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Olaf the Stout's Story Hour - "Shackled to the Age of Worms"
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<blockquote data-quote="Olaf the Stout" data-source="post: 6260558" data-attributes="member: 13703"><p><u><strong>Session 10 - Dourstone Mine</strong></u></p><p></p><p>As scribed by Roku Gimball</p><p></p><p>We are far from content with this decision.</p><p></p><p>Our band is not of one mind on this – can we hope to survive as we venture into the very heart of the enemy stronghold?</p><p></p><p>We glean as much useful information from Allustan as we can – and also head back to the Feral Dog, where we bribe a miner to tell us as much as he knows about the guards, their placement, numbers and arms. We ask for, and obtain – for a price – Kullen's help to gain employment riding in two delivery carts taking supplies into the mine.</p><p></p><p>We secret our weapons on board, but are able to wear our full armour as we travel down the passageway toward the prohibited area. We leave the carts with 2 guards we have bribed and head off down a short passage to find it boarded up and blocked. But Traeven soon finds the way through and we proceed further in to find a hand operated lift mechanism – designed to lower men and equipment down into the depths of the mine.</p><p></p><p>We have no option but to continue – so we all get on board and lower ourselves some 200 feet. As we alight at the bottom we find 2 tieflings standing next to the doorway. We unsuccessfully try to bluff our way past but they are not to be fooled. A quick fight ensues and we kill them.</p><p></p><p>We take a key from their bodies, finding them covered in tattoos and symbols of Hextor. Not an encouraging sign. Ezio and Traeven take chain mail face masks from them, hoping to use them later to hide our appearance.</p><p></p><p>We continue to a vast domed hall, obviously fashioned by expert artisans. Beautiful black marble pillars and arches are everywhere around us. Even the floor is spectacularly crafted in marble. </p><p>In one area is a large pool of dark liquid. In another a spiral stone stairway winds up the walls – and we see 3 wider landings above us at different levels. The domed ceiling is some 60 feet high, and immediately above the pool of liquid. A large unmarked marble door sits at the West wall.</p><p></p><p>We note blood stains around the pool and lower platform and also ashes and scratch marks from metal implements. This does not look good – but what else were we to expect?</p><p></p><p>We search around and find a few small items of value. Traeven then picks the lock of the western door. It seems to have seen little use – so we return.</p><p></p><p>We try another door – this one covered with symbols of Hextor. Using the key taken from the tieflings – we force our way in to find numerous skeletons covered with bloodstained armour with bells hanging all over them. There is no hope of a quick silent fight here – the noise from the bells alerts everything for hundreds of feet in every direction.</p><p></p><p>Amongst the skeletons we see more tieflings – and also some strangely attired cultists are hovering at the back. They don’t attack us – leaving the dirty work to the skeleton fighters.</p><p></p><p>As we quickly cut down the skeletons, who are no match for our band, the cultists and tieflings withdraw through doorways down a small corridor at the rear. We cannot prevent them escaping, even though Aramil is able to inflict some slight damage with his bow. The rest of us cannot get close to them before they are gone.</p><p></p><p>We rush to follow them, but suddenly a huge boar charges through the corridor and attacks us. Cirian's Ray of Enfeeblement makes short work of it however, and we kill it with relative ease. But the tieflings and cultist mages have escaped, and our presence here is now known to all our enemies in this place.</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 6260558, member: 13703"] [U][B]Session 10 - Dourstone Mine[/B][/U] As scribed by Roku Gimball We are far from content with this decision. Our band is not of one mind on this – can we hope to survive as we venture into the very heart of the enemy stronghold? We glean as much useful information from Allustan as we can – and also head back to the Feral Dog, where we bribe a miner to tell us as much as he knows about the guards, their placement, numbers and arms. We ask for, and obtain – for a price – Kullen's help to gain employment riding in two delivery carts taking supplies into the mine. We secret our weapons on board, but are able to wear our full armour as we travel down the passageway toward the prohibited area. We leave the carts with 2 guards we have bribed and head off down a short passage to find it boarded up and blocked. But Traeven soon finds the way through and we proceed further in to find a hand operated lift mechanism – designed to lower men and equipment down into the depths of the mine. We have no option but to continue – so we all get on board and lower ourselves some 200 feet. As we alight at the bottom we find 2 tieflings standing next to the doorway. We unsuccessfully try to bluff our way past but they are not to be fooled. A quick fight ensues and we kill them. We take a key from their bodies, finding them covered in tattoos and symbols of Hextor. Not an encouraging sign. Ezio and Traeven take chain mail face masks from them, hoping to use them later to hide our appearance. We continue to a vast domed hall, obviously fashioned by expert artisans. Beautiful black marble pillars and arches are everywhere around us. Even the floor is spectacularly crafted in marble. In one area is a large pool of dark liquid. In another a spiral stone stairway winds up the walls – and we see 3 wider landings above us at different levels. The domed ceiling is some 60 feet high, and immediately above the pool of liquid. A large unmarked marble door sits at the West wall. We note blood stains around the pool and lower platform and also ashes and scratch marks from metal implements. This does not look good – but what else were we to expect? We search around and find a few small items of value. Traeven then picks the lock of the western door. It seems to have seen little use – so we return. We try another door – this one covered with symbols of Hextor. Using the key taken from the tieflings – we force our way in to find numerous skeletons covered with bloodstained armour with bells hanging all over them. There is no hope of a quick silent fight here – the noise from the bells alerts everything for hundreds of feet in every direction. Amongst the skeletons we see more tieflings – and also some strangely attired cultists are hovering at the back. They don’t attack us – leaving the dirty work to the skeleton fighters. As we quickly cut down the skeletons, who are no match for our band, the cultists and tieflings withdraw through doorways down a small corridor at the rear. We cannot prevent them escaping, even though Aramil is able to inflict some slight damage with his bow. The rest of us cannot get close to them before they are gone. We rush to follow them, but suddenly a huge boar charges through the corridor and attacks us. Cirian's Ray of Enfeeblement makes short work of it however, and we kill it with relative ease. But the tieflings and cultist mages have escaped, and our presence here is now known to all our enemies in this place. [/QUOTE]
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Olaf the Stout's Story Hour - "Shackled to the Age of Worms"
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