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The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="(contact)" data-source="post: 1075" data-attributes="member: 41"><p><strong>3-- The Forge of Fury</strong></p><p></p><p>They arrive in the town of Blasingdell, Kyreel taking care not to show her face. The group meets with the Constable and other town leaders about the orcish activity operating out of Khundrukar. The Constable assures the party that they would come into the favor of Blasingdell were they to put a stop to this orcish activity. In addition, the dwarven merchant Kheldegan Tolm expresses an interest in purchasing any dwarven artifacts the group might recover.</p><p></p><p>In addition, Kheldegan tells the group the legend of Dugeddin the Black-- a master smith who was forced to leave his ancestral home when it was sacked by orcs. He fled to the mountains north of Blasingdell and built Khundrukar, the Forge of Fury. From there, he waged a decades-long war with Orcs until he was finally overrun, and Khundrukar looted.</p><p></p><p>Indy in particular seems interested in exploring dwarven ruins. In his conversations with Kheldegan, the young elf exhibits much knowledge about dwarves and the dwarven way of life. Despite his gruff intent, the merchant finds himself relating to Indianichus, beard or no.</p><p></p><p>The party determines to hire some help, and find themselves particularly attracted to a young man by the name of Rex, a local warrior with big dreams. Rex agrees to go along with the group for a half-share of treasure, or one gold piece a day, whichever is greater. He hopes to help his grandmother pay off the lean on her home, and buy himself a striding warhorse.</p><p></p><p>The group searches the mountain face of Khundrukar, and discovers a well-hidden and well-fortified entrance, along with a smoke-hole further up the side of the mount. Indy is made <em>invisible</em>, and scrambles down the hole, then returns with good news-- the hole leads to a cooking area, currently unoccupied. The perfect place for a quiet assault.</p><p></p><p>The group's first foray liberates a pair of halfling prisoners, and surprises the orcish shaman, killing her before she can fully prepare herself. Thelbar is able to decipher her diary, and determines that she came into possession of the star-cairn staff, assuming it to be a magic item, but once she determined that she could not activate its powers, she grew discouraged and traded the object to the 'lizard-people' that live below.</p><p></p><p>The group discovers a stair leading to a lower level, and starts down, only to be ambushed by huge, bat-sized mosquito creatures-- stirges! After a brief and horrific few minutes that nearly spells the end for Indy, the group is able to drag his sagging form back up the stairs and fend off the stirges with lit torches.</p><p></p><p>They surprise a pair of wandering orcs on their way back to the smoke hole and are able to kill them before the orcs can recover and summon reinforcements. The group limps away from Khundrukar and sets up a base camp. Several days pass while Indy recovers from the horrible leeching, and Rex takes the freed halflings back to Blasingdell and picks up more supplies.</p><p></p><p>The group determines that the haft for the blue orb lies beneath the orcish-occupied areas, but decide that leaving any orcs at their back would be a horrible tactical error. Thus, they are in agreement-- the orcs must be killed or driven from Khundrukar, both for tactical reasons as well as Noble Principle. An assault is planned.</p><p></p><p>When Indy fully recovers, he scouts out the smoke hole, and sure enough, the orcs have lit a huge fire beneath it, no doubt hoping to discourage further assault. Indy is made magically resistant to fire, turned<em> invisible</em>, given the ability to <em>spiderclimb</em> and granted <em>darkvision</em>. He creeps into the orcish chambers, taking an account of their numbers and defenses. There are a pair of close calls, but in the end, he makes it back to the group with heartening news: The orcs suspect the smoke-hole entrance, and have had to split their defenses guarding the smoke-hole and the main entrance. Better yet, the orcs guarding the fire are standing within <em>sleep</em> spell range of the fire itself, easy pickings for a mage looking down from the surface.</p><p></p><p>Using stealth (and the <em>sleep</em> spell), the characters make their way into Khundrukar for the second time. This time, they are moving purposefully from room to room, on a seek-and-destroy mission against the orcs. Robbed of their shaman, the orcs are not prepared to stand against a stealthy foe who strikes with deadly effect, then slips away into the darkness. The party kills the orcs in small groups, and finally finds themselves confronting the orcish leader Ulfe, an ogre of unusually bad temperment (which, given the fact he is an ogre, is extremely bad indeed). Ulfe hands Taran and Rex the beatings of their young lives, and may very well have killed the entire group, save for some last-minute heroics, a pair of critical strikes, and a well-placed sneak attack from Indy.</p><p></p><p>The group accepts the surrender of the last few orcs left alive, and takes them to Blasingdell, where they will face human justice. The party sets about looting the orcish home, and making themselves comfortable in their new base of operations for further assault on Khundrukar.</p><p></p><p>An assault that proves all too quick in the coming. Within 24 hours of the last orc breath taken in Khundrukar, the stirges have been eliminated, and the party has explored the lower level, discovering the caverns occupied by the "reptile folk"-- lizardmen and their giant lizard companions. Luckily the group is able to confront the toughest of the cruel lizards before attacking the mass of the lizardman population.</p><p></p><p>The fight is fierce and almost fatal for the party. The lizardmen are tenacious, and fight as if they have nothing to loose. The lizardman have a sorcerer amongst their number, and he turns the tables on Thelbar, attacking the party time and time again with magical <em>sleep</em>. Thankfully, Rex proves entirely resistant to the sorcerer's spells, and saves the party with his accurate crossbow fire. All is almost lost as the sorcerer's pet lizard rampages through the sleeping group, but fortunately, Taran is able to rouse himself and run the beast through from a prone position just before its jaws sink into Thelbar's throat.</p><p></p><p>Badly shaken, and severely wounded, the party is forced to flee to the orcish warrens, and hide themselves in the shaman's disgusting lair. By the time they return to finish off the remaining lizardfolk, they discover that the remainder of the clan has fled. It seems that they fled in a hurry, because they left quite a bit of their treasure behind. But they must have also fled purposefully, for they have taken the best of their treasure with them, including the haft to the blue orb.</p></blockquote><p></p>
[QUOTE="(contact), post: 1075, member: 41"] [b]3-- The Forge of Fury[/b] They arrive in the town of Blasingdell, Kyreel taking care not to show her face. The group meets with the Constable and other town leaders about the orcish activity operating out of Khundrukar. The Constable assures the party that they would come into the favor of Blasingdell were they to put a stop to this orcish activity. In addition, the dwarven merchant Kheldegan Tolm expresses an interest in purchasing any dwarven artifacts the group might recover. In addition, Kheldegan tells the group the legend of Dugeddin the Black-- a master smith who was forced to leave his ancestral home when it was sacked by orcs. He fled to the mountains north of Blasingdell and built Khundrukar, the Forge of Fury. From there, he waged a decades-long war with Orcs until he was finally overrun, and Khundrukar looted. Indy in particular seems interested in exploring dwarven ruins. In his conversations with Kheldegan, the young elf exhibits much knowledge about dwarves and the dwarven way of life. Despite his gruff intent, the merchant finds himself relating to Indianichus, beard or no. The party determines to hire some help, and find themselves particularly attracted to a young man by the name of Rex, a local warrior with big dreams. Rex agrees to go along with the group for a half-share of treasure, or one gold piece a day, whichever is greater. He hopes to help his grandmother pay off the lean on her home, and buy himself a striding warhorse. The group searches the mountain face of Khundrukar, and discovers a well-hidden and well-fortified entrance, along with a smoke-hole further up the side of the mount. Indy is made [i]invisible[/i], and scrambles down the hole, then returns with good news-- the hole leads to a cooking area, currently unoccupied. The perfect place for a quiet assault. The group's first foray liberates a pair of halfling prisoners, and surprises the orcish shaman, killing her before she can fully prepare herself. Thelbar is able to decipher her diary, and determines that she came into possession of the star-cairn staff, assuming it to be a magic item, but once she determined that she could not activate its powers, she grew discouraged and traded the object to the 'lizard-people' that live below. The group discovers a stair leading to a lower level, and starts down, only to be ambushed by huge, bat-sized mosquito creatures-- stirges! After a brief and horrific few minutes that nearly spells the end for Indy, the group is able to drag his sagging form back up the stairs and fend off the stirges with lit torches. They surprise a pair of wandering orcs on their way back to the smoke hole and are able to kill them before the orcs can recover and summon reinforcements. The group limps away from Khundrukar and sets up a base camp. Several days pass while Indy recovers from the horrible leeching, and Rex takes the freed halflings back to Blasingdell and picks up more supplies. The group determines that the haft for the blue orb lies beneath the orcish-occupied areas, but decide that leaving any orcs at their back would be a horrible tactical error. Thus, they are in agreement-- the orcs must be killed or driven from Khundrukar, both for tactical reasons as well as Noble Principle. An assault is planned. When Indy fully recovers, he scouts out the smoke hole, and sure enough, the orcs have lit a huge fire beneath it, no doubt hoping to discourage further assault. Indy is made magically resistant to fire, turned[i] invisible[/i], given the ability to [i]spiderclimb[/i] and granted [i]darkvision[/i]. He creeps into the orcish chambers, taking an account of their numbers and defenses. There are a pair of close calls, but in the end, he makes it back to the group with heartening news: The orcs suspect the smoke-hole entrance, and have had to split their defenses guarding the smoke-hole and the main entrance. Better yet, the orcs guarding the fire are standing within [i]sleep[/i] spell range of the fire itself, easy pickings for a mage looking down from the surface. Using stealth (and the [i]sleep[/i] spell), the characters make their way into Khundrukar for the second time. This time, they are moving purposefully from room to room, on a seek-and-destroy mission against the orcs. Robbed of their shaman, the orcs are not prepared to stand against a stealthy foe who strikes with deadly effect, then slips away into the darkness. The party kills the orcs in small groups, and finally finds themselves confronting the orcish leader Ulfe, an ogre of unusually bad temperment (which, given the fact he is an ogre, is extremely bad indeed). Ulfe hands Taran and Rex the beatings of their young lives, and may very well have killed the entire group, save for some last-minute heroics, a pair of critical strikes, and a well-placed sneak attack from Indy. The group accepts the surrender of the last few orcs left alive, and takes them to Blasingdell, where they will face human justice. The party sets about looting the orcish home, and making themselves comfortable in their new base of operations for further assault on Khundrukar. An assault that proves all too quick in the coming. Within 24 hours of the last orc breath taken in Khundrukar, the stirges have been eliminated, and the party has explored the lower level, discovering the caverns occupied by the "reptile folk"-- lizardmen and their giant lizard companions. Luckily the group is able to confront the toughest of the cruel lizards before attacking the mass of the lizardman population. The fight is fierce and almost fatal for the party. The lizardmen are tenacious, and fight as if they have nothing to loose. The lizardman have a sorcerer amongst their number, and he turns the tables on Thelbar, attacking the party time and time again with magical [i]sleep[/i]. Thankfully, Rex proves entirely resistant to the sorcerer's spells, and saves the party with his accurate crossbow fire. All is almost lost as the sorcerer's pet lizard rampages through the sleeping group, but fortunately, Taran is able to rouse himself and run the beast through from a prone position just before its jaws sink into Thelbar's throat. Badly shaken, and severely wounded, the party is forced to flee to the orcish warrens, and hide themselves in the shaman's disgusting lair. By the time they return to finish off the remaining lizardfolk, they discover that the remainder of the clan has fled. It seems that they fled in a hurry, because they left quite a bit of their treasure behind. But they must have also fled purposefully, for they have taken the best of their treasure with them, including the haft to the blue orb. [/QUOTE]
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