The Forge of Fury


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HolyMan

Thy wounds are healed!
The first make-shift flask of alchemist fire erupts in a ball of flame (50% or lower) and the spores burst and catch fire. As it burns Auris relays the news that he could lift out the sword.

"Then please go ahead little mage,"
Gelari states with a feral grin. "I for on don't wish to stand around all day waiting for the fire to go out."

OCC: Please post where you wish to go next after this area. Which is cleared.
 

Walking Dad

First Post
Auris

Auris retrieves the sword carefully.

"Got it. Where next?"

[sblock=OOC]

Just looked back at the posted map. Which area is clear now?

49333d1311723532-forge-fury-glitterhame2.jpg


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Auris D'Leroy
AC 18 (T17, FF13), HP 48/48, F +5,R+7,W+5/+7

Spells: 5/7 , 4/5
Electric Ray: 5/6 (+6, 1d6+2)

Sorcerer Spells Known:
DC = 10 + spell level + 3
0 (6): Acid Splash, Detect Magic, Read Magic, Dancing Lights, Disrupt Undead, Mage Hand
1 (3): Mage Armor, Magic Missle, Shield, Sleep - Burning Hands (electric)
2 (1): Glitterdust, Flaming sphere - Scorching Ray (electric)

Wand: 49/50

Effects: -

XP: 10,296


[/sblock]
 



sunshadow21

Explorer
OOC: I say we circle back around to 16 and go south from there to see if that passage leads back to 24 in order to finish up the north part of the map. Than we can focus on the rest of 24, which appears to have multiple pasages, judging from the question marks.
OOC:
 

HolyMan

Thy wounds are healed!
Hinderpick leads the group around back to the first room they entered on this level. Following the south path from that room the group comes to find it leads back to the main chamber but puts you about twenty feet higher than the area you had explored originally.

Twenty-three sepulchres stand in this upper ledge of the great cave. Each consists of a stone vault of marble six feet long, four feet high, and three feet wide. The lids are carved in the likeness of grim dwarves in armor.

Dwarven runes proclaim the occupant's name and the names of his ancestors on the front of the tomb. Empty spaces below the name is reserved to record the dwarf's deeds and manner of death (left blank on most of the tombs). Finally, dire dwarf curses threaten doom and retribution on any who dare to defile the honorable dead.

Only three sepulchres appear to have been used: the tombs of Borgol the Old, Gharin Orc-Doom, and Numik the Unlucky. Each of these three lists a date of death and describes the dwarf's fate. Borgol died of old age, Gharin died in battle, and Numik was killed by molten iron in a foundry accident.
 

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Walking Dad

First Post
Auris

Auris keeps some distance to Hinderpick, in case a trap is triggered.

[sblock=OOC]


---

Auris D'Leroy
AC 18 (T17, FF13), HP 48/48, F +5,R+7,W+5/+7

Spells: 5/7 , 4/5
Electric Ray: 5/6 (+6, 1d6+2)

Sorcerer Spells Known:
DC = 10 + spell level + 3
0 (6): Acid Splash, Detect Magic, Read Magic, Dancing Lights, Disrupt Undead, Mage Hand
1 (3): Mage Armor, Magic Missle, Shield, Sleep - Burning Hands (electric)
2 (1): Glitterdust, Flaming sphere - Scorching Ray (electric)

Wand: 49/50

Effects: -

XP: 10,296


[/sblock]
 

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