X4-5: across the mountains - IC

Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20FF17T15, ASF 5%, HP44/44, F+4,R+8,W+5

"Oh, my!! Girgal? Can you still speak? If not can you give us some sign to show us what you have in mind with this course of action?"
 

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Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13
With Barkskin: AC 26 (T15, FF23)

Bevin 'hears' Girgal in his mind: "Everything alright. They flew from other large creatures. Perhaps this shape will scare them a bit longer."

[sblock=ooc]
Used spells: Purify food, barkskin, enhance wild shape, SNA4

http://invisiblecastle.com/roller/view/1873787/
Ripclaw has:
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+13, Move Silently+9
[/sblock]
 

"Thank you, Girgal," says Aram. "I feel much better." The dervish is somewhat taken aback by the druid's transformation into the strange shambling pile of vegetation. "I didn't know you could do that," he says, a slight smile on his face.

"Now what? Do we give chase?"


AC 23, HP 49/56, DEX 20/20
 

Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13
With Barkskin (as shambler): AC 35 (T13, FF32)
Attacks: 2 slams (+10, 2d6+5, reach)

Aram 'hears' Girgal in his mind: "I'm ready. Let's slay the ones who killed our packmates!"

[sblock=ooc]
Used spells: Purify food, barkskin, enhance wild shape, SNA4


Ripclaw has:
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+13, Move Silently+9
[/sblock]
 
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Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20FF17T15, ASF 5%, HP44/44, F+4,R+8,W+5

Knowing that Girgal's intentions are very serious, since he has never seen Girgal transform himself like this before in all the time that he has known him, Bevin steels himself for battle and follows where Girgal leads.
 

Girgal, AC 23 (T15, FF20), HP 59/59, F +11,R+8,W+13
With Barkskin (as shambler): AC 35 (T13, FF32)
Attacks: 2 slams (+10, 2d6+5, reach)

Girgal takes care of the fallen enemies first, slamming them to pulp. Then he moves toward the main building, where the warlock and the necromancer got missing.

[sblock=ooc]
Used spells: Purify food, barkskin, enhance wild shape, SNA4


Ripclaw has:
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+13, Move Silently+9
[/sblock]
 

Aram raises an eyebrow as he watches Girgal pulp the fallen enemies. "Ah, yes," he says. "Don't want to take any chances." He smiles and winks at Bevin, spins his scimitars in hand, and trots off after his shapechanged companion.
 

Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20FF17T15, ASF 5%, HP44/44, F+4,R+8,W+5

When Aram smiles and winks, Bevin just shakes his head and says, "And again, I ask myself, what have I gotten myself into with this lot?"
 

Like the guest house, the stone doors to the monks' house have eyes painted on them.

The doors are locked but Aram, with some help from Bevin, is quickly able to pick the lock.

Lining the walls on either side of the small entry room are two racks of longspears - 10 weapons in all.

The layout of the building is similar to that of the guest house - two stories with a central courtyard surrounded by other rooms.

The two nearest rooms pas the entry are bedrooms - containing only a straw mat, a bowl, and a lamp; they are dusty and have cobwebs in the corners. There is some blood on the ground in both as in all of the rooms on the ground floor of this building.

The next room, to the right, is the dining room. This narrow room has a low table, piled with food, several short stools, and a staircase up - and confirms your worst fears.

There are four bodies in this room. Two of them are very bloody, beheaded, and partly shredded. These sickening sights were once Nargon and Rajah. Their armor is in a corner but most of their other posessions are not here.

There are two other bodies, which appear to be those of monks - one of which is wearing the robe of the Abbot. These bear burn marks typical of Nargon's blasts.

You can guess what might have happened here - Rajah was the first to succumb to the poisoned food, the necromancer meeting the horrible fate that he had always expected to.

Nargon did not go down without a fight, but fall he did, either to the poison or to the monks.

The monsters you killed outside did not revert to human form when killed, so if they were indeed the monks, the change must not have occurred yet when the two here died.

Quickly checking the rest of the building, you find no sign of the fleeing monsters nor of the other monks.

There is a small kitchen, furnished with a single table and a large hearth fireplace. On the table are several bowls, a heavy knife, and some bundles of roots and herbs.

There is a very dusty pantry, with piles of rags and other broken cooking items are pushed into the corners.

Upstairs are more bedrooms, and a terrace that overlooks the well and the blacksmith's shed. The ground is 15' below.
 

Bevin Rockhammer Dwarf Rogue2/Enchanter6, AC20FF17T15, ASF 5%, HP44/44, F+4,R+8,W+5

"What are these eyes for? Is it just a 'folk magic' thing to ward off the 'evil eye' or is there some real substance to it?"

And, then, upon seeing the bodies of Rajah and Nargon, he says, "What a sad fate for our friends! We can't leave them lying in this state, but I suppose taking their remains home to their families is out of the question. Still, we should take them away from this place for burial. I can't imagine that their souls would ever rest easy here. If we had a sufficient furnace, we could cremate them and then take their ashes home again."
 
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