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In Hextor's Name (Completed 22 Oct 2004)

Capellan said:
At this stage, Brodnak was a 4th level barbarian with a +1 keen greatsword. Julianne was a Fighter 3 / Rogue 1 with a shortsword of subtlety.

In those circumstances, killing 15 or 20 goblins doesn't deserve recognition :p

(Which is not to say that they don't get shortchanged - I never claimed Kull was fair, after all! :D )
Oh, I don't disagree. 20 Goblins managed to get slaughtered by my group when they were only 2nd level. Of course, there were 8 (or so) of them, so it wasn't a huge deal.

But, since you won't recount their glory, I think it's time for one of them to pop in and show us a different kind of Honor and Justice. In fact, they could choose to only recount the battles in which they rocked in, thus boosting their rep.
 
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Verily Brodnak did cleave to his hearts content. It was a good day. However, i must admit, I still missed quite a few cleaves that I shouldn't have... and not single crit despite the sexy new keen sword..
 

Mantreus said:
Verily Brodnak did cleave to his hearts content. It was a good day. However, i must admit, I still missed quite a few cleaves that I shouldn't have... and not single crit despite the sexy new keen sword..
For shame.
 

Kull's 5th Report - Part 2

Blocking the entrance itself was a large block of stone, inscribed with some childish riddle. It took only moments to deduce the answer was "arrow", and the block slid aside, revealing a set of stairs leading deeper into the earth.

Descending the stairs, we reached a short tunnel, which led quickly to an intersection. The route to the right soon ended at a deep crevasse: from the looks of it, some kind of earthquake or other sudden movement in the ground had caused the damage. On other side of the chasm, the tunnel continued, but - not knowing what lay to our left - I decided not to cross it at this stage.

Instead, I led the group back in the other direction, emerging in a large, obviously man-made chamber with a pool at the centre. A strange, translucent ooze-like creature attacked us as we drew near the water, but it was weak and succumbed quickly to our blows.

Two doors led out of the area and I chose to search beyond the one on the left, as it lay closer to our original point of entry. This proved to lead to a block of cells, containing only the long-decayed remains of some prisoners, and another slime-like creature, this one green in hue. A similar aberration had assailed the druid in the caves beneath the ruined manor, and I wasted no time in applying fire to the beast, which quickly blackened and died.

Leading down from the cells were another flight of stairs, which brought us to an ancient shrine, dedicated to the mad and bloody god of slaughter. Why any would choose to follow a God that seeks only to destroy, without thought or purpose, I do not know. It makes as little sense as worshipping one who lacks the strength and will to do what needs to be done. But it seems there are still many in the world who refuse to acknowledge the wisdom in Hextor's teachings.

Leaving the profane place, we returned to the other exit from the pool room. It took little wit to realise that the chamber beyond this door contained a dangerous trap, for two crushed and distorted skeletons lay on the floor. Seeing that the room was in any case empty but for a statue, I decided that there would be little profit in searching it immediately.

Instead, I led the way back to the chasm, where the boots I had commissioned from Zalich made the processing of crossing a simple task. I simply walked up the wall and across the roof, then back down the wall on the other side. Zalich then used a minor spell to levitate the boots back to the rest of them, and each of the group crossed in turn.

This done, we continued down the tunnel. At one point, a rock-fall blocked much of the passage, but it was possible to clamber over this and squeeze into the area beyond. This area proved to include a pit trap, but this was little threat and was soon navigated.

Beyond the pit trap stood a portcullis, which had grown rusted and weak with age. I had little difficulty in forcing it open, an action which triggered a booming voice to speak, prophesying dire warnings if we pressed on. The same sort of magical trickery was used at the ruined manor in Saltmarsh, and neither threat had any substance to them.

Beyond the portcullis lay a door, swollen and stuck in place. When I forced it open, a stench of rotten flesh filled the corridor, and three zombies shuffled into sight. I called on Hextor, and two of the zombies immediately turned on the third, tearing it to pieces at my command. Will the weaklings who rely on these ineffectual creatures never learn? They are powerless before the iron will of Hextor.

A search of the zombie's chamber revealed a secret door, leading to a narrow room set with arrow slits. The slits offered a view of some kind of antechamber, fitted with the trappings of the ridiculous cult that had built the place. There was, however, no way to enter the area from where we stood.

Brodnak offered to smash his way through the wall, but it was solid stone, and would take hours of work to properly clear. Knowing that there had to be another route, and that it was likely to be both secret and guarded, I led the way back to the chamber with the crushed skeletons.

Finally, I have found a worthwhile use for zombies.
 
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Glad to see Hextor is still doing right by you...

I forsee a time in the future when the entire village of Saltmarsh is zombiefied - "for their own good", of course. :D
 


Capellan said:
Instead, I led the way back to the chasm, where the boots I had commissioned from Zalich made the processing of crossing a simple task. I simply walked up the wall and across the roof, then back down the wall on the other side. Zalich then used a minor spell to levitate the boots back to the rest of them, and each of the group crossed in turn.

Brilliant. Just plain Briliant.
 

Kull's 5th Report - Part 3

Getting the mindless creatures across the chasm proved something of a task, of course: they were too stupid by far to don the boots, nor would I wish to have their feet within my own belongings. In the end, we tied a rope around the chest of each, just under the armpits, then hauled them across like so much cargo, which proved an effective technique. The creatures did suffer some damage from banging into the walls of the chasm, but they were still able to shamble along, once untied.

I led the way back to the room with the skeletons and statue, and directed one of the zombies to enter, then had it move back and forth around the room, waiting to see if it would trigger any traps.

It did indeed: the door suddenly swung shut, and there was a grinding of stone on stone from within the room. The mindless undead, of course, was unperturbed by this development, and probably continued its vacant meanderings until the descending ceiling crushed it to the bloody pulp we found when we were at last able to open the door again. In the mean time, we returned briefly to the surface to advise the druid that he could depart, as the remaining zombie would now stand guard over the goblin prisoners.

Returning to find that we could open the door once more, and knowing that I would eventually need to enter the room myself, I told Brodnak to hold the stone door upright while I attacked the hinges with my flail, shattering them. I had no wish to have it close in my face should the trap be triggered. Needing somewhere to place the door, I manhandled it just inside the room, so that it would serve to slow - or even jam - the ceiling if it descended again.

This done, I instructed Brodnak to check the room. Despite his recent failure in battle, the barbarian was easily the swiftest of us all, capable of covering ground very quickly when he needed to do so. In the circumstances, he was the best choice for the task.

Brodnak prowled around the chamber, peering and prodding at the stone walls, for several moments before there was a mechanical noise, and a grinding sound from the ceiling. The door blocked it from descending, however, and - after exiting with a remarkable turn of speed - the warrior re-entered the room to continue searching, while I kept an eye on the door to warn him if the pressure from the ceiling seemed to be damaging it.

Eventually, he grunted in satisfaction and wrenched on the shield arm of the statue. The arm swung down, and a door opened in the wall of the niche in which the statue stood. This caused another noise from the ceiling, which rose up and settled back into its proper place.

I sent each of the others hurrying across the room in turn, giving the previous person plenty of time to squeeze past the statue and out of the danger area, then joined them in the corridor that lay beyond the secret door.

Within this unlit corridor were a series of tombs, each set into the wall at about chest height, and just large enough to contain a single coffin. Each tomb bore a small plaque, naming the person who had been interred within. Suspecting that these might contain undead, and seeing no reason to leave the stolen treasures of these cultists to moulder in their unhallowed graves, I smashed each open in turn.

My expectations were met: one of the graves contained a foul-smelling ghast, which fell quickly to the blows of my flail, and almost all contained precious trinkets of one kind or another. One was even buried with two healing potions, of all things. What need have the dead for healing?

Beyond the tombs lay another secret door, and then a third. What foolishness is it to hide a chamber behind three secret portals, but then give intruders a clear view of it from another room that they can easily find? These cultists were as misguided in their architecture as they were in their faith.

Eventually, the secret tunnels led to the chamber I had previously seen from the zombies' room. This proved to contain embalming equipment, used in the preparation of corpses for burial. It also contained a sarcophagus, sealed with wires and festooned with meaningless leaden glyphs, no doubt designed to fool those without knowledge of the magical arts into believing the tomb was trapped.

Telling the others to stand ready with weapons and spells, I used my dagger to cut the wires, then pushed the lid of the sarcophagus aside.
 
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Capellan said:
This done, I instructed Brodnak to check the room. Despite his recent failure in battle, the barbarian was easily the swiftest of us all, capable of covering ground very quickly when he needed to do so. In the circumstances, he was the best choice for the task.
What actually occured was...

Capellan - "So who's going in?"
Arwink - "Not me!"
"er..."
Me - "Oh for heavens sake!" and I walked in...
 

Into the Woods

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