Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Story Hour
4e Tallow's Deep
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nebulous" data-source="post: 4805189" data-attributes="member: 31465"><p><span style="font-size: 15px">Adventure #9: Skull Crusher</span></p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>After defeating the vitriolic owlbear and the elite goblin archers, the party has retreated to the owlbear’s lovely nest. The stinking, dirty straw does not hide much besides refuse and cracked bones, but Douvan does find a non-enchanted mithril necklace nestled at the bottom. They did not kill EVERY goblin behind them, but the survivors closed the door and have not pursued them so far. That, at least, is a good thing. </p><p></p><p>Their goblin prisoner, whose name they’ve never asked (or cared about), has crouched at the dead owlbear’s side, petting its bloodied feathers and quietly mumbling, “Poor Owlie, poor Owlie…” Some pet it was, the vicious monster, but then Raven the druid notices white chalk scribbled on the wall in goblin tongue: it is an age and height meter, starting at 6 months, to a year, to two years, etc, measuring the owlbear’s growth. But Blackjack could care less and punches the goblin in the back of the head and wrenches him to his feet. Whimpering, the prisoner begrudgingly complies, staring dagger of hate at his captors.</p><p></p><p>An unexplored goblin tunnel exits this chamber, and no other way can be found besides backtracking, so Merric takes the enchanted lantern and heads northward down the cramped passageway, dagger in hand. The others wait for him to return with a report.</p><p></p><p>Now, Merric is glad he can assist his comrades, but he is feels none too safe creeping alone yet again into dark, trapped goblin tunnels. He continues nevertheless for another fifty feet or so until the tunnel branches west and continues north. The west passage opens up into a room about ten feet high, with eight arrow slits embedded in the north wall, although no one is manning them. The halfing continues on past this room for a ways, finally coming upon a small twenty foot by ten foot chamber. A number of holes are dug in the wall, with stone platforms, like seats, embedded near the higher holes. In the center of the floor is an unconcealed wooden trapdoor. Not wanting to progress any further alone, and to aid his search, he returns and tells his comrades what he found. </p><p></p><p>They all advance, methodically poking and prodding walls for hidden doors which so often lie upon the path. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull2.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The first room they inspect is actually the back half of the spawning pool trap, where they were ambushed several sessions ago. There are no goblins here now, possibly having retreated to the False Ceiling Room to wait for their arrival. There is a single concealed goblin door exiting this chamber, and when Merric presses it open, he finds a small unadorned chamber with winch and chain pulley system that rises into the ceiling. They’re not sure what the purpose of this device is, but Merric does not take any chances and disables it anyway. </p><p><span style="color: red"></span></p><p><span style="color: red">[GM Note: Jeff, you actually disabled this trap earlier last session by hammering pitons into the cracks; it lowers a stone wall. There were tell-tale scuff marks on the walls in an adjacent tunnel].</span></p><p></p><p>The last room they find, with the trapdoor in the floor, is the infamous Watery Spike trap from the goblin’s vantage point. Three times the PCs have traversed this trap, the first of which they were grievously impaled by goblin spearmen hiding behind the walls. Merric opens the trapdoor, and hearing nothing, creeps down a ladder. The goblin tunnel levels out and runs underneath the trap, popping up in an adjacent chamber where the goblins could flank anyone between them. But no goblins are here, just their crude spears nestled in the corners, which Merric promptly shoves through the holes in the wall so they can’t be used again. </p><p></p><p>They have searched everywhere they can think of, save for the door at the end of the downward slanting slick tunnel, but that reeks of a trap they would rather leave alone. </p><p><span style="color: red"></span></p><p><span style="color: red">[GM Note: What the hell, I’ll go ahead and tell you; you slide along the ramp, the door hinges at the top, you bump through like dirty laundry thrown down a chute and fall into a deep maze of rat swarms…or worse…Muwa-hahahahahah!].</span></p><p></p><p><img src="http://www.zikadik.com/silverymoon/rattrap.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>That leaves one viable route, the False Ceiling room where dozens of archers were congregated, although the party has significantly thinned their ranks. Ultimately, the group decides to split up, Prong A and Prong B, and flank the goblins on the top level and bottom level. Douvan, Nari-lana and Jolen scuttle down the goblin tunnels and emerge at the lower area, where they can now see that the “ceiling” of the room is actually canvas disguised as rock. Merric, Blackjack, and Raven position themselves behind the upper level goblin door, ready to pop out and hopefully surprise any foes. Gripping their weapons in tight palms, the two groups coordinate as best they can and BURST into their respective chambers!</p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull3.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>But there are no goblins.</p><p></p><p>Especially on the upper level, where previously there were many foes left. They must have departed through…the archway?</p><p></p><p>Yes, there is an archway across from Merric that he did not notice on his prior surveillance of this room. He, Raven and Blackjack enter, circumventing the canvas floor and the raised iron gates. To the east lies an alcove with two winches and pulleys that operate the gate trap. Licking his lips, Merric spends a few minutes tinkering with the mechanism, and thinks he manages to rig it so that only the fake canvas will drop, and not the actual gates themselves. They never know when they might have to fall back to this point for an advantageous position. </p><p></p><p>Below, Nari-lana scouts ahead to the exit, but just sees a ten foot wide corridor stretching ahead and then bearing left. She does not advance any further, and they return to the top level with their comrades. </p><p></p><p>Merric and Raven peek into the western corridor on the top level once all the companions are reunited. They hear dripping water and a cool breeze ruffles their hair.</p><p></p><p>Oh no, not another aboleth lair! </p><p></p><p>Douvan and Merric poke forward and soon find a dark room where the floor abruptly drops into a black pool of water fifteen feet below. Dangling near the ledge is a crude wooden cage, large enough to fit five or six human-sized occupants. The cage is attached to a rope and pulley system that stretches across the entire chamber, and then Merric realizes he has seen this cage before…but from the goblin’s perspective. In a secret room to the sourth there are two gaff hooks that can be stretched out to snag the rope, most likely disabling the line and plunging the wooden cage into the water. Fortunately, Merric broke the hooks in case they ever chanced upon this room later on.</p><p></p><p>And then they hear water sloshing down below. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull4.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The bright lantern reveals an agitated maggot-white worm slithering in the water, coiling and uncoiling, a massive fanged eel of uncertain lethalness, but it sure ain’t pretty. </p><p></p><p>After searching for alternative secrets exits everywhere, and finding none, they decide to backtrack and head down through the False Ceiling room and venturing onward, searching for the worg den that, according to their reluctant prisoner, offers escape from this terrible warren. </p><p></p><p>The tunnel bends east, and soon Nari-lana and Douvan see a stone staircase winding up, up, up. They all pause, really, really not liking the looks of this. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull5.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull6.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>At the base of the stairwell lies a pile of dilapidated mining equipment and shattered crates. </p><p></p><p>“You…goblin, come ‘ere,” growls Blackjack, and jerks on the rope tethered to the goblin’s waist. The heroes decide to send their prisoner first, hopefully to trigger any traps that might be weight sensitive, and to make sure their foul-spirited prisoner is heavy enough, they attach rusted shovels, crowbars, and broken pick-axes to his body. Staggering under the excess weight, the miserable goblins clambers up the first step, his yellow legs wobbling, and with an exasperated wheeze, clambers up again. Merric volunteers to hold onto the rope, lest their prisoner get too far ahead and out of sight. Staying about ten feet back, Merric cautiously follows, eyes and ears alert to danger…</p><p></p><p>…and then Merric sees himself.</p><p></p><p>But a blurry, poorly-focused version of himself, just his face really, reflected back from a grainy mirror attached to the end of a pole that’s poking from a hidden alcove.</p><p></p><p>“There’s a—” Merric begins, but failing his initiative roll, the halfling can only watch in delayed horror as flames WHOOSH and light bursts from ahead. A large, flaming boulder is pushed out and immediately careens off the wall, barreling down at Merric and Nari-lana who were not but a few steps away. The prisoner, however, had just crossed the threshhold of the alcove, but the rope tethered to his waist cannot dodge the rocky ball of fire, and squealing, he’s jerked back, tumbling painfully down the stairs after the rogue and swordmage.</p><p></p><p>The boulder, thoroughly doused in flammable oil, is a terrible trap. It slams into Merric, bowling him off his feet and hurling him down the steps, his clothing catching on fire. Nari-lana is likewise swept away, while Douvan narrowly misses the boulder’s trajectory at the bottom of the staircase. It slams into the wall with a thunderous crack, showering sparks and greasy smoke in all directions. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull7.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Prone and burning, Merric and Nari-lana roll around in pain (both suffering severe damage and ongoing Fire), as Jolen, Raven and Douvan decide what to do. Their prisoner is squirming under all the weight of the tools attached to his body and can’t stand up. Merric leaps up, failing to pat out the flames, and decides to push the fight to the goblins anyway. He springs up the steps, a tiny, smoldering, angry little man, and leaps into the alcove where two goblins have failed to make an escape. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull8.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Merric viciously stabs a goblin through the breastbone, killing it instantly, and turns his ire to the other who is trying to defend itself with a pole and torch. Douvan and Nari-lana jog up the stairs to help Merric, but by the time they’re there the halfling has already skewered the second goblin, splattering black blood on the walls. </p><p></p><p>Fortunately for Merric, his position in the alcove saves him from the second burning boulder pushed out from another alcove (and Douvan fails to spot the mirror slyly watching their progress up the stairs.</p><p></p><p>“Look out!” shouts Douvan, but then the boulder is in their midst, blasting across the ranger, swordmage and druid, a fiery conflagration of sticky oil. </p><p></p><p><span style="color: red">[GM Note: I rolled 3 critical hits this encounter, so the PCs were taking high damage and failed consistently to save against ongoing damage].</span></p><p></p><p>All three heroes are knocked down to the base of the steps again, bloodied, bruised and burning. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull9.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Merric leaps deftly from one alcove to the next, but his swing misses, and the goblin retaliates with a vicious whack to Merric’s head with its torch.</p><p></p><p>Jolen uses Healing Word on Douvan, who has been hurt fairly badly by the boulders, but at one point or another nearly everyone is Bloodied during the encounter. Merric quickly dispatches the last goblin, and taking time to pat out of their flames and gain a breather, the group composes themselves and carefully ascends the last third of the stairwell, cautious of any more projectiles. </p><p></p><p>A dark tunnel bends northward, and they detect the flicker of torchlight. But soon afterward they hear the deep thrum of drums pounding somewhere in the inexplicable darkness of the goblin warrens, a war beat of unrelenting terror. The group files along, Blackjack tugging his miserable prisoner who is just barely clinging to life after being pummeled so much. The tunnel winds in an S-shape and ends at an open portcullis that accesses an extremely large, mostly empty room that fills them with dread. </p><p></p><p><img src="http://www.zikadik.com/silverymoon/skull10.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Nebulous, post: 4805189, member: 31465"] [size=4]Adventure #9: Skull Crusher[/size] [img]http://www.zikadik.com/silverymoon/skull1.jpg[/img] After defeating the vitriolic owlbear and the elite goblin archers, the party has retreated to the owlbear’s lovely nest. The stinking, dirty straw does not hide much besides refuse and cracked bones, but Douvan does find a non-enchanted mithril necklace nestled at the bottom. They did not kill EVERY goblin behind them, but the survivors closed the door and have not pursued them so far. That, at least, is a good thing. Their goblin prisoner, whose name they’ve never asked (or cared about), has crouched at the dead owlbear’s side, petting its bloodied feathers and quietly mumbling, “Poor Owlie, poor Owlie…” Some pet it was, the vicious monster, but then Raven the druid notices white chalk scribbled on the wall in goblin tongue: it is an age and height meter, starting at 6 months, to a year, to two years, etc, measuring the owlbear’s growth. But Blackjack could care less and punches the goblin in the back of the head and wrenches him to his feet. Whimpering, the prisoner begrudgingly complies, staring dagger of hate at his captors. An unexplored goblin tunnel exits this chamber, and no other way can be found besides backtracking, so Merric takes the enchanted lantern and heads northward down the cramped passageway, dagger in hand. The others wait for him to return with a report. Now, Merric is glad he can assist his comrades, but he is feels none too safe creeping alone yet again into dark, trapped goblin tunnels. He continues nevertheless for another fifty feet or so until the tunnel branches west and continues north. The west passage opens up into a room about ten feet high, with eight arrow slits embedded in the north wall, although no one is manning them. The halfing continues on past this room for a ways, finally coming upon a small twenty foot by ten foot chamber. A number of holes are dug in the wall, with stone platforms, like seats, embedded near the higher holes. In the center of the floor is an unconcealed wooden trapdoor. Not wanting to progress any further alone, and to aid his search, he returns and tells his comrades what he found. They all advance, methodically poking and prodding walls for hidden doors which so often lie upon the path. [img]http://www.zikadik.com/silverymoon/skull2.jpg[/img] The first room they inspect is actually the back half of the spawning pool trap, where they were ambushed several sessions ago. There are no goblins here now, possibly having retreated to the False Ceiling Room to wait for their arrival. There is a single concealed goblin door exiting this chamber, and when Merric presses it open, he finds a small unadorned chamber with winch and chain pulley system that rises into the ceiling. They’re not sure what the purpose of this device is, but Merric does not take any chances and disables it anyway. [color=red] [GM Note: Jeff, you actually disabled this trap earlier last session by hammering pitons into the cracks; it lowers a stone wall. There were tell-tale scuff marks on the walls in an adjacent tunnel].[/color] The last room they find, with the trapdoor in the floor, is the infamous Watery Spike trap from the goblin’s vantage point. Three times the PCs have traversed this trap, the first of which they were grievously impaled by goblin spearmen hiding behind the walls. Merric opens the trapdoor, and hearing nothing, creeps down a ladder. The goblin tunnel levels out and runs underneath the trap, popping up in an adjacent chamber where the goblins could flank anyone between them. But no goblins are here, just their crude spears nestled in the corners, which Merric promptly shoves through the holes in the wall so they can’t be used again. They have searched everywhere they can think of, save for the door at the end of the downward slanting slick tunnel, but that reeks of a trap they would rather leave alone. [color=red] [GM Note: What the hell, I’ll go ahead and tell you; you slide along the ramp, the door hinges at the top, you bump through like dirty laundry thrown down a chute and fall into a deep maze of rat swarms…or worse…Muwa-hahahahahah!].[/color] [img]http://www.zikadik.com/silverymoon/rattrap.jpg[/img] That leaves one viable route, the False Ceiling room where dozens of archers were congregated, although the party has significantly thinned their ranks. Ultimately, the group decides to split up, Prong A and Prong B, and flank the goblins on the top level and bottom level. Douvan, Nari-lana and Jolen scuttle down the goblin tunnels and emerge at the lower area, where they can now see that the “ceiling” of the room is actually canvas disguised as rock. Merric, Blackjack, and Raven position themselves behind the upper level goblin door, ready to pop out and hopefully surprise any foes. Gripping their weapons in tight palms, the two groups coordinate as best they can and BURST into their respective chambers! [img]http://www.zikadik.com/silverymoon/skull3.jpg[/img] But there are no goblins. Especially on the upper level, where previously there were many foes left. They must have departed through…the archway? Yes, there is an archway across from Merric that he did not notice on his prior surveillance of this room. He, Raven and Blackjack enter, circumventing the canvas floor and the raised iron gates. To the east lies an alcove with two winches and pulleys that operate the gate trap. Licking his lips, Merric spends a few minutes tinkering with the mechanism, and thinks he manages to rig it so that only the fake canvas will drop, and not the actual gates themselves. They never know when they might have to fall back to this point for an advantageous position. Below, Nari-lana scouts ahead to the exit, but just sees a ten foot wide corridor stretching ahead and then bearing left. She does not advance any further, and they return to the top level with their comrades. Merric and Raven peek into the western corridor on the top level once all the companions are reunited. They hear dripping water and a cool breeze ruffles their hair. Oh no, not another aboleth lair! Douvan and Merric poke forward and soon find a dark room where the floor abruptly drops into a black pool of water fifteen feet below. Dangling near the ledge is a crude wooden cage, large enough to fit five or six human-sized occupants. The cage is attached to a rope and pulley system that stretches across the entire chamber, and then Merric realizes he has seen this cage before…but from the goblin’s perspective. In a secret room to the sourth there are two gaff hooks that can be stretched out to snag the rope, most likely disabling the line and plunging the wooden cage into the water. Fortunately, Merric broke the hooks in case they ever chanced upon this room later on. And then they hear water sloshing down below. [img]http://www.zikadik.com/silverymoon/skull4.jpg[/img] The bright lantern reveals an agitated maggot-white worm slithering in the water, coiling and uncoiling, a massive fanged eel of uncertain lethalness, but it sure ain’t pretty. After searching for alternative secrets exits everywhere, and finding none, they decide to backtrack and head down through the False Ceiling room and venturing onward, searching for the worg den that, according to their reluctant prisoner, offers escape from this terrible warren. The tunnel bends east, and soon Nari-lana and Douvan see a stone staircase winding up, up, up. They all pause, really, really not liking the looks of this. [img]http://www.zikadik.com/silverymoon/skull5.jpg[/img] [img]http://www.zikadik.com/silverymoon/skull6.jpg[/img] At the base of the stairwell lies a pile of dilapidated mining equipment and shattered crates. “You…goblin, come ‘ere,” growls Blackjack, and jerks on the rope tethered to the goblin’s waist. The heroes decide to send their prisoner first, hopefully to trigger any traps that might be weight sensitive, and to make sure their foul-spirited prisoner is heavy enough, they attach rusted shovels, crowbars, and broken pick-axes to his body. Staggering under the excess weight, the miserable goblins clambers up the first step, his yellow legs wobbling, and with an exasperated wheeze, clambers up again. Merric volunteers to hold onto the rope, lest their prisoner get too far ahead and out of sight. Staying about ten feet back, Merric cautiously follows, eyes and ears alert to danger… …and then Merric sees himself. But a blurry, poorly-focused version of himself, just his face really, reflected back from a grainy mirror attached to the end of a pole that’s poking from a hidden alcove. “There’s a—” Merric begins, but failing his initiative roll, the halfling can only watch in delayed horror as flames WHOOSH and light bursts from ahead. A large, flaming boulder is pushed out and immediately careens off the wall, barreling down at Merric and Nari-lana who were not but a few steps away. The prisoner, however, had just crossed the threshhold of the alcove, but the rope tethered to his waist cannot dodge the rocky ball of fire, and squealing, he’s jerked back, tumbling painfully down the stairs after the rogue and swordmage. The boulder, thoroughly doused in flammable oil, is a terrible trap. It slams into Merric, bowling him off his feet and hurling him down the steps, his clothing catching on fire. Nari-lana is likewise swept away, while Douvan narrowly misses the boulder’s trajectory at the bottom of the staircase. It slams into the wall with a thunderous crack, showering sparks and greasy smoke in all directions. [img]http://www.zikadik.com/silverymoon/skull7.jpg[/img] Prone and burning, Merric and Nari-lana roll around in pain (both suffering severe damage and ongoing Fire), as Jolen, Raven and Douvan decide what to do. Their prisoner is squirming under all the weight of the tools attached to his body and can’t stand up. Merric leaps up, failing to pat out the flames, and decides to push the fight to the goblins anyway. He springs up the steps, a tiny, smoldering, angry little man, and leaps into the alcove where two goblins have failed to make an escape. [img]http://www.zikadik.com/silverymoon/skull8.jpg[/img] Merric viciously stabs a goblin through the breastbone, killing it instantly, and turns his ire to the other who is trying to defend itself with a pole and torch. Douvan and Nari-lana jog up the stairs to help Merric, but by the time they’re there the halfling has already skewered the second goblin, splattering black blood on the walls. Fortunately for Merric, his position in the alcove saves him from the second burning boulder pushed out from another alcove (and Douvan fails to spot the mirror slyly watching their progress up the stairs. “Look out!” shouts Douvan, but then the boulder is in their midst, blasting across the ranger, swordmage and druid, a fiery conflagration of sticky oil. [color=red][GM Note: I rolled 3 critical hits this encounter, so the PCs were taking high damage and failed consistently to save against ongoing damage].[/color] All three heroes are knocked down to the base of the steps again, bloodied, bruised and burning. [img]http://www.zikadik.com/silverymoon/skull9.jpg[/img] Merric leaps deftly from one alcove to the next, but his swing misses, and the goblin retaliates with a vicious whack to Merric’s head with its torch. Jolen uses Healing Word on Douvan, who has been hurt fairly badly by the boulders, but at one point or another nearly everyone is Bloodied during the encounter. Merric quickly dispatches the last goblin, and taking time to pat out of their flames and gain a breather, the group composes themselves and carefully ascends the last third of the stairwell, cautious of any more projectiles. A dark tunnel bends northward, and they detect the flicker of torchlight. But soon afterward they hear the deep thrum of drums pounding somewhere in the inexplicable darkness of the goblin warrens, a war beat of unrelenting terror. The group files along, Blackjack tugging his miserable prisoner who is just barely clinging to life after being pummeled so much. The tunnel winds in an S-shape and ends at an open portcullis that accesses an extremely large, mostly empty room that fills them with dread. [img]http://www.zikadik.com/silverymoon/skull10.jpg[/img] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
4e Tallow's Deep
Top