Darkness over Arglondar

Game Master Chingo Chaplo


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As you look into the dining hall, you see the morlock running through one of the doors to the entry hall.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Where does he go in the entry hall?


You can't see.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Chingo Chaplo wrote:
You can't see.

So, we're following a running morlock, and he just vanishes? We don't hear anything?

Rhialla will do a detect evil sweep which sees past stone, wood, and earth to try and see where the Morlock went.


You're standing in the lounge, looking into the dining hall, and see him run through one of the doors to the entry hall. You said:

Rhialla wrote:


Rhialla will move to see where he went without going into the room if possible

With your Detect Evil sweep you sense him running upstairs.


I didn't think you were running after him?


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Rhialla wants to try and keep in her field of vision and not let him get away.


Map of Second Floor

You proceed up to the second floor, and follow him to the balcony in the fountain court, where he jumps down into the court and runs through the north door of the fountain court below you.


Will you throw your spear after it when it is in the court below? We can use the roll you made previously.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

We will follow the blood prints he is leaving behind from jumping down into the room where we defeated all the other four Morlocks.

If we lose track of him, Rhialla will detect evil to try and pick up his trail again, and if failing that we will return to the blacksmith and archery range to search for anything of value assuming he is just running away scared at this point.


You defeated the four morlocks in the entry hall. He jumped down in the fountain court. But you had a chance to throw a spear at him if you want to do that?


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Rhialla doesn't see the sense in attacking a routed enemy, but I'm sure the rest of the party has no qualms with attacking him. That is unless there is reason to think he isn't routing, and just trying to get help in attacking us.


Sabrik who has drawn his longbow while running shoots an arrow after the morlock. 1d20 ⇒ 2 He misses the morlock. "Damned vile creature!"

With that, you return to the ground floor and go to the blacksmith where you find:

  • 2 longswords
  • a two-handed sword
  • a large steel shield
  • a scale mail
  • blacksmith's tools

    Then you go to the archery range. You find nothing there, but the door to the tower has been opened.


  • HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    We will investigate the tower.


    Inside the tower there is a stairway leading up and a stairway leading down. You see muddy footprints leading to the stairway down.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    Let us explore to the top of the tower first... Two people can hang back and watch the entrance and the stairs going down for a moment.


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Magnes curses and wheezes slightly as he desperately follows the paladin
    " Ember's stoked lass you've certain intention to love and pieces these creatures. You think this is the way he went?"

    Sorry was sleepy and the site went down.


    Bhalur and Koija volunteers to hang back at the groundfloor of the tower.

    The next floor of the tower has a room with loopholes, a table and two chairs and two doors.

    The floor above that is identical to the previous.

    The top of the tower allows the view of a clear night sky filled with stars.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "I am hoping he is unwittingly leading us to the missing towns people. I have no love or desire to make pieces of him. What are these creatures doing here in the first place?


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    "Ass flowers, Morlocks and murderous root vegtables beside this place must've been a sight so see in its heyday." The Dwarf says as he looks up at the night sky above him "Damn shame its fallen to disrepair like this."


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "Should we follow him down these stairs, or search the other tower and the rest of the ground floor to find another route down?"


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    "Mah, I'd say we follow the footprints. He's already had enough time to hide and warn his companions regardless I'd bet. Head this way an' stay vigilant." The Dhouvarr says as he seems to consider the Paladins other question
    As to a Morlocks reason. Ya know that's an idiom fer' insanity amongst the Dhouvarr? If they've a plan fer all this I've yet to hear of it. Some folks say they come up fer' food others because they don'like us. Third idea is that somethin' bigger n' nastier drives them out an up is the only safe path. Tha' Pheombar Underguard supposedly kills a dozen every mornin' an' has en' fried up as bacon."


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    With Magnes's guidance, Rhialla nods and motions for everyone to press on down the stairs.


    Map of Blackrose Dungeon

    The stairway leads down into a large room with two weapon racks, a table and four chairs and a door which stands open, leading to a corridor. In the weapon racks there are two longbows, two quivers, each with 20 arrows, and a longsword.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "How does it all fit together though? Why is a dhampire wanting to live here if it is full of Morlocks? Are they working together? Where are the missing people?"

    Rhialla pauses a moment, "I thought bacon came from pigs... Bacon does sound good right now... And always."

    After a moment's inspection of the room, Rhialla gives the clear to move on.


    You enter the corridor.

    Will you go north or south?


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    south, sorry


    Heading south, there are two doors in the western side of the corridor before the corridor turns west. The second door is open and footprints are leading through it.


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    "Could be tha' the young Blackrose bit off mor'n he could chew when he ran to this place with his lover in tow. Though the rumors of it being haunted were just that an' they were both desperate fer a place to escape." The Dhouvarr says as he moves in lockstep with the group keeping his longspear at the front the party and guarding the others.
    "Could lso be tha' investigator fellow I spoke wit' lied an is leadin' us on a merry chase. He seemed tha' type ta do tha' right thin' rathrn' tha profitable one. Could very well be they came to town then doubled back in the middle of the night an' went some other direction."


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    We'll follow the footprints.


    Map of Blackrose Dungeon

    You enter a room with several empty cells and a large hole in the floor. Through the hole a tunnel slopes downwards through the earth.


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    As Bhalur stands outside with Kevroth, he is crouching down and slowly scratching Shaer's head while another hand tighly grips the scythe. Glancing at Kevroth Well, we really haven't talked much Kevroth. Only saw you talking with Rhialla during our way and was curious but decided to leave it that. If you would like to tell me, I am open to talk to plus it is nice to know something about others as his head pops slowly up and down during talking

    I was myself raised in the forest and grew up alone. Dont really have sisters or brothers so spent my times with other Bhakiris, mostly learning the way of animals or respect of Nature the black-furred bhakiri talks Even got, um, in human terms married, but we never really were so tight-knitted pair. Sometimes things are hard. Shortly after my parents left and I was alone. No idea what happened but I guess they found their calling in the nature. It does happen quite often with our race and shrugs his shoulders as he stares at something already in the distant past


    Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

    Driving to new location, doing stuff. Will be out of contact for the next hour-ish. Slow posts after that, running a face to face game of carrion crown for friends today.

    Magnes frowns at the hole in the ground " Mah... that don' look good. we goin' to follow it? or ought we just blosk this passage off with some of these cell doors and finish searchin' tha castle before we head that way?"


    I assume the whole party went down into the dungeon

    @Magnes Alright mate. Have fun :)


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    Ya, lets go! Time to talk some sense in monster or... install fear! tududuuduuu, tududuuduuu, Who you do call.....? GhostMonsterbusters


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    How deep is the hole?

    "If we can block this off it would do us some good, but only if quickly and quietly. Once we finish securing Blackrose this tunnel is certainly concerning, especially since it is so close to Dhalkalar."

    Let's explore the room northof here after we have gone through the prison.


    The hole is 6 feet deep, but it slopes downwards as a tunnel.

    You block off the hole, and search the room north of the prison. The large room is empty. A door leads north.


    Do you want to search the whole rest of the castle before going back to the hole? Because then let's just skip to the rooms with anything of interest.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    Yes. Finish the castle first and then worry about the subterranean world.

    We head north through the open door into what I assume is the hallway that runs east and west, then we will travel west towards the tower.


    Let me skip to a room of interest.

    You finish looking through the rest of the dungeon, but you don't find anything of interest.

    On the second floor of the castle you find a room with a chest.

    The chest is locked.


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "There is never a key." Rhialla will bash open the lock if it cannot be forced.


    "Allow me," Magnes says.
    Magnes takes 20 on Disable Device and opens the lock. In the chest you find a

  • 127 Derims
  • 230 Thalen
  • Scroll of Fox's Cunning (150 Derims)
  • A purse with gems.

    Gempurse:

    Gems:
    Carnelian (35 Derims)
    Milky Quartz (55 Derims)
    Rhodochrosite (12 Derims)
    Rock Quartz (11 Derims)
    Tigereye (11 Derims)
    Amethyst (100 Derims)
    Total value = 224 Derims


  • HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    There was a 3rd floor right? We head there next if the second floor is done, or the hole if no 3rd floor.


    Yep. There is a third floor.

    Next room with anything of interest is the Lord's Chamber on the third floor where you find another locked chest. Again, Magnes picks the lock.

    You find:

  • 176 Derims
  • 500 thalen
  • Citrine (40 Derims)
  • Masterwork Chain Shirt (250 Derims)
  • Potion of Endure Elements (50 Derims)
  • Potion of Stabilize (25 Derims)
  • Scroll of Bane (25 Derims)


  • Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    A small pur escapes from Bhalur Well, aint that small amount of Derims. I would like to have someone keep all those derims for now and later we see what we do with it. speaking with a pondering look Hm, with that I would be able to buy food for a while and give a small donation to Matalar. Also considering the needs of people here I could get some of them back on their feets or provide some help. Maybe I could talk with Rhialla to help give some derims too. Kevroth needs them for those, um, bullets and Magnes for brewing. Sabrik... well, Bhakiri first, Bhakiri last, everything is mine and Koiji, hmm, those books are quite expensives and sighs escapes his lips


    HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

    "We can all carry a share, but let us maintain the momentum and clear the top floor." Rhialla says as she presses on after the wealth is gathered.


    You finish clearing the top floor, but on the balcony on your way back down a bodyless shadow vaguely humanoid in outline writhing with unholy life comes out of a wall and flies toward you.

    Roll initiative and tell me what you want to do.

    Religion 1:

    The creature is a Shadow.
    The sinister shadow skirts the border between the gloom of darkness and the harsh truth of light. The shadow prefers to haunt ruins where civilization has moved on, where it hunts living creatures foolish enough to stumble into its territory. The shadow is an undead horror, and as such has no goals or outwardly visible motivations other than to sap life and vitality from living beings.

    You also know that a shadow cannot be hurt by normal weapons, only magical, and that it saps the strength from living beings, until it kills them.

    It is common knowledge that ghosts and ghost-like entities cannot be hurt by normal weapons.


    Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
    HP & Armor & Saves:
    HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

    1d20 + 4 ⇒ (19) + 4 = 23

    Unsure of what to do Bhalur decides that he might as well try to attract the creatures attention to prevent it from attacking his companion since does not have the means to harm it

    Approaching it and assuming a defensive posture as the creature comes closer

    Taking total defense +4 = AC 20 | Dont have yet that scale-mail equipped so will not try to attempt to do it now :) Only if it makes sense for bhalur


    The shadow has an incorporeal touch attack, so its against your Touch AC which would be 15 using Total Defense.

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