]

Julian hires Aelath?ha and tells him to join the Protectorate in the morning.
Aelath?ha sees a ragged and tired party enter the inn and retire for the evening.

Sythus [Spring]
Valley Year 237
Duthash Dracum Fehy [14 May]


Morning:
Aelath?ha introduces himself to the Protectorate.
He sits down with Sayer and Maal and eats breakfast.
Jarmok arrives and the group leaves.
They follow the path out of the town towards the keep.
Jarmok takes the lead, scouting ahead.
Sayer, Dale & Maal explain the details of the destination to the new recruit.

Mid-Day:
Arrive at the keep.
Jarmok notes that the ogres did not leave the keep by the same path (there are no exiting tracks).
Jarmok & Laren scout around the outside of the keep, while the others wait around.

They can see two ogres throwing bodies off of the cliff down to the river and report back.

Plan attack:
Laren, Dale & Sayer will attack from north through gate.
Maal & Ragnor will attack from the east.
Jarmok & Aelath?ha will attack from the west.

Laren will initiate attack on the ogres with sneak attack with bow.
Others will follow from their positions.

Sayer rolls his bones for a reading.
Results are favorable [each character receives a +2 bonus on any one roll].
The group spreads out, taking their positions.

round 1 (surprise round)
Laren hits
Jarmok hits
Sayer holds action
Aelath?ha charges forward jumps over wall and fires his bow - he hits with a psionic focus on the arrow.
Ragnor hits
Maal screams and hits with thrown spear (from long range).
Dale hits

round 2
Laren misses
Jarmok hits
Sayer holds
Aelath?ha misses [1 - not crit]
Ragnor misses
Maal misses
Dale misses

Ogre#1 advances towards front gate and attacks Laren: miss
Ogre# 2 hits Maal?s shield with thrown rock [13 dam!]

round 3
Laren hits [crit 21] killing ogre#1
Jarmok hits with arrow: kills ogre#2

Jarmok listens for approach of enemies, but hears nothing.
Jarmok approaches door to inner keep.

Laren loots the ogre bodies and collects treasure:
7 pp
30 gp
60 sp
150 cp
2 gems

Enter the keep (marching order is as follows):
Laren
Jarmok
Maal
Dale
Ragnor
Aelath?ha
Sayer

You open the door and a trace stench comes from beyond. ahead is a set of stone stairs descending into dusky darkness.the weak glow of light reflects off of the musty stone worked walls revealing a landing at the bottom of the stairs.

Around the landing the stairs continue. The ceiling above the stairs slopes with the angle of the stairs but not enough for you to be unable to see that the stairs end at a flat. shodows can be seen moving about but you are unable to distinguish any features.


Descend stairs.
Stairs widen.  There are two short corridors leading off to either side.
Laren & Jarmok enter and attack Zombie Trogs in passages.

round 1
Laren misses
Jarmok hits with bow
Zombie Trogs attack Laren & Jarmok
Laren is hit with spear
Laren inhales mist upon being hit
Jarmok is attacked and missed
Maal enters and attacks 3rd Zombie Trog in center - misses
Maal deflects spear with shield.

round 2
Laren misses
Jarmok misses
Dale misses
Aelath?ha fires arrow and misses
Ragnor mind thrusts

round 3
Laren is poisoned by purple mist [-2 Con]
Laren hits
Maal knocks aside an attack
Maal misses with both attacks (antler & shield)
Aelath?ha misses with arrow
Ragnor misses
Jarmok hits

round 4
Laren hits
Maal makes Fort save
Sayer holds
Maal hits with antlers (using +2 from Sayer's earlier reading)
Aelath?ha hits
Jarmok hits
Jarmok is hit (saves)
Dale misses
Ragnor hits

round 5
Laren hits
Sayer holds
Maal blocks spear
Maal misses with antlers and shield
Aelath?ha hits with sword
Jarmok finally destroys one!
Dale hits and destroys one
Ragnor misses

round 6
Laren hits
Maal misses 2x
Sayer holds
Aelath?ha hits with arrow and destroys it

Looking down the stairs, the group can see and opening overlooking the river.

A door is chosen and Jarmok opens it.

You open the door and a glowing purple mist billows out enveloping all of you. Within the room you see six figures in the room. the figures are half eaten and their eyes are rolled to the top just below their eyelids. Their bellies have been ripped out and bloody gore hangs from their chest cavity. You see that there are two shorter individuals that appear to have been children. the other four look to have been common adults but with the lacerations and tears all over their bodies it's a bit hard to tell.

Aelath?ha and Dale breath in the purple mist [temp loss of Con]

6 undead figures approach the doorway
4 adults and 2 children (the missing dead folk from the mines!)
They are each missing several teeth!

round 1
Aelath?ha generates a psionic shield around himself
Jarmok hits w/ axe
Maal hits 2x (with antlers and shield)
Jarmok easily fends off a couple of attacks
Sayer holds
Aelath?ha fends off an attack
Dale hits
Laren hits
Ragnor hits killing a zombie child
Aelath?ha is missed

round 2
Aelath?ha hits
Jarmok hits
Maal misses 2x
Sayer watches the rear - holding action
Jarmok parries a fist w/ shield
Dale hits with staff
Laren misses
Laren is missed
Ragnor hits destroying another zombie child

round 3
Aelath?ha hits with sword
Jarmok hits splitting zombie into a pile o? guts
Maal stabs zombie in eye with antlers and destroys it
Sayer holds
Dale hits
Laren hits
Ragnor hits with axe

round 4
Aelath?ha hits
Jarmok hits
Maal hits with antlers destroying last one

On the west end of the room is a large marble statue of a magnificent dragon.The statue is augmented with platinum highlighting the edges and ridgesof the dragon. The head of the dragon has been defaced and placed upon where the face should be is a large symbol with eyes at each point of a pentagram.

In front of the statue ia a large carved altar with dried rivers of blood creeping down the edges. The legs of the altar are carved wingless dragons reared up holding the altar with their front legs. On the altar are three naked bodies. the bodies have no injuries on them with the exception od a large hole cut in their chest where their heart should be. On one end of the altar is a large obsidian bowl with a soft angled rim. the outside of the bowl is etched with various symbols and inlaid with silver. In the bowl are three piles of ashes.

Upon the walls of the room are a multitude of exquisite reliefs in marble and inlaid with platinum. The ceiling is vaulted from corner to corner with cryptic divine symbols on the dome above.

On the north wall are two doors at opposite ends of the room.


2 doors on north wall
several folks listen at the doors
nothing is heard

Jarmok opens the east door

Opening the door you see that there is a 10' foyer leading into a 20'x20' room. In the room are two beds, chests, and desks. the frames of the beds appear to be in good condition. Both of the mattresses are musty and stripped down. the lids of the chests are opened and the chests are empty. The desks are also in good condition as are the pushed in chairs that accompany them. the tops of the desk are bare and there are 2 drawers on either side of both desks.

Laren finds a hidden compartment in floor
he detects no traps and opens it
a poison dart fires past him
he finds a small chest
he opens the chest and finds 2 scrolls and a ring
the desks are searched and three sheets of paper and three ink wells are found.

Dale investigates area and is able to determine that this temple was converted to temple of Takhisis from a temple of Paladine

Jarmok opens west door

Opening the door you see that there is a 10' foyer leading into a 20'x20' room. In the room are two beds, chests, and desks. the frames of the beds appear to be in good condition. One of the beds has been stripped down and the other appears to have been in use. Opposite of the used bed, upon the wall is a symbol resempling the one hanging on the statue in the temple. the lids of the chests are opened and the chests are empty. One of the desks has the chair pushe in and the other is angled out. The tops of the desk are bare and there are 2 drawers on either side of both desks.

Jarmok searches room for tracks/activity
it has recently been occupied
Laren searches/ransacks room
Laren finds another compartment in the floor here
he finds no trap and opens it cautiously
he finds a coffer containing 5 vials

retreat back out to stairs
Jarmok opens other door
hallway
turns to right (south) and angles left
door on north wall
south corridor (right turn) ends in door
left angle opens into chamber
Jarmok opens north door:

Opening the door you see a 10' foyer leading into a 20'x20' room. The room looks to have been burned out long ago. along the walls are piles of cinders. soot lines the walls and ceiling and placed about the room are six burned orc skeletons.

follow south passage
opening on right

The room open to the hallway has many tables and benches thrown aside to the walls. Many arrows stick out from the wood furniture and several of the skeletons that were once on the ground have been tossed upon the wood rubble. A few tables and benches look to have been in recent use with the ornamentation of dirty plates and utensils.

continue on to south door

Beyond the door you see a kitchen. There is a cooking hearth with many pans and pots scattered about. A soot covered chimney is cut into the stone wall and extends up.

Laren searches
exit on left:

This is a 20'x20' room filled with barrels and crates. it looks to be a pantry and storeroom for the kitchen. the stores are young and the containers speak of an age much younger than the rest of the trappings in the underground.

Dale removes stoppers on kegs draining the liquid onto the floor

leave and check out north chamber

This open entry room is lined with empty cobwebbed weapon racks. At the end of the room are target bails with multiple holes in them. The floor is smattered with bones speaking of a battle long over. The skeletons are that of humans, dwarves, and orcs. Hanging in the room is a purple cloud. within the cloud are 8 short upright skeltons with battle axes sporting a thin skin of rust.

8 dwarven skeletons in old chainmail approach

round 1
Laren attacks with club - misses
skeleton misses Aelath?ha
Dale misses
Aelath?ha misses
skeleton misses Ragnor
battleaxe bounces off Maal?s shield
skeleton misses Jarmok
Jarmok misses
another skeleton misses Maal
Maal attracts two attacks off opportunity as she grabs a heavy mace
Ragnor is missed on attack of opportunity
Ragnor grabs a mace from the wall
Sayer moves to safety

round 2
Laren withdraws out through the door
Aelath?ha is missed
Dale withdraws out through the door
Maal is hit for 5
Aelath?ha withdraws
Jarmok blocks with his shield
Maal is hit again
Maal tells Jarmok to retreat - she will cover the their retreat
Jarmok holds action and tells Maal to go first
Maal again tells Jarmok to go and attacks - misses
Jarmok ignores her request and attacks and hits
Ragnor uses energy missile to launch a firebomb - it explodes and damages a few, but none fall
Jarmok is missed
Sayer withdraws

round 3
Dale gets an empty barrel from the pantry and rolls it towards the armory
Jarmok is missed
Maal is missed
Maal is hit  and falls to the floor unconscious [crit for 16]
Jarmok quickly feeds Maal a potion, inviting several attacks of opportunity, but he is missed every time
Maal recovers and regains her feet [9 hp]
Ragnor controls object on a mace and flings it at a skeleton, hitting it in the head [3]

round 4
Jarmok is nicked
Maal is missed
Jarmok is missed
Maal is missed
Dale yells out a warning to Jarmok, Maal and Ragnor as he gets the barrel into position.
Maal finally withdraws (knowing that they are hopelessly outmatched and realizing that Jarmok is too stubborn to go first).
Aelath?ha withdraws.
Jarmok withdraws, but doesn?t pass Ragnor, as they retreat up the corridor.
Dale waits to roll the barrel.
Maal and Jarmok pass Dale (and Jarmok passes Ragnor who stops to help Dale).
Dale and Ragnor roll the barrel at the skeletons.
The barrel rolls over the skeletons and Dale and Ragnor retreat.

grab dead priests
everyone retreats outside
burn ogres
leave keep
walk to threshold with dead priests

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