X4-5: across the mountains - IC

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

"And you also raise a good point, Aram, to which I can only say this: that is all the more reason to let me get some sleep so that I can have spells available to help in the battle with the monks."
 

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"I know I would appreciate very much to repay in kind these creatures for their actions." Father Fuller says, somewhat embarrased by his words, but these creatures had done terrible things to him in the past and he shudders thinking back on them.
 

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

"And you, Father Fuller, look like the perfect person to act as my bodyguard during the battle while I smite them with my spells. Heaven knows that Aram is a total failure at that job! ;) Besides, if you still plan to use my Nutcracker I'll have little means of defense except for my spells."
 

"Well then get your thick, dwarven skull to bed!" says Aram. "Girgal and I shall do what we can to secure and block the door, and use the stairs as a choke point should the beasts return."
 

Father Fuller will wearily follow the advice of Aram, leaving him (and the druid) behind to clean up the mess.

"Hopefully I can get some rest without being disturbed" the abbot thinks to himself as he stumbles up the stairs.
 

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

"Well then get your thick, dwarven skull to bed!" says Aram. "Girgal and I shall do what we can to secure and block the door, and use the stairs as a choke point should the beasts return."
Bevin, never one to fail to rise to a verbal challenge, begins wagging his finger and taking a deep breath in preparation for what is sure to be a witty retort to Aram, but, then, he reconsiders, sinks back down to the flats of his feet, and hurriedly mounts the stairs to his bed. Aram and Girgal think that they almost hear a vague grumble coming from Bevin's general direction, but they can't be absolutely sure (perhaps?): "And they had BETTER not wake me again tonight! SNORRRRE!"
 
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While Girgal and Fuller return to bed, Aram sets about securing the site. Closting the door, he does his best to block it with furniture and statuary, and then moves to the upstairs balcony where he can go back to keeping his eyes on the entry, and most of the first floor.
 

While Aram stands watch, Girgal takes some time to commune with the forces of nature, then joins him.

Aram and Girgal keep a wary eye on the door, and on the rest of the guest house, but no more intruders appear. After several more hours, an exhausted Aram turns in for his own sleep.

Other than an occasional gust of wind from the balcony, there are no notable noises. The night passes uneventfully, and the sun rises bright in the morning. Today is a new day ... for better or for worse. The challenges ahead are great, yet the rest seems to have done you some good.

[sblock=Walking Dad]As Girgal meditates, he feels close to the spirits of nature, even though he is in a house of worked stone. As he thinks through recent events, he feels a renewed sense of purpose. Then it becomes more obvious ... some powerful spirit is reaching out to him. There is a great conflict going on, not only among mortals, but even in the Spheres of Nature. He knows he could play an important role in events to come, if he is willing ... and lucky.

[sblock=ooc]Girgal advances to level 9. Also, he gains a +2 inherent bonus to Wisdom.[/sblock][/sblock]

[sblock=Leif]Bevin has troubling, nightmarish dreams at first. Then his dreams take a strange turn ... he remembers the days when he was trained in magic. In the dream, however, he has a new teacher - one he doesn't recognize. The white-bearded old human man explains things very clearly, and Bevin learns much. When he wakes, he remembers it all - could the dream have been sent by an Immortal?

[sblock=ooc]Bevin becomes a 9th level beguiler. In addition, all of the spells that he knew before are on his spell list.[/sblock][/sblock]

[sblock=renau1g]It felt good to Father Fuller to once again channel holy power and blast the undead. His dreams are not nightmares of the dungeon, as they have been every time he tried to sleep in that wretched hole; he feels like he is flying over sunlit valleys, and he feels a strong connection to Amaunator. Then he reaches some kind of temple. He can't tell - is it a holy place, or the stronghold of evil? He knows he must find out. Then he wakes.

[sblock=ooc]Father Fuller advances to level 8. Also, he gains a +2 inherent bonus to Wisdom.[/sblock][/sblock]

[sblock=Rhun]Aram has trouble sleeping even though he's so tired. He doesn't usually dream when he's this tired, but tonight his sleep is troubled by a nightmare. He hears screaming and screeching, and fire, and darkness. After a while it reminds him of the pit buried in the desert, where the scorpion-man had been. Among the screams he hears a whisper. I have not forgotten you, bearer of the crystal. For I too guard this world. Yet you must make your own way. Use your scimitars well. He feels refreshed when he awakes.

[sblock=ooc]Aram advances to 9th level. Also, his scimitars have both gained the holy special quality.[/sblock][/sblock]
 

Aram awakens from his rather short sleep, feeling much refreshed and restored. The dervish takes a few minutes to ensure that his companions are safe, and then changes into a clean set of clothing from his pack. Sighing because of the lack of bathing facilities, the Ylari does what he can to clean himself of the dust, dirt and blood that covers him before putting on the fresh outfit.
 

Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14

Awakening and feeling a new purpose, he looks for his pack (companions) and the direction they will take.

[sblock=ooc]

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), stone shape, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - animal growth


Ripclaw has:
HP 57
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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