CLOSED! Rhun's Greyhawk ALPHA Game (ToEE)


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Coraine comes back to examine Ragnok's wounds. As he does so, he says to Dara, "You're right. As soon as the dwarf can move, we'll get out of here."

He pats Ragnok on the head, ignoring the enraged look the paralyzed fighter gives him.

"But we might as well check for any treasure these monstrosities may have been hoarding in the meantime."

"Now, what do we have here?"

[sblock=OOC]Heal +6[/sblock]
 

"The only treasure they'd be having would be what's left behind of any victims," Kurt says. "Unless you be talking about ghosts, vampires and a few others, then these simple undead have no desire or need for material things."

"But aye, best we keep moving. Do we follow the ghouls?"


ooc: Too easy you say, Rhun? But nice for Kurt to contribute early in the piece :)
 

Verdis

Reloading his crossbow, Verdis comments, "I really don't think they are the type to communicate our presence to others. At worst someone might be curious why they are moving around. I say we continue to explore near the captives we freed until we find some arms for them, or can see them to safety."
 

You set about exploring the "ghoul chambers", starting with the southernmost and working your way north in the direction the last two ghouls fled. With the rest of the undead laying strewn about in bits and pieces, you are able to examine the deatils of each chamber. This whole area reeks of fould ghoul stench, though it is somewhat lessened by the "death" of the former inhabitants.

The southmost room is decorated with a huge bas relief of a hideously deformed human head set right in the center of the south wall. The scene shows various other humanoids and demonic creatures dancing and japing in the background. The remains of a sandstone alter stand before the sculpure. All the furnishings in the place are gone, replaced with piles and heaps of old rags, mildewed clothing and other what-not. Ghoul nests, perhaps? A quick search of these reveals nothing of any value. A wooden box stands near the north door. Otto's search shows no sign of danger from the box (Otto search check for traps: 10), and opening it reveals a pile of copper coins and finely carved 6-inch tall statuette of an armored knight made from ivory.

The box contains 263 cp, and the statuette is worth about 85 gp


The next chamber contains a battered table and two stools in the center of the room. Parts of rotten tapestries still adorn the east and western walls. More mounds of cloth are pushed up against the wall, though they too appear to conceal nothing of value. A half-full barrel of stagnant water sits now the south door, and a full sack rests near the north door.

The sack is stuffed with somewhat dirty but usable clothing; it perhaps belongs to the prisoners you found earlier.


The third room once had painted and plastered walls, but where this covering still remains it appears to be overgrown with some strange mold that has discolored the scenes so as to be undistinguishable. The alcove to the north, containing the north door, is heaped with piles of gnawed humanoid bones. A collection of three ghoul nests are pushed against the walls, made up of more torn clothing and old cushions. A large iron-bound chest with a heavy padlock stands in the southeast corner. Otto's search here also reveals no traps (Otto search check for traps: 21), and he makes short work of the lock as well (Otto open lock check: 31). The chest contains a sack full of silver pieces, a gold brooch set with a carnelian and bearing the coat of arms of Veluna, quarted with the Knights of the Hart, and a scroll in an elaborately etched silver scroll tube.

611 sp, the brooch is worth about 550 gp, and the silver scroll tube is worth 35 gp. The scroll it contains is an arcane scroll of three spells (Ray of Enfeeblement, grease, and pyrotechnics).


The northernmost chamber is relatively small, and is plastered and wainscotted in now-ruined wood. It appears to have once been some sort of trophy room, and several broken, ruined display cases are arrayed against the walls. A dirty, red-painted round shield still hangs on the west wall; closer inspection reveals it bears the symbol of a winged sword. More heaps of cloth and pillows lie strewn about the area. Near the door to the east are two moldering piles of ghoul flesh; it looks as though your fleeing ghouls were caught in the range of Kurt's holy power when he used it the last time. A thorough search of the room reveals a dirt encrusted gold and ruby necklace, laying long abandoned in one of the broken cases.

The heavy shield is in excellent condition under the dirt and grime; indeed, it is of masterwork quality and exceptionally light; Ragnok recognizes it as being crafted of mithral!

The necklace is worth 1100 gp.





What next?

Coraine recognizes that despite Ragnok's wound being healed that some form of disease has taken hold of the dwarf; still, the paladin is confident that he will be able to help the dwarf shake off the effects (Corainer heal check: 26). Now the way I read diseases is that Ragnok is going to take the initial damage after the incubation period due to his failed save, but Coraine's heal check will serve as his save for the next one after that. Is this a correct reading?
 
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Oh, also: 550 experience points each; you now have enough experience for Level 4. Of course, I require that you rest for the night to level up, and I'm sure you don't want to retire from the dungeon when you are on a roll. :D
 

Kurt sees Coraine tending to Ragnok and joins them (assist treat disease Heal +10). "Those ghouls have a nasty bite. It's because they don't clean their teeth after gnawing on dead flesh."

ooc: Rhun, I believe you are right on how to treat disease
ooc2: does 4th level include Kurt?
ooc3: not sure how you were running it, but I would require line of effect for the Sacred Purification to work
 

Legildur said:
ooc: Rhun, I believe you are right on how to treat disease
ooc2: does 4th level include Kurt?
ooc3: not sure how you were running it, but I would require line of effect for the Sacred Purification to work

Yes, 4th level includes Kurt. :D

You know, I looked at the rules for Sacred Purification, and all it said was all living creatures/all undead within 60' on you. I didnt' see anything about line of effect, so I simply ran it as a giant pulse of holy power.
 

Rhun said:
You know, I looked at the rules for Sacred Purification, and all it said was all living creatures/all undead within 60' on you. I didnt' see anything about line of effect, so I simply ran it as a giant pulse of holy power.
Mmm, I see your point. I was basing it on Turn Undead relying on LoE.
 

OOC: Every time we level up, I have to go back and check how we calculated hit points. If anybody else is wondering, this is what Rhun said last time we levelled up.

Rhun said:
I believe it was half +1 (or rounded up, I guess you could say). So 3 for d4, 4 for d6, 5 for d8 and 6 for d10.
Oh, and Rhun, you didn't include the xp for defeating Lubash the ogre in your tally of xp in the Rogues Gallery. When you add that in (300 xp), we're at 6358! :)
 
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