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<blockquote data-quote="Mahiro Satsu" data-source="post: 304619" data-attributes="member: 4970"><p>Episode II <strong>The Haunted Halls</strong> part 2</p><p></p><p>Eleasias 6—A sunny morning finds the Company of the Wolf setting off to the north, into Starwater Gorge. The path rises gradually from the trees into the rocky, scorpion-infested gorge, and soon the companions come upon a ruined, double-walled keep—the former fortress of the Bandit King Rivior, now known simply as the “Killing Keep.” A cursory survey turns up nothing but dust, rubble and a murder of startled crows. But Corwyn Black could have told them that...</p><p></p><p>Further up the gorge (approximately eight miles from Eveningstar), the Company discovers a pair of cracks in the rockface. And high above, Corwyn spies a barrel perched upon a cliff. A perilous climb discovers a rainbarrel and a small cave, and a terrifying fall elicits Bronn Spellforger’s wizardly acumen. Luckily, Corwyn’s death is averted as he settles gently to earth.</p><p></p><p>After plumbing the depths of an owlbear’s lair, and slaying the furious inhabitant, the Company enters the lightless and bleak Haunted Halls. An exploration of the lichen-encrusted entry halls discovers vermin and filth (monstrous spiders, scorpions and a nasty infestation of green slime) and several trinkets, but none of the malevolent ghosts that give the Halls their name. The Company returns to the owlbear cave for the night to regain their strength.</p><p></p><p>Eleasias 7—Back in the Halls, the Company adavnces quickly, setting off a triple crossbow trap. A faint gong is heard somewhere ahead. Finally the Company stumbles upon their quarry—a guardroom full of “demon imps”: yapping, chattering kobolds! </p><p></p><p>A deadly melee leaves the diminutive red dogs hacked to pieces, and the Company intact. Beyond a secret portal, the Company finds a shaft stretching upward into darkness, rusting grabirons affixed to one side. Although Corwyn is eager to scale it, the Company decides to turn back and replenish their strength.</p><p></p><p>That night they again make camp in the owlbear’s cave, the silent and enigmatic wild elf guarding them in her meditative state. </p><p></p><p>Eleasias 8—In the wee hours of the morning, Saeita alerts her friends to danger: a war-party of kobolds trekking past the cave mouth. Luckily, they are not discovered, but Daziel has an idea: remain awake until the kobolds return, hidden behind that rusted portcullis just within the Halls...</p><p></p><p>Once the Selûnite has prayed for the Power, and Bronn has studied his Art, the Company of the Wolf sets their trap in the entry chamber of the Halls. A far-off tapping of stone on stone catches the priest’s ear, but remains a mystery. </p><p></p><p>Sure enough, half of the kobolds return before dawn, and they are peppered with bolts from Daziel’s crossbows and arrows hurtling from Van's bow, blasted and frozen by Bronn’s icy daggers, crushed by Corwyn’s hammer and Saeita’s fists, and split from nave to chops by the keen axe of Velm. In but a few moments the kobolds are sprawled all about, bleeding.</p><p></p><p>The discovery of another secret portal leads the Company to a dusty, long-unused hall. They spend a good deal of time breaking through a stubborn, locked panel, to find a black bear rearing up on its hind legs! </p><p></p><p>Luckily, the bear is stuffed and on a wooden pedestal—but the companions’ luck does not stop there. They discover chests of gold coin, tapestries woven with precious metals, and a steel coffer holding gems. The only question is how they will carry their treasures to the sunlight...</p></blockquote><p></p>
[QUOTE="Mahiro Satsu, post: 304619, member: 4970"] Episode II [b]The Haunted Halls[/b] part 2 Eleasias 6—A sunny morning finds the Company of the Wolf setting off to the north, into Starwater Gorge. The path rises gradually from the trees into the rocky, scorpion-infested gorge, and soon the companions come upon a ruined, double-walled keep—the former fortress of the Bandit King Rivior, now known simply as the “Killing Keep.” A cursory survey turns up nothing but dust, rubble and a murder of startled crows. But Corwyn Black could have told them that... Further up the gorge (approximately eight miles from Eveningstar), the Company discovers a pair of cracks in the rockface. And high above, Corwyn spies a barrel perched upon a cliff. A perilous climb discovers a rainbarrel and a small cave, and a terrifying fall elicits Bronn Spellforger’s wizardly acumen. Luckily, Corwyn’s death is averted as he settles gently to earth. After plumbing the depths of an owlbear’s lair, and slaying the furious inhabitant, the Company enters the lightless and bleak Haunted Halls. An exploration of the lichen-encrusted entry halls discovers vermin and filth (monstrous spiders, scorpions and a nasty infestation of green slime) and several trinkets, but none of the malevolent ghosts that give the Halls their name. The Company returns to the owlbear cave for the night to regain their strength. Eleasias 7—Back in the Halls, the Company adavnces quickly, setting off a triple crossbow trap. A faint gong is heard somewhere ahead. Finally the Company stumbles upon their quarry—a guardroom full of “demon imps”: yapping, chattering kobolds! A deadly melee leaves the diminutive red dogs hacked to pieces, and the Company intact. Beyond a secret portal, the Company finds a shaft stretching upward into darkness, rusting grabirons affixed to one side. Although Corwyn is eager to scale it, the Company decides to turn back and replenish their strength. That night they again make camp in the owlbear’s cave, the silent and enigmatic wild elf guarding them in her meditative state. Eleasias 8—In the wee hours of the morning, Saeita alerts her friends to danger: a war-party of kobolds trekking past the cave mouth. Luckily, they are not discovered, but Daziel has an idea: remain awake until the kobolds return, hidden behind that rusted portcullis just within the Halls... Once the Selûnite has prayed for the Power, and Bronn has studied his Art, the Company of the Wolf sets their trap in the entry chamber of the Halls. A far-off tapping of stone on stone catches the priest’s ear, but remains a mystery. Sure enough, half of the kobolds return before dawn, and they are peppered with bolts from Daziel’s crossbows and arrows hurtling from Van's bow, blasted and frozen by Bronn’s icy daggers, crushed by Corwyn’s hammer and Saeita’s fists, and split from nave to chops by the keen axe of Velm. In but a few moments the kobolds are sprawled all about, bleeding. The discovery of another secret portal leads the Company to a dusty, long-unused hall. They spend a good deal of time breaking through a stubborn, locked panel, to find a black bear rearing up on its hind legs! Luckily, the bear is stuffed and on a wooden pedestal—but the companions’ luck does not stop there. They discover chests of gold coin, tapestries woven with precious metals, and a steel coffer holding gems. The only question is how they will carry their treasures to the sunlight... [/QUOTE]
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