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MORGRAVE ADVENTURES
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<blockquote data-quote="megamania" data-source="post: 6778440" data-attributes="member: 9255"><p>THE MORGRAVE ADVENTURES</p><p>“03 FIND JAXEN WILLOWTRENDER”</p><p>SEGMENT 24</p><p>“TRAPS, CREATURES AND DEADLY ENCOUNTERS”</p><p>11/29/15</p><p></p><p>RHAAN 21, 1000 CLIFF RUINS, ELDEEN REACHES</p><p></p><p>“That last trap hurt!” swears the Halfling as she pats out the flames on her sleeve of the robe. This reveals the warforged arm more but neither Hardfist nor Kar-Draith say anything.</p><p></p><p>Many of the doors are trapped. Most are fired based. Many of the doors are locked also. Whichever ones the artificer could not open Hardfist did.</p><p></p><p>There are several grotesque statues of fiendish amphibian creatures. Hardfist finds one coated with blood. Recent blood.</p><p></p><p>Diana sees a door that is unlocked. After looking for more traps she carefully opens the door. It is a small room and what is inside is grisly. A female elf dressed in a mix of black leather and robes is dead. She has been ensnared with barbed and razor bladed chains. She has also been impaled onto a wall of spikes. It appears the chains grabbed her and pulled her into the spikes. Her tools are at her feet. She died recently. Within the last two days.</p><p></p><p>Another room hidden in deep shadows and thick cobwebs high up has a puddle of Green Slime on the floor. Kar-Draith nearly steps into it. The Halfling explains what it is and how fast it acts. The lizardfolk decides he will not rush into any rooms in the near future.</p><p></p><p>That said, when entering a new corridor he trips a magical trap. A large fiendish and monstrous scorpion appears. It has separated him from the others. Hardfist is bumming. Due to the small corridors he cannot reach the scorpion to help take it down. Only the other three can. It goes down in time.</p><p></p><p>They encounter a powerful sonic blast trap. Diana is determined to explore the room. She believes that to have such a powerful magical trap on the door, there must be important goods on the other side. Inside are several crates. In the crates are non-dragonshard crystals. She senses magic within them so she insists they take them all, sixteen in total.</p><p></p><p>Another room has a green flame covered floating skull. Between the blur spell, mirror images of itself and the fireball it castes it does a lot of damage to the group.</p><p></p><p>They notice that many of these rooms have been explored already. There are bodies of Emerald Claw here and signs of looting. In one ransacked room, Kar-Draith discovers a glass jar filled with green thick fluid. Remembering his lesson about the green slime he decides to keep it as a weapon. The Halfling reminds him that if that jar breaks there will be no saving him. He uses it on a trap door on the floor. The corrosive ooze melts through and onto the hidden dead bodies of Emerald Claw agents and an orc.</p><p></p><p>They decide to look for somewhere to camp.</p></blockquote><p></p>
[QUOTE="megamania, post: 6778440, member: 9255"] THE MORGRAVE ADVENTURES “03 FIND JAXEN WILLOWTRENDER” SEGMENT 24 “TRAPS, CREATURES AND DEADLY ENCOUNTERS” 11/29/15 RHAAN 21, 1000 CLIFF RUINS, ELDEEN REACHES “That last trap hurt!” swears the Halfling as she pats out the flames on her sleeve of the robe. This reveals the warforged arm more but neither Hardfist nor Kar-Draith say anything. Many of the doors are trapped. Most are fired based. Many of the doors are locked also. Whichever ones the artificer could not open Hardfist did. There are several grotesque statues of fiendish amphibian creatures. Hardfist finds one coated with blood. Recent blood. Diana sees a door that is unlocked. After looking for more traps she carefully opens the door. It is a small room and what is inside is grisly. A female elf dressed in a mix of black leather and robes is dead. She has been ensnared with barbed and razor bladed chains. She has also been impaled onto a wall of spikes. It appears the chains grabbed her and pulled her into the spikes. Her tools are at her feet. She died recently. Within the last two days. Another room hidden in deep shadows and thick cobwebs high up has a puddle of Green Slime on the floor. Kar-Draith nearly steps into it. The Halfling explains what it is and how fast it acts. The lizardfolk decides he will not rush into any rooms in the near future. That said, when entering a new corridor he trips a magical trap. A large fiendish and monstrous scorpion appears. It has separated him from the others. Hardfist is bumming. Due to the small corridors he cannot reach the scorpion to help take it down. Only the other three can. It goes down in time. They encounter a powerful sonic blast trap. Diana is determined to explore the room. She believes that to have such a powerful magical trap on the door, there must be important goods on the other side. Inside are several crates. In the crates are non-dragonshard crystals. She senses magic within them so she insists they take them all, sixteen in total. Another room has a green flame covered floating skull. Between the blur spell, mirror images of itself and the fireball it castes it does a lot of damage to the group. They notice that many of these rooms have been explored already. There are bodies of Emerald Claw here and signs of looting. In one ransacked room, Kar-Draith discovers a glass jar filled with green thick fluid. Remembering his lesson about the green slime he decides to keep it as a weapon. The Halfling reminds him that if that jar breaks there will be no saving him. He uses it on a trap door on the floor. The corrosive ooze melts through and onto the hidden dead bodies of Emerald Claw agents and an orc. They decide to look for somewhere to camp. [/QUOTE]
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