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Little Psionic Keep on the Borderlands
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<blockquote data-quote="James McMurray" data-source="post: 1583216" data-attributes="member: 743"><p>His friends arrive and kill the harrower with very little damage to Tahm himself. As the battle ends, a dark-skinned dwarf stomps his foot and appears in the middle of the room next to Vides. The dwarf wears brightly colored full plate and carries a large shield. In a cheery but somewhat manic voice he says, “Hello there friend. Welcome to the slaver’s outpost! I’m Argol, and you must be the raiders sent by Castellan Woodridge. I’m sorry I couldn’t make it to explain the map, but I was engaged in the pressing business of distracting the guards. I’m not sure how long they’ll remain gone, but for now we should have fairly free run of the joint.”</p><p></p><p>The group introduces themselves warily, and heads down the stairs into unlit caverns with their new companion in tow. They learn that Argol was not trusted enough to travel unattended in the lower levels, instead being always blindfolded except when talking to the leader or his second in command. Without a guide, they follow their maxim “right is right.” Turning right, they find a room filled with spare food, and a trapdoor in the ceiling. They elect to continue exploring the lower level before checking out the hatch.</p><p></p><p>Back down the tunnel they find a room with a large udoroot and several harrowers. Deciding they do not need to waste resources on an unmoving foe, they flee for now. The flesh harrowers guarding their mother plant do not pursue.</p><p></p><p>In another small series of caverns, they find and fight several more harrowers. As the battle is joined, it becomes apparent that they have invaded some sort of breeding area, as the large toothed-mawed worms pour out of every tunnel into their room. It is a long and hard fight, and the party is sore pressed. They manage to survive with no casualties, but it has taken so much of their resources that they are forced to leave the area. They know that when they return they’ll be unable to count on not having any patrols roaming the halls and tunnels.</p><p></p><p>They return to camp and decide that The Duerf should remain behind and safe. He will act as a bas camp and medic of sorts, where the party can return for healing should they need it.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1583216, member: 743"] His friends arrive and kill the harrower with very little damage to Tahm himself. As the battle ends, a dark-skinned dwarf stomps his foot and appears in the middle of the room next to Vides. The dwarf wears brightly colored full plate and carries a large shield. In a cheery but somewhat manic voice he says, “Hello there friend. Welcome to the slaver’s outpost! I’m Argol, and you must be the raiders sent by Castellan Woodridge. I’m sorry I couldn’t make it to explain the map, but I was engaged in the pressing business of distracting the guards. I’m not sure how long they’ll remain gone, but for now we should have fairly free run of the joint.” The group introduces themselves warily, and heads down the stairs into unlit caverns with their new companion in tow. They learn that Argol was not trusted enough to travel unattended in the lower levels, instead being always blindfolded except when talking to the leader or his second in command. Without a guide, they follow their maxim “right is right.” Turning right, they find a room filled with spare food, and a trapdoor in the ceiling. They elect to continue exploring the lower level before checking out the hatch. Back down the tunnel they find a room with a large udoroot and several harrowers. Deciding they do not need to waste resources on an unmoving foe, they flee for now. The flesh harrowers guarding their mother plant do not pursue. In another small series of caverns, they find and fight several more harrowers. As the battle is joined, it becomes apparent that they have invaded some sort of breeding area, as the large toothed-mawed worms pour out of every tunnel into their room. It is a long and hard fight, and the party is sore pressed. They manage to survive with no casualties, but it has taken so much of their resources that they are forced to leave the area. They know that when they return they’ll be unable to count on not having any patrols roaming the halls and tunnels. They return to camp and decide that The Duerf should remain behind and safe. He will act as a bas camp and medic of sorts, where the party can return for healing should they need it. [/QUOTE]
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