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Drowquest [4e] Raiding the Road (Hiatus)
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<blockquote data-quote="Evilhalfling" data-source="post: 4806307" data-attributes="member: 16991"><p>Although none of you know that much about dungoneering, the walls and ceilings of this lair are covered with worked and finished stone. The lack of bracing, and water damage shows that they were competent, and the wear on the floor flagstones shown that this complex has been here for some time. </p><p></p><p>A quick check of the bodies, shows that two of the guards survived. The Chief and Eatsblood were carrying about 200gp of coins and cheap jewelry. Their weapons and armor are unremarkable. Eatsblood also had a potion, marked with a H. The Shaman will confirm it is a healing draught. </p><p></p><p>The main tunnel has a newly dug tunnel about 50’ along. Beside the new opening is pile of stacked facing stone and a thick iron door, currently resting on the floor. Cloudkill calls out and 4 exhausted miners come out of the tunnel. The new tunnel is just raw earth and braced with logs. </p><p><span style="color: YellowGreen">“These Drow are our new leaders. They defeated Eatsblood and Chief Chokebat. Any questions? Back to mining then.” </span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">“The other guy asked about goings on in the last month. Mostly we have been mining. The caravan season is just beginning and the nearby road should provide plenty of loot. We have already passed on one or two larger caravans, but you could hit much bigger targets, or even raid one of the nearby villages for loot and slaves.” </span></p><p></p><p>He continues on down the hallway. Towards a 4-way intersection. The wounded goblin guide comes from the east hallway and trots down the corridor towards you. </p><p></p><p>In the Room:</p><p>Djaar’s searching under the bed does turn up a rune carved wand of white wood. It has bands of a strange steel-gray metal at either end. It is embedded with several light green or yellow crystals. </p><p>With some studying [sblock] </p><p>Master’s wand of Dire Radiance +1. AV 110pg</p><p>Crit +1d8 </p><p>Property: each sq a target of dire radiance moves towards you costs 1 extra sq of movement.</p><p>Power (encounter, standard) as warlock’s dire radiance power; except that Charisma is used for Attack and Damage rolls. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 4806307, member: 16991"] Although none of you know that much about dungoneering, the walls and ceilings of this lair are covered with worked and finished stone. The lack of bracing, and water damage shows that they were competent, and the wear on the floor flagstones shown that this complex has been here for some time. A quick check of the bodies, shows that two of the guards survived. The Chief and Eatsblood were carrying about 200gp of coins and cheap jewelry. Their weapons and armor are unremarkable. Eatsblood also had a potion, marked with a H. The Shaman will confirm it is a healing draught. The main tunnel has a newly dug tunnel about 50’ along. Beside the new opening is pile of stacked facing stone and a thick iron door, currently resting on the floor. Cloudkill calls out and 4 exhausted miners come out of the tunnel. The new tunnel is just raw earth and braced with logs. [COLOR="YellowGreen"]“These Drow are our new leaders. They defeated Eatsblood and Chief Chokebat. Any questions? Back to mining then.” “The other guy asked about goings on in the last month. Mostly we have been mining. The caravan season is just beginning and the nearby road should provide plenty of loot. We have already passed on one or two larger caravans, but you could hit much bigger targets, or even raid one of the nearby villages for loot and slaves.” [/COLOR] He continues on down the hallway. Towards a 4-way intersection. The wounded goblin guide comes from the east hallway and trots down the corridor towards you. In the Room: Djaar’s searching under the bed does turn up a rune carved wand of white wood. It has bands of a strange steel-gray metal at either end. It is embedded with several light green or yellow crystals. With some studying [sblock] Master’s wand of Dire Radiance +1. AV 110pg Crit +1d8 Property: each sq a target of dire radiance moves towards you costs 1 extra sq of movement. Power (encounter, standard) as warlock’s dire radiance power; except that Charisma is used for Attack and Damage rolls. [/sblock] [/QUOTE]
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