CLOSED! Rhun's Greyhawk OMEGA Game (ToEE)

"I'd wager the shaft is an escape route leading into the wilderness. Whether to the temple or the wilderness, I believe he is long gone." Merrick turns back to the archer. "Having lost this battle would his temple masters slay him for failing or would he keep command of the temple's outer forces, the ones in the wilderness? Would he flee the temple now or run to it?"
 

log in or register to remove this ad

The archer shrugs, as well as he can with his hands manacled behind him. "I can't rightly say. Could be that 'e flees away with whatever he could salvage. Could be he tries to warn the priests of your presence. I've never seen the captain lose afore, so this is sorta new territory."
 

Ciaran thinks about the archer's answer a moment, and responds: "So, you admit that you all are defeated. Seeing as you have failed in the priests' eyes, you would expect to suffer their wrath. We aim to meet them. It would seem to be that the best choice you have would be to hope that we are successful in defeating the priests, thus preventing their wrath and saving your own lives.

If this is so, then can we agree that you will trouble us no further if we let you go, in the hopes that we can defeat or at least distract the priests in their vengeance against you? This would appear to be the best course of action."
 

Shoon breaks in when Ciaran offers to release the prisoners. "I do no like the idea of letting these criminals go free without any assurance that they will not simply return to harming others for foolish causes once they are no longer in our presence."
 

"Let us leave them here, or perhaps in their bosses room, secured as they are. We can retrieve them when we leave and bring them to Hommlet," Aeron suggests.
 

Zirat

Yes, I agree, tie'em up and close them in the room.
Now about where to go next, what with the far cottage he spoke about? … or we try the door into the intimidating temple
 

While your captured foes are secured away within the captain's room, you take a few minutes to search the rest of the ruined tower.

The main room itself holds several large tables and benches, some chairs and stools, and many bedrolls and heaps of blankets. Old, ragged cloaks hang from pegs along the walls, and piles and sacks of foodstuffs and provisions lie piled about. On the tables are dirty plates and mugs, several sets of cards and knuklebones, and many empty bottle of cheap wine. A few kegs and barrels of small bear and cheap wine are also found.

The second door leads to another bedchamber. It contains five rough beds, a round table with five stools, and chest of drawers with a lantern burning brightly atop it, and a padlocked, iron-bound chest of oak which Deren spends a few minutes opening (Open Lock 30 - Take 20+10).

Within the chest are five small sacks, each containing an assortment of platinum, gold and silver coins. Additionally, a bejeweled dagger and two potions round out the contents of the chest.



Loot:
PP: 21
GP: 127
SP: 156
Jeweled Dagger (375gp value)
2 potions
 



Day 6 (mid-day) - Cottage in the woods

After gathering your gear and loot and again ensuring that the captives are securely tied within the captain's room, you exit the tower. The dark storm clouds remain as a light drizzle falls from the sky. Deren relocks the tower door behind you, and then your group quickly sets off north into the heavy woods that begin just beyond the temple compound.

Althought the cottage is only a few hundred yards north of the tower in a clearing in the woods, it takes you over an hour to find it. You watch from the cover of the foliage, but do not detect any movement. In addition to the cottage house is a ramshackle barn, near to which is what appears to be a well of some type.
 

Remove ads

Top