The Forge of Fury


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The group spends the next hour searching out what seems to be the last two rooms of Stonetooth. The "smelly room" almost certainly belonged to the ogre and his wolves. While the second was some sort of orcish barracks.

The large chamber is filled with rough-hewn bunks, tables, and chairs, and the floor is strewn with filfthy pelts. At a glance it appears that perhaps a dozen or so humaniods might live here.

After collecting a large amout of treasure from both rooms they head back to where the prisoners are. Nearly content with what they have Lusk appears restless. "There should be more to this place than this." he mutters kicking a barrel.

"And perhaps there is we haven't searched the walls on the otherside of this mess." he continues gesturing to the crates, barrels, and stacked sacks. It is then that the party discovers something odd...

[sblock=Treasure]
Two chest (that you have keys for) containing 440gp, 1600sp, a potion, and a magical dagger (size small).
and in the barracks sack with 180gp and a flask of holy water. [/sblock]

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l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
lal l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
lbl l l l l l l l lXXXl l l l l l l l l l l l l l l l lxlxlxlxlxlxl l l
lcl lblalrlrlalkl l l l l l l l l l l l l l l l l l l l l l l l l l l l
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lel l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
lfl l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
lgl l l l l l l l l l l l l l l l l l l l l l l l l l lxlxlxlxlxlxl l l
lhl l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
lil l l l l l l l lslmlelllllyl l l l l l l l lxlxlxlxlxlxl l l l l l l
lil l l l l l l l lrlololml l l l l l l l l l l lxlxl l lAlLlGl l l l l
lkl l l l l l l l l l l l l l l l l lxl l l l l l l l l l lSlEl l l l l
lll l l l l l l l l l l l l l l l lxlxlxlxl l l l l l lxlxl l l l l l l
lml l l l l l l l l l l l l l l l l lxlxlxlxl l l l l lxlxl l l l l l l
lnl l l l l l l l l l l l l l l l l l l lxlxlxl l l l l l l l l l l l l
lol l l l l l l l l l l l l l l l l l l lxlxl l l l lWlWl l l l l l l l
lpl l l l l l l l l l l l l l l l l l l lxlxl l l l lWlWl l l l l l l l
lql l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l l
KEY:
l l = mountain
lXXXl = statue
l l = path
lWl = Well
lxl = crates and barrels


L = Lusk
G = Gerlari
S = Sabern
A = Auris
E = Ears

[sblock=Combat]

Code:
[U]Character         HP    AC    In hand/Condition[/U]
Ears              [COLOR=#00ff00]35[/COLOR]    18    [COLOR=white]s.sword[/COLOR]/none
Auris             [COLOR=lime]38    [/COLOR][COLOR=royalblue]21[/COLOR]    wand/mage armor
Gerlari           [COLOR=lime]55    [/COLOR][COLOR=white]18[/COLOR]    g.axe/none
Lusk              [COLOR=lime]56    [/COLOR][COLOR=white]21   [/COLOR]axe&shield/none
Sabern            40    [COLOR=orange]18    [/COLOR]c.bow/none
[/sblock]
 
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They group sets out searching the walls behind all the stolen caravan goods. It takes them over an hour to finally find what Lusk new had to be there, but it is strange the orcs sealed off more area for them to rule.

In the room with the well the discover a passage leading off to the east, covered completely by crates, barrels, and sacks of flour. But once it is all cleared they see a shoet hall of worked stone, at the end of is an iron gate stuffed completely with straw pallets so as to show nothing on th eother side.

The group stands before the iron gate discussing what to do next.

[sblock=OOC] After SOPing the short hall and gate there are no traps or anything magical. [/sblock]
 
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Auris

Auris quickly tries to identify the potion and the dagger and suggest the cleric to do the same and compare results.

[sblock=OOC]
active spell: Mage Armor

---

Auris D'Leroy
AC 18 (T17, FF13), HP 40/40, F +5,R+7,W+6

Spells: 5/7 , 3/4
Electric Ray: 5/6 (+6, 1d6+2)

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

Wand: 49/50

Effects: -

XP: 6,000


[/sblock]
 
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Sabern moves to assist Auris with identifying the potion and dagger found. He concentrates for several moments, deep in prayer.

As the group approaches the iron gate, Sabern studies it for any signs of attempts at forced entry from the other side. "I wonder why they would have sealed this tunnel up? Keeping something on the other side out?"


[sblock]

Cast Detect Magic and the spellcraft checks for potion and dagger.

Potion -- 1d20+7=15
Dagger -- 1d20+7=17

Perception -- 1d20+4=24


[/sblock]
 

Wondering aloud, "I could have sworn I heard wind coming from behind that dwarven statue..."

[sblock=OOC]Are we encouraged to not look there? Did I misinterpret something? Happy to ride along wherever the DM takes us![/sblock]
 

[sblock=OOC] The staute was hollow and Ears saw that the head drops open like a nut crackers. And from the weird chemical smell it was probably a gas trap of some sort.

Nothing to see here move along. :p but thanks for checking on it. [/sblock]
 



The piece of mat stuffed between the bars falls out into the dark chamber. With a little floating light, the group can see a vast chamber with a ceiling nearly 30 feet high.

Not much more of the chamber can be seen from your vantage point although straight in front of the iron gate there looks to be a large hole in the floor with stairs leading down.
 

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