CLOSED! Rhun's Greyhawk ALPHA Game (ToEE)

Dara

“Stinking Ghouls,” Dara says, after she has calmed down somewhat, visibly exhausted from the strenuous battle.
 

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Day 7, late afternoon - Ghoul Chambers

After taking a few moments to rest and regain your breath and composure, you continue on, eager to explore the other areas from whence the ghouls came. You move through the large-pillared room, stepping around piles of filth and refuse. You move south first, through a door and into a 30' by 20' chamber. The place reeks of carrion, and filth and bones litter the floor here as well. Heaps of old cloth are strewn about the place, and old garments hang from pegs in the wall. A quick search turns up a small sum of coins, and behind a tattered dirty cloak is a masterfully-crafted battleaxe. Its haft appears to be crafted of hardened bronzewood, and the blade is untarnished and razor sharp under a thick layer of dust. Here too you find a crank set into the northern wall which allows for operation of the portcullis. Nothing else of interest is to be found here, and thus you move on north.

Crossing back through the pillared hall, you pass through the northern door into another foul smelling, filth littered chamber. Dirty rags and gnawed bones make up the majority of the mess here, but a broken chest in one corner still stands. Among the remnants of brown and tan garments within, you also find a small pouch containing some platinum and gold coins.

A door to the east provides egress into a 10' x 20' room that appears to have once served as an antechamber for some minor functionary or some such. The walls here are plastered and covered with obscene painting. The remains of fine upholstered furnishings - a couch and four chairs - still stand here. Some old, battered and tarnished silver dishes are heaped upon a small table, and may prove to be of some worth if resold. After collecting these, you continue on to the south.

Moving through yet another door, you enter what must have at one time served as a sanctuary of some lesser priest of the Temple. The walls here are plastered and painted with scenes of an evil nature, all of which depict the element of Earth in some aspect or another. The brown and ochre colors that dominate the coloration are somewhat nauseating. And if the colors weren't bad enough, this chamber reeks worse than any you have encountered thus far. The rotting remains of a large bed, two couches, and several carved but broken chairs testify that this room was once a comfortable place, though. Piles of gnawed bones are here and there, and a partially eaten corpse of an orc lies on the floor near the south wall. Amid the trash you find a gold chalice, and a pouch at the orc's belt contains several stones of quality onyx.



Loot Found
Battleaxe, masterwork
CP 45
SP 91
GP 78
PP 31
Silver dishes, worth 120 gp (8 lb total weight)
3 pieces onyx, worth 45 gp each


PC Status
Ragnok 20/32
Two Axe 25/28
Otto 13/17
Verdis 16/17
Dara 24/24
Coraine 11/28
Marco 14/14
 
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"Well, now that we know there's no further immediate risk, how about tending to my wounds, Doc?" Coraine smiles and offers his neck for Maro's 'tender' ministrations.
 

Two axe searches hastily and hurries out. It is far to stinky even for his orcish upbringing. Once they make clear of the smell, he is ready to explore another direction.

"Those were no bandits. I suspect the bandits do not operate inside the temple. They would have taken the gold or been killed by these foul beasts."
 

Verdis

"I think you have the right of it TwoAxe." Clearly, he is ready to get away from the foul smelling room as well. "Shall we go north at that last crossing of passages?"
 

Gathering together once again, you leave the stinking rooms of the ghoul lair and head back to the corridor crossroads. Ragnok and Two Axe lead the way, followed by the rest of the company.

Reaching the crossroads, you begin to head north.



More to follow shortly. Hafrogman, did Marco cast a healing spell on Coraine? If so, which one?
 

Dara

“Yes, and let's hope the air is fresher around there...” Dara says, apparantly not taken by the foul smell either.
 

You move north, moving through a light bend in the corridor. Shortly therafter the passage splits, continuing on north, or heading northwest. The northwest passage appears to enter some kind of chamber, while the northern corridor looks to turn to the east at the edge of your vision.

As you stand still, watching and listening, you detect a slight fluttering sound from the northeast. It lasts for only a moment, and then quiet resumes.
 
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