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<blockquote data-quote="doghead" data-source="post: 2814771" data-attributes="member: 8243"><p><strong>Due to a database crash, 5 months of posts have been lost. The following is a short summary of events.</strong></p><p></p><p>After leaving Orussus, the party of six headed east along the Orussus-Fenton road. Just outside of Fenton, with the town no more than a mile away, they ran into a group of four young nobles. The nobles were arrogant and provocative, but the adventurers, with urging from the Cleric of Sela, kept their cool and trouble wsa avoided.</p><p></p><p>The sergeant of the watch, a squad of whom had rushed out upon seeing the adventurers and noble exchanging words, suggested a farm just a outside the town. The suggestion was taken up.</p><p></p><p>The next day the group headed south down the Fenton-Lithrin road, reaching the River Roars and the Guardia bridge as darkness approached. After camping on at a sight beside the bridge, they continued their journey the next day. The Grellgo was crossed via the Bainlunder Ford, and the trek east across the Bainlunder Hills began.</p><p></p><p>That evening, while searching for a place to camp, the party spotted a fire. Upon investigating it, they came upon an ogre. They attacked and, after a fairly tough fight, eventually killed the ogre. Through a small gap in the rocks, they found a cave, and from the cave they heard a call for help. Investigating once more, for they like most adventurers were curious people, they found a door and behind that a man.</p><p></p><p>The man was Tomas, a Bainlunder shepherd. He had been captured by the ogre and locked behind the door. He offered the hospitality of Bainlunder Lodge, and the party accepted. Hot food and a warm bed always beats hard ground and a damp blanket.</p><p></p><p>At the lodge offence was unintentionally given, and hot words exchanged. The offer of hospitality was withdrawn and the party left the lodge. Outside however, one of the younger sons of the lodge pointed out a barn, unused at that time of year, where they could stay warm and dry for the night.</p><p></p><p>The next morning, Tomas took the adventurers back to the ogre's cave. For after rescuing the young shepherd, he had told them of the monstrous dark things that he had encountered deeper inside the cave, behind the door. Again curious, they had decide to investigate and the shepherd had promised to guide them back the next day.</p><p></p><p>Down a narrow passage they went until they came upon a large chamber. There they were attacked by four skeletons. The warriors dispatched the skeletons with ease after the Cleric of G. left the skeletons cowering in the corner. Using clever magic, the party discovered a secret door, and the mechanism to open it.</p><p></p><p>The party continued into the next room. A crystal ball hung in the center of the room, illuminating it with a clear white light. On the west wall there was a locked iron door. To the east was a passage way with numerous alcoves leading off it. There the adventurers were attcked by four zombies. Once again, the Cleric of G. sent them scurrying to the far corners of the passage and alcoves, where the warriors dispatched them easily.</p><p></p><p>After busting open the locked door, the party found a short passage way leading to a set of stairs going down. While decending the stairs, one of their number was attacked from the shadows by a shadow. Then it fled intothe walls, only to reappear at the bottom of the stairs and attack again before once more dissappearing.</p></blockquote><p></p>
[QUOTE="doghead, post: 2814771, member: 8243"] [B]Due to a database crash, 5 months of posts have been lost. The following is a short summary of events.[/B] After leaving Orussus, the party of six headed east along the Orussus-Fenton road. Just outside of Fenton, with the town no more than a mile away, they ran into a group of four young nobles. The nobles were arrogant and provocative, but the adventurers, with urging from the Cleric of Sela, kept their cool and trouble wsa avoided. The sergeant of the watch, a squad of whom had rushed out upon seeing the adventurers and noble exchanging words, suggested a farm just a outside the town. The suggestion was taken up. The next day the group headed south down the Fenton-Lithrin road, reaching the River Roars and the Guardia bridge as darkness approached. After camping on at a sight beside the bridge, they continued their journey the next day. The Grellgo was crossed via the Bainlunder Ford, and the trek east across the Bainlunder Hills began. That evening, while searching for a place to camp, the party spotted a fire. Upon investigating it, they came upon an ogre. They attacked and, after a fairly tough fight, eventually killed the ogre. Through a small gap in the rocks, they found a cave, and from the cave they heard a call for help. Investigating once more, for they like most adventurers were curious people, they found a door and behind that a man. The man was Tomas, a Bainlunder shepherd. He had been captured by the ogre and locked behind the door. He offered the hospitality of Bainlunder Lodge, and the party accepted. Hot food and a warm bed always beats hard ground and a damp blanket. At the lodge offence was unintentionally given, and hot words exchanged. The offer of hospitality was withdrawn and the party left the lodge. Outside however, one of the younger sons of the lodge pointed out a barn, unused at that time of year, where they could stay warm and dry for the night. The next morning, Tomas took the adventurers back to the ogre's cave. For after rescuing the young shepherd, he had told them of the monstrous dark things that he had encountered deeper inside the cave, behind the door. Again curious, they had decide to investigate and the shepherd had promised to guide them back the next day. Down a narrow passage they went until they came upon a large chamber. There they were attacked by four skeletons. The warriors dispatched the skeletons with ease after the Cleric of G. left the skeletons cowering in the corner. Using clever magic, the party discovered a secret door, and the mechanism to open it. The party continued into the next room. A crystal ball hung in the center of the room, illuminating it with a clear white light. On the west wall there was a locked iron door. To the east was a passage way with numerous alcoves leading off it. There the adventurers were attcked by four zombies. Once again, the Cleric of G. sent them scurrying to the far corners of the passage and alcoves, where the warriors dispatched them easily. After busting open the locked door, the party found a short passage way leading to a set of stairs going down. While decending the stairs, one of their number was attacked from the shadows by a shadow. Then it fled intothe walls, only to reappear at the bottom of the stairs and attack again before once more dissappearing. [/QUOTE]
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