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Aftermath II - Free Agents

Rybaer said:
Rurik was particularly distraught as this entire trip down into the ruins was for his personal holy mission - if any should fall in battle while fulfilling it, the dwarf felt it should have been him.
Yeah, we agreed. :D Especially Nigel after his run in with the Dwarves of Mt. Goldforge. I felt I was given a double Christmas present since I was resurrected and not made to bring in another character. Up to this point my character had been whining about how many near-fatal encounter he had recently. I wanted to do something with Zalman's personality that would reflect a personal change due to the remarkable circumstances around dying and coming back. Z would need some "down time" where he was not fighting for his life every few minutes before he could decide what to do.
 

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Missions from Dwarves

Amblin in: I missed a few in there, sorry. I'll now do my best to fill in. The fight with the mind flare. As I recall we all agreed to flee, and before we left the safety of the Kings chamber we figured that the secrect door most likely lead to the antechamber. We also figured it would be narrow, and we didn't want to fight the Flayer there. Flee I'm pretty sure was still the main objective. Being right about some things doesn't make the wrong part any better. We were right about both things. The stairs lead up, and we didn't want to fight the Flayer in the narrows.

Zman finally found the death of his own choosing. We were out. Close the door and say good bye to Moltar. I didn't want to do that personaly. So I'm glad Z felt the need to torch some rats, and it was very entertaining to figure out the trapezes move off the drooling halfling, and the truely gratuitous pommelling of something already dead is a good way to relieve the stress of losing a friend.


Now we all got toys to play with. Thats cool, but still no dwarves, and know idea why minotars are buried in a dwarven city. I'm about tired of this whole place and ready to go. These boots are actually kinda comfy. Not nearly as heavy as you'd think. Then look about as angry as I feel. Cool. Hey I can walk on walls too. How about that. O.K. lets go kick some butt. Amblin out.
 

Session #12.6 - Meet the neighbors


After a long, comfortable rest the group left the temple of Nur. They closed the violet crystal doors behind them and proceeded back to the intersecting room with the thick brown mold growing on the ceiling. The only other exit was a hallway with a staircase leading up. Bommer scouted ahead and found that at the top of the steps the hallway continued another thirty feet and ended at a closed stone door. He crept up to it (climbing on the walls, of course) and could make out the grunting and laughing sounds beyond. Listening carefully, he couldn't make out the words but hazarded a guess that there were only a couple voices. He gave the door a quick inspection and concluded that it was probably not trapped and there was no locking mechanism.

Bommer returned to the others and filled them in on what he'd found. Based on the footprints Nigel had seen earlier (ogre-ish), everyone felt it was a reasonably safe assumption that whoever was behind that door was not going to give them a warm reception. Sneaking in was not likely to work, so they decided to take the direct approach - fling the door open and storm through.

Planning and execution are, of course, completely different animals. Rurik and Amblin were prepared to open the door and charge in first. Nigel would offer cover with arrows, Bommer would slip in along the wall, and Zalman would hold back for spell support. They turned the door's handle silently and tried to fling it open. The door opened a whole inch before hitting an obstruction.

From within the room came the sound of surprise and chairs scraping across the stone floor. Amblin and Rurik both threw their weight behind the door and managed to push it open just enough to squeeze through. Amblin led the way and two ogres promptly threw a couple javelins at him. One missed harmlessly and the other he deftly turned aside mid-air. Rurik managed to get himself stuck about halfway through the door while Bommer slipped in above him on the walls. Nigel, though the small gap in the door, caught just enough of a glimpse of one of the ogres to fire an arrow over Rurik's head. As always, the arrow struck home. Nigel savored to the delicious sound of electricity crackling off the arrow courtesy of his new magic bow Star Slayer.

Amblin engaged the closer of the two ogres, forcing it to grab the massive club it had left propped against the wall. Rurik finally squeezed through the door and joined Amblin while wielding his new axe Sleet. Zalman, from out in the hallway, summoned a couple celestial dogs to help harass the ogres. When the first ogre fell to the combined efforts of Amblin and Rurik's pounding, Bommer's flanking attack from above, Nigel's arrows, and a pack of dogs, the second ogre decided that things didn't look so good for him. He started pounding on the stone door opposite the one the group had forced open and bellowed for help.

The combined might of the group took down the second ogre with little fuss. They quickly took stock of the room's contents: a table with some coin and dice on it, three chairs, a couple stacks of javelins, a small wood barrel with water, a large stone barrel (blocking the door they'd entered), some chewed-on bones, and a pair of now dead ogres. The only exit was through another door, which Bommer was busy checking over. Like the previous one, it appeared untrapped and had no locking mechanism. In spite of the ogre pounding on it and yelling for help, neither Bommer nor Nigel could hear a sound coming from the other side.

"Continue?" Nigel asked.

"They probably know we're here," Zalman said.

"So there's no point in giving them any more time to prepare," Rurik said and started to push the next door open. Again, it was blocked from the other side by a large stone barrel. They were able to push it aside with some teamwork to reveal another dark hallway beyond. The hall made a sharp left and led up another set of stairs. At the top, it widened and firelight lit the ceiling and walls.

While the others waited downstairs, Bommer scouted ahead. The room above was long and somewhat angular, lit by a pair of torches set in the walls. An ogre was slumped over a round table near the far end of the room and two side passages branched off left and right. He silently slipped into the room and looked down each side passage, finding that both ended after a short distance in closed stone doors. He then crept up to the ogre, which he found to be breathing deeply as if asleep. A nearly empty jug of some foul liquor sitting on the table gave him a good idea that this ogre was not likely to wake easily.

Bommer noticed that Amblin had crept up the stairs behind him to see how things were going. The halfling motioned for him to bring the others up. Meanwhile, he carefully climbed up the back of the sleeping ogre's chair and quietly slit his throat. It was ruthless but effective, and he'd learned through years of scouting orc encampments that you never left a potential enemy behind if it could possibly be avoided.

When the others had arrived, Bommer checked and listened at both doors. Nothing. They checked the one to the left first and found a couple crude sleeping pallets and some personal effects. Nothing of any value or interest.

The door to the right led to another hallway running both left and right. To the right, the passage continued a short way before turning left. Down the left side, there was a door on the right side, a widened section of hallway, and then a T-intersection much further down. A couple lit torches were set in sconces along the corridor's length. Aside from the crackle of the torches, the only sound anyone could hear was a faint rhythmic drone coming from their right. Amblin poked his head around the corner down this direction and found another long hallway with four doors staggered along its length and an open room at the far end.

The group decided to continue down the left hall first. Through the door just across the hallway they found an old storeroom that had wide cracks in portions of the walls. There was little else of interest, so they continued on. The widened section of the hallway revealed a large stone door with Moradin's holy symbol inscribed upon it. Four huge steel beams embedded in stacks of stone slabs blocked the door shut.

"Hmmm, Moradin's symbol," Rurik pointed out. "I'm guessing dwarves are that way." Everyone else concurred that it was a good bet. They also agreed to inspect the rest of the immediate area first, though, as trying to get through the beams and stone would not be quiet work.

At the T-intersection, they found another corridor with many doors along its length. To the right, four doors and a collapsed hallway beyond that. To the left, five doors including one at the dead end. They checked the rooms to the right and found one to be unoccupied sleeping quarters, one full of collapsed rubble, one with rotting refuse, and the last to lead to a natural cave system. Nigel checked for tracks and found that there was considerably evidence of ogre foot traffic through the cave. Best guess was that it led to an exit above ground somewhere further inland.

They left the cave alone for now and checked the other end of the hallway. The rooms down here all appeared to be sleeping quarters, one of which was occupied by a sleeping ogre. Bommer dispatched him by climbing on the ceiling above and then gently floating down via his Ring of Featherfall. He thought it was clever, the others thought he was showboating. They said nothing, though, as he was ultimately successful in quietly dispatching the ogre.

Through the door at the end of the hallway, Bommer and Nigel could hear very faint sounds. Nothing identifiable, but it did not sound like conversation. Everyone gathered up his weapon and Rurik and Amblin flung the door open and charged. The room was long and rectangular. The only furnishing was a table laden with the rear end of a half-eaten horse carcass (it looked remarkably like one of the ones they'd left tied to a tree a day earlier). Two female ogres and a trio of infants were half dozing upon a pile of filthy rags and straw. They perked up instantly at the sound of the door opening.

There were a few moments of hesitation as the group wrestled with the moral implications behind assaulting a couple women and their children, even if they were vile ogres. The dilemma was soon resolved when the ogre females started shouting and moved to attack. Both were dispatched with minimal fuss and the infants were slain, not without a few pangs of guilt.

"Better go cover the hallway," Nigel said. "With all that yelling, anyone left is bound to come charging."



Next session: Someone comes charging.
 

The debate of good vs. evil is overplayed. I am sure Amblin will agree that as long as order is maintained good and evil will sort themselves out. (Lawful Neutral)

The ogres and their children were slain where they layed because we wouldn't leave anyone behind us to threaten us later. Was it right? Was it wrong? It doesn't matter - it was a threat and it had to be eliminated. If it was a creature we might have been able to negotiate with, we would have done so. I have, personally, never heard of anyone entering parley with an ogre. Was that blasted female ogre screaming for help from the people we already dispatched... or is there someone else?
 

Nigel Notes:

Oh, man…. That mind flayer thing was interesting to say the least. Especially since Nigel got to spend most of it contemplating his navel. Or whatever elven equivalent there is to a navel. He was more than a little upset that he let himself get pretty much taken out of the fight. While he didn't blame himself for what happened to Z, Nigel was convinced it could have been avoided if only he had been a 'little stronger' in shaking off the effects of whatever-it-was that thing did to him. Especially the second time. Nigel has a really bad habit of failing Will and Fort saving throws for some reason. But that part of the story had a happy ending, so….

When Amblin's player told us that he was planning to us Bommer as a trapeze, everyone in the room looked at him with a "You're gonna do what?" expression. But that part of the story also had a happy ending, so…

Nigel had a crisis of conscience with accepting the Minotaur's gift. He doesn't always seek out a temple whenever possible, and sometimes he's a little lax on praying and reflecting as much as he should, but is a fairly devout follower of Ehlonna and wasn't real sure if making an oath to a different pantheon would be a good idea. Eventually he was assured that Moradin and Ehlonna were on good enough terms with each other that she would not be angered. So he got Star Slayer and now has just obscene pluses to hit and damage when using it. I'm OK with that as he's fairly useless doing anything else besides hiding and spotting. Occasionally he can track, but that's about it.:D

Nigel savored to the delicious sound of electricity crackling off the arrow courtesy of his new magic bow Star Slayer.

Well, I dunno if he "savored to the delicious sound". "Was giddy with excitement" would be a little more accurate. Nigel's not much of a savoring kind of guy, but he has been known to get giddy.

If I remember right, Nigel only hesitated briefly in the ogre nursery. Someone started screaming, and that was bad. He didn't enjoy it at all, but there really was no other choice. You gotta do what you gotta do.

And the greatest clusterscrew our group ever perpetrated hasn't even happened yet.:eek:

F dwarfs.
 

Amblin in: It isn't till after I get to rest, and dream again and again of my foot crushing the babies head into the mothers chest. She was feeding her baby in her house, and we broke in ahd killed them all. Yeah I have issues with this that will come to play later. After the dreams. Amblin out
 

Amblin said:
Amblin in: It isn't till after I get to rest, and dream again and again of my foot crushing the babies head into the mothers chest. She was feeding her baby in her house, and we broke in ahd killed them all. Yeah I have issues with this that will come to play later. After the dreams. Amblin out



The introduction of infant ogres was intentional on two levels. First, I wanted to give this place more of a tribal home feel. This is where they slept, ate, and reared their young. Second, I was curious to see how they dealt with innocent "monsters" on an ethical/moral level. They handled it pretty much as expected - kill the adults outright, and then kill the infants and deal with the ethical issues when it was safe to do so.

I had allowed some latitude for them to deal with the ogres by way of negotiation or bribery. The ogres, after all, lived in fear of certain other residents of the ruins. With some creative diplomacy or promises, they could have gotten through this section without bloodshed. Not easy, granted, but possible. On the other hand, the characters had no way of knowing that the ogres were in no way connected with the "trapped dwarves."
 

Session #12.7 – Of ogres and doors


They moved back to the T-intersection and watched down the hall, weapons ready. Amblin activated the Expeditious Retreat feature on his boots and zipped down to the end of the hallway to peek back around the corner. What he saw was an ogre half again the size of any other he'd ever seen charging his direction. The ogre was foaming at the mouth, snarling, and waving a massive greatsword about convincingly. Amblin also caught a glimpse of another ogre in the room at the end of the hall. The monk ducked back around the corner and waited for the ogre to come into view, planning to get a quick surprise hit in on him. The ogre, moving rather quickly Amblin noted, soon charged around the corner and Amblin kicked him hard in the waist. The monster glared down at the comparatively puny human and swung his sword hard. It missed by a mere fraction of an inch and took a good chunk of rock out of the wall. Realizing that a direct hit could have clove him in two, Amblin retreated back to the others.

As the monk led the ogre down the hall, Nigel lobbed arrows and the others used whatever ranged weapons they had at hand. Rurik set himself squarely in the middle of the hall, Sleet comfortably at the ready. Zalman unleashed a bolt of lightning and nearly hit Amblin - overlooking the fact that the monk was also in the line of the blast as he was so focused on the ogre (or so he claimed). The ogre took a mighty pounding before wading into their midst.

In the tight quarters of the hallway intersection, the fighting was fierce. Rurik slashed the brute with Sleet, a fine sprinkling of snowflakes trailing behind the axe and melting on the floor. The ogre, for all the abuse it took, only became more enraged. It laid into Nigel with its full weight behind the massive greatsword. Two deep cuts were made across the archer's chest and legs. Nigel didn't have time to draw his flaming longsword so he merely stepped back and fired arrows at point blank range, enduring another blow in the process that dropped him to his knees. Zalman unleashed magic missiles from his wand and Bommer jabbed his shortsword into the ogre's shoulder from his hiding spot near the ceiling. While the ogre's fury was palpable, he simply didn't have enough blood left in his body to keep fighting any longer.

"There's at least one more down there," Amblin said, already running back down the hallway. Everyone else was calling for him to wait up so as not to split up the group. The monk chose not to hear them very well.

Rurik hurried to Nigel's side and called upon Moradin to heal up his friend. In the meantime, Bommer and Zalman started down the hallway a bit slower than Amblin (who was already around the corner). When the sound of fighting ahead came to them, Zalman paused long enough to summon a celestial dire ape that he urged off ahead.

Amblin had rounded the corner and found a pair of ogres waiting. A young male ogre was brandishing a longsword. He looked much smarter and more calculating than the previous one - and about half the size as well. The other ogre was a female who hefted a greatclub with ease.

The monk brashly engaged the young male and hit him easily. The ogre retaliated with a nasty swipe from his sword, biting deeply into his side (crit). Amblin chose to keep fighting, kicking and hitting the large target several times. He noticed that while he was doing this, the female seemed to be casting a spell. Amblin really started to hope that his companions were close behind him. When her casting was complete, she stepped forward and touched Amblin with her bare hand. He felt magical energy course through him, but he was able to shrug off the effects of whatever she had tried to cast. Her attack, however, was enough of a distraction to allow the opportunistic male to sneak attack Amblin (and crit, again). The suprised monk looked down at the sword that was piercing his gut. "That's not good," he thought to himself as he struggled to maintain consciousness.

Zalman and Bommer hurried down the hall behind the dire ape. Nigel, once healed up, joined the pursuit with Rurik. By the time they rounded the turn in the hall, Amblin was already lying in a pool of his own blood. The dire ape had engaged the ogres in a furious battle near the far end of the hall.

Zalman and Nigel opened up with magic missiles and arrows while Rurik and Bommer sought to get position from which they could assist the ape. The male ogre fell quickly and the female, who tried to cast a couple defensive spells, dropped soon after.

All the bodies were looted (a small sprinkling of magic items on the three) and the remaining rooms on this end of the complex were examined. Most of the side rooms were unoccupied sleeping quarters. The sound that Amblin had heard earlier was the ocean. A narrow crack in the wall of one room exposed the side of the cliff about a hundred feet over the crashing waves. There appeared to be no more ogres, though judging by the number of sleeping quarters there was a good chance that not all of them had been present during the group's incursion.

Rurik found that Amblin, by virtue of some miracle, was not yet dead (last fate point). He healed him as best he could and then declared that he was running out of divine power for the day. Zalman still had quite a few spells in reserve, but agreed that without much healing magic left they should rest and recover.

Posting watches, they took up residence in the room with the crack overlooking the ocean. It had the freshest air of any room they'd found down in the ruins. They also felt that it was fairly defensible should any more ogres come to offer challenge. Zalman called Hooty over to the crack and pulled him through it on his staff. Amblin curled up with his dog and slept hard. Luck was with them and they were not interrupted during their rest.



Next session: Open the door already!
 

"Zalman unleashed a bolt of lightning and nearly hit Amblin - overlooking the fact that the monk was also in the line of the blast as he was so focused on the ogre (or so he claimed). "

Well, truth be known, we game late at night, I dozed off, woke up for the fight and neglected to fully assess the situation before I began my spell-slinging. (luckily Amblin's Reflex save was very good)

Amblin, I think, learned a little about sprinting off. He's fast and that has been a big strong suit, but this time it was his demise. I think he has stayed within reach lately.
 

Yes, this was one of those classic DM paybacks for players not paying attention.

DM: "Zalman, what are you doing?"

Zalman: "Uh, I'll lightning bolt the bad guy."

DM: <grins> "What's the save DC on that?"

Zalman: "Let's see...uh, 17."

DM: "Amblin, make a Reflex save, DC17."

Zalman: "What!?"

DM: "Yeah, see here...Amblin is all kinds of in the way of your lightning bolt."

Zalman: "Oops."

Amblin: "Yeah, oops. Better hope I make this."


I wasn't too worried about it. After all, Amblin's a monk with a fantastic reflex save and would take no damage if he made it (which he did). It was worth a laugh from everyone, if nothing else.
 

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