Giantslayer Clan Style (Inactive)

Game Master Chainmail

The Giantslayer Campaign as told from the Dwarf Perspective.
Map of Trunau
CURRENT BATTLE MAP


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We all go then, splitting up is a bad idea.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

That door should be clean, Boram checked it. Just didn't want to leave unchecked corridors behind, either ;) But I suppose you guys can feel free to head on through that door.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

"Is there some sort of mechanism to open this portcullis in there? says Yarask to Boram and Dvakin as he notices they entered the room on the other side of the gated entrance


Having returned back to the room with the chest, Boram goes over to the portcullis and looks for a lever as Yarask asked them, "Hold an a moment Yarask, let me see what I can find. take 20 on perception looking for a lever to open the portcullis Once he finds the lever he opens the portcullis. "there we go"

Returning to the chest, "give me just a moment and I will have this chest open, yeah" Boram sets his candle lamp down beside the chest, resting his shillelagh beside it and pulling out his look picks the quickly checks the chest for traps take 20/27 perception for traps on the chest, if finding no traps he opens the lock. Take 20/27 on disable device.


Male Dwarf Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Ogden grunts, "If'n ye blow yerself sky high openin' that chest I might be lettin' ye die on principle."


Rather than move into the room, Dvalin notices a series of bear traps littering the hallway. It is unclear how they are triggered, but rather than move into the room, the group waited. Yarask still waits on the other side of the portcullis.

You consider going the long way around to try and find another path, or disabling the diabolical bear traps that seem quite dangerous.


Augier waits for the time being.


so we never make it to the room with the chest due to the bear traps, right

bear traps, quite a challenge Boram opens the shutter on his candle lamp to see the traps a little better, closing the shutter a little he scratches his head and turns and asks Dvalin "Wasn't there another door in the northern room? Should we see if there is some other way around? Or do you want to mess with the bear traps?"


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

"Hm, the bear traps just cover one of our paths. I see no need to mess with them for now, those things can be vicious-but someone surely set them up, so we should be extra careful around here, as those are proof someone wants to keep people out of this area!"
Saying that, he continues downwards,
"I know there was another door, but we need to let the others know about those traps!"

Dvalin will then try and take a look at Yarasks portcullis.
Or open the door to the lower left.
Or both.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Tegnar waits impatiently for the rogues to return. "It's about time you came back. What did you find?" After listening to Dvalin's report, he continues, "Then let's go through this door and see where it leads us. Without the ability to heal, I don't think we should be messing with bear traps right now."


Yarask notes the bottom of the trapdoor in the infirmary. He remembers the horrible visions, but heads upstairs to take the trap door down...... and comes back shaking. He tells everyone the ghosts still haunt the upper room.

The lower left door is inaccessible now. The door to the rubble room is accessible.
will: 1d20 ⇒ 10

Map shows the situation -- colored rectangles show access from basement to upstairs.


The portcullis is not meant to be opened from this side. A crowbar and massive strength may do it.


This door then. Augier points to the door just west of himself and Tegnar.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

We open whatever door is openable...one seems inaccessible, one seems portcullied...one of those 3 or more options is still available, so we go there and open it...

while boram fumbles around with the chest for 4 minutes, we go on and open whatever door is available.


I don't think Boram got to the chest due to the bear traps

Why not try a couple more of these doors before we leave Retunring to the group while Yarsk goes upstairs Boram tells then "Our way is blocked by a portcullis and bear traps into the central room, there are two more doors, the one here to the west that Aggghhh has identified that I checked earlier and one more in the Northern room pointing southwest, I agree with Aggghhh lets check this door, If one of you fellows aren't offended by swords you may want to bring that one." pointing at the one resting in the statues grip, then
boram opening up the hood on his candle lantern precedes to open the door to the west the one he cleared earlier and look in.
perception: 1d20 + 7 ⇒ (20) + 7 = 27


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

AFAIK you did not get to the chest on the direct path, but going the long way easily gets you there, same path as Yarask took. Also the statue with the sword was upstairs in the area we camped in if I gathered that correctly...it was the shrine of Iomedae. So you should at least tell them that they're stealing from a living gods shrine if you offer the sword ;) Also GM said lower left door is inaccessible. I am kind of lost as to what we CAN do now, but one of the 3 doors on the map must be accessible, right? One is portcullied and one is not accessible, leaves #3 which I'd say we open.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

As far as stealing from Iomedae goes I really doubt she's still home after the desecration that's evident here... so no stealing actually imo, besides we might need the sword more than the statue does soon enough! As for Boram, I'd be glad for his company, th

Yarask nods at the halfling:"There are 2 doors here, and nothig has jumped on us yet... so I suppose something really awful is waiting behind both... which one to open first, then" says Yarask chuckling


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

I agree we might need the sword more than the statue, just thought it worth pointing out. May not be present, may even be happy the sword is put to good use. Or may not be very happy about it. Dvalin's just careful with the Gods...the less he has to do with them the better, as it's seldom a good thing to catch their attention. YMMV


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Seeing that the door he has been watching can't be opened and the portcullis is blocking the nearby hallway, Tegnar follows the others to the cave room to the north.


Augier follows as well.


GM Tribute wrote:


As the group explores the basement, moving down the stairs.....
The stone stairs end in a stark subterranean chamber. Doorways
to the northwest and southwest offer egress from the room.
Around the corner to the south, a lone statue has been relegated
to a dusty corner behind the stairs.

Ogden tells you he statue depicts Iomedae in a pose of
peace, with both her hands wrapped loosely around the
hilt of her sheathed sword, which looks oddly askew.

You are now in the basement on the map.

I will confess that I am very confused, how did we get in the room with the sword painted on the floor, if there are traps and a portcullis? Borams last action was opening the door to the southwest, GM Tribute was he not able to do That? you said

GM Tribute wrote:


"The lower left door is inaccessible now. The door to the rubble room is accessible.

is this the lower southwest door or a door relating to the trap door?


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

I'm rather confused at the moment. The map shows people all over the place and I'm not sure what is going on where and when. I suggest we regroup at the bottom of the stairs and the proceed up the hall (North west) and either disarm the bear traps and proceed into the room with the portcullis or to the end of that hall with the door.


I agree with regrouping at the stairs, if we can go through the door at the south west corner lets, if not go to the cave and go through the door there.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK
Boram the Burglar wrote:
I agree with regrouping at the stairs, if we can go through the door at the south west corner lets, if not go to the cave and go through the door there.

I was assuming that this was our plan of action. I think we leave the bear traps alone until we find out if there is anyone in the rooms. We could possibly use them against the orcs/trolls or get some furniture from upstairs to throw on them to set them off.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

+1 for regrouping. IMHO, GM could simply regroup us next to the first door we can actually open, then we avoid confusion.

as for the bear traps, we can also leave them alone, since they just block off a redundant corridor. So either we can use them for ourselves, or just forget about them(well, not forget IN-character, obviously).


+1 for regroup


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Spoiler:
REGROUP IN THE MIDDLE ROOM!!! :P


Male Dwarf Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Ogden follows along, helping however he can.

Aid Perception: 1d20 + 3 ⇒ (19) + 3 = 22 +5 to whoever is scouting


The door on the far north at the end of the hallway shows.....
This once-grand flagstone hall is filled with statues of different
celestial creatures in every corner. An old fire pit in the center of
the room is bordered on all sides by moth-eaten bedrolls, while
shovels, picks, and other digging equipment lie strewn about
a shallow tunnel bored into the northeastern wall. The ceiling
above the tunnel has collapsed, leaving a hole open to the sky
above a pile of burnt rubble.

The dwarves open the iron doors at the west end of the hall and find.....
The walls of this chamber are pocked with skull-sized cubbyholes,
each containing a single brass or clay urn—some long since
shattered or dented, others still intact. A lightly colored stone
statue depicting a burning chariot wheel occupies the northwest
corner of the room. Two iron doors on the eastern wall allow
egress from the room.

DC 17 Knowledge (religion):
the statue of the chariot whell is to Jingh, one of Iomedae’s celestial emissaries.

Perception DC 15 for first two to enter:
You notice a large mass of gelatinous liquid that seems to house a host of refuse. This dungeon scavenger is quite dangerous, and stirs upon your entrance.

You have not investigated either room. but are on the threshold of the room at the bottom left.


Augier looks around Tegnar and casts detect magic, looking for auras.

Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14


I like the hair on the door trick to make sure no one has moved or opened it, don’t have beard hair, the hair off my feet should work. As they open the door to the west, Boram steps in, looking about the room. brass and clay urns, is this a crypt? seeing the contents of the room Boram announces to the dwarves, "Looks like a Mausoleum for those who were cremated. There is another door to the east, I will check it out, yeah" Boram goes to the doors on the eastern wall and begins to check them for anything interesting, including traps and locks. he will take 20(27/28) on perception on the door

perception: 1d20 + 7 ⇒ (6) + 7 = 13


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Perception check: 1d20 + 5 ⇒ (12) + 5 = 17

As Yarask enters the room his keen senses catch on the presence of strange creature:"Look out! We are not alone in here!" he shouts, warning the others of the impending danger and brandushing his earthbreaker with determination

What kind of knowledge check to identify this creature? Also... Boram... what are you doing there???? XD


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

I suppose knowledge Dungeoneering and he failed perception

Perception to aid Boram: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge Dungeoneering: 1d20 + 5 ⇒ (20) + 5 = 25

Upon realising there is something in here, together with Boram, or at Yarasks outcry, Dvalin focuses his vision on the object in question.

If it is what I think it is: Realizing what is in there, Dvalin stops Boram from entering and pulls him back away Strenght Check: 1d20 + 2 ⇒ (20) + 2 = 22 before slamming the door closed again:"Danger! Stay away from that thing, let me tell you what I know:" Well, DM will tell us if and what I know.

If I fail to realize what it is: "That thing over there looks weird, be on your guard!", while entering with Boram.


failed the first roll, thanks for the help Dvalin

Hearing Yarask yell out, turning back with his candle lantern, with Dvalin's help Boram sees the gelatinous threat and runs from the room screaming "Aaaaaagggghhhhhhhhh, get it away from me"

in my earlier post I assumed there was a door to go with the middle blue block, so I posted Boram near it. If Boram is not permitted to retreat, or if his retreat is cut off, he will go north and investigate, staying far away from the gelatinous thing


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"Move outta the way and let me get it with my longhammer!"

Dolgrym waits until he can approach and kill it with his longhammer.


Male Dwarf Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Know Religion: 1d20 + 7 ⇒ (15) + 7 = 22

Ogden helps Boram and Yarask look around the room (above check), and they spot the thing.

"Thanks wheel be ta Jingh, an emissary o' Iomedae... Must not be too happy with the state a' this temple of sorts."


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Tegnar watches as the three come back out of the room quickly. After hearing what they saw, he responds. "I don't think we should engage that unless we have to. Remember, we don't have an ability to heal so we shouldn't risk an attack that we can avoid. Let's go around."


Works for me.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Boram is already inside... If it is a gelatinous cube we can take it but we need to focus all we have on it. It has terrible ac but a lot of hps, and if it hits us we are in trouble (although its bab is pretty bad fortunately. Also, if it manages to walk over one of us it's probably over for him..."

"Unfortunately our halfling clansman is already inside the room... we cannot leave him inside there alone with that creature!" shouts Yarask back to the others


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)
Yarask of House Dace wrote:


"Unfortunately our halfling clansman is already inside the room... we cannot leave him inside there alone with that creature!" shouts Yarask back to the others

So, as second person going in, you just watch him wander off as you see that thing? We did warn him, and he himself said he fled. At least allow a reflex save against his initiative result or something.1d20 + 4 ⇒ (16) + 4 = 20 We are acting in the same time frame, it's not unreasonable someone posting later may alter the actions of someone posting before, such as with the assist i provided to help boram spot that thing.


Just going to post an initiative block, but Yarask will try to stop Boram if he can.
INIT
Boram 1d20 + 4 ⇒ (6) + 4 = 10
Dvalin 1d20 + 3 ⇒ (20) + 3 = 23
Ogden 1d20 + 2 ⇒ (6) + 2 = 8
Aaargh 1d20 + 2 ⇒ (3) + 2 = 5
Yarask 1d20 + 2 ⇒ (15) + 2 = 17
Dolgrym 1d20 + 4 ⇒ (13) + 4 = 17
Tegnar 1d20 + 1 ⇒ (13) + 1 = 14
Enemy 1 1d20 + 1 ⇒ (4) + 1 = 5

Yarask stops the exuberant Halfling in time, and as they wait on the threshold, the warnings are enough to close the iron doors before the cube can act. There is surely a reason he has got treasure in his belly, and Dvalin explains it swallows people whole and eats them with acid. With the iron doors closed, you make a note that the cube may not be so surprised next time.

Crossing that way off your list, you move into the northern room. Rather than explore the rubble room, you send another runner to try and get into the infirmary, choosing Ogden this time.
Will: 1d20 + 5 ⇒ (19) + 5 = 24
Ogden resists the urge to run and opens the trap door, climbs down and opens the portcullis. He was not happy to get glimpses of people dying in their beds, but a dwarf will do what he must to get to a treasure chest.

You are in the center room finally.
Boram checks and opens the chest and finds:
2 ounces of sovereign glue, 4 doses of universal solvent, 100 feet
of silk rope, 2 disguise kits (with 6 uses remaining each), a set
of mwork thieves’ tools, a noble’s outfit worth 75 gp, a signet ring
worth 50 gp, and coins totaling 437 gp, 155 sp, and 55 cp.

To enter the rubble room you can now us the door at the end of the newly discovered north exit from the central room.


I suggest north door.


Male Dwarf Merciful Healer 1: HP 8/8; AC 14/14/10; CMD 10/14 stable; Init +0; Per +3 (5 stonework); F+2/R+0/W+6; SR 6; Restoration 6/6; Channel 8/8

Ogden grimaces as he comes down from the infirmary, flips the lever, and dusts his hands off at a job done. "North seem ta be tha only place left aside from that room we avoided. Speakin' of, any idea how ta kill it? Perhaps if we set an ambush, we could free it and turn it on our adversaries. They'd likely know tis in here but not that it was set free."


Augier shakes his head. Fire?


hey GM Tribute if it's relevant Boram searched the rubble room earlier
excellent Ogden made it as Ogden opens the portcullis Boram nods with a "Thanks Ogden" going straight over to the chest Boram opens it and finds several useful items, he pockets the MW thieves tools and the silk rope, lifting the two disguise kits he asks "Who do you think they were pretending to be? Whoever hid this stuff here is probably who has been sneaking around town."putting down the disguise kits he lifts up the signet ring, shining his lantern candle on it "Can any of you tell what noble family this signet is supposed to belong too?" after bringing the contents of the trunk to the dwarves, Boram starts to look for any mechanism to disable the bear traps, as he does so he points out, "we can use the bear traps on the nasty giant jelly" shuddering as he speaks of the beast, hey it's a phobia, don't judge "Or we could us them for our own trap tonight."

perception: looking for trap mechanism: 1d20 + 7 ⇒ (5) + 7 = 12


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Once they are safely back in the central room Yarask answers Ogden's question:"We could have taken it, it was one vs seven, but we would have risked one or two deaths I suppose. Whatever. I reckon we'll have to cleanse this place sooner or later and knowing that thing is hiding in there will come in handy!"

Then he considers Boram's questions:"Don't know anything 'bout that but I'm sure whoever placed those here will notice the fact we took them. But no matter, better to make them weaker and make us stronger in the process, so let's take them and to hell with them knowing we've been here! And lastly... let's check the northern room... but be ready for whatever it might hide. I get the feeling we are not up to the task of dealing with this place yet..."


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

"Nice job getting us in, Ogden." Tegnar says as he enters the center room and watches the halfling open the chest. He is pleasantly surprised to hear what was in it. "I'm not sure whose chest this is, but I'm sure we can make better use of the items. I wonder how much a wand of healing would cost?"

As the others move to the northern room, Tegnar will wait in the north hallway of the room to make sure nothing comes out of the door in the western wall of the central room.


Well we can no doubt sell the oils and glue for a healing wand. Augier takes a middle position


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

"We could have taken it, sure. Unless we stand in each others way, in cramped quarters. If those things squeeze next to you in a corridor and you can't get away because we stumble over each other, thats when you should pray to the gods. Because if that thing touches you, it freezes your muscles, and the shock prevents even the strongest from moving for a good half minute. And then, it just slimes all over you and starts digesting you with its acidic...oozeflesh. We'll deal with it, but we'll prepare for when it is that time, if only by careful positioning, and additional ways to move about in these close quarters won't hurt with that."

Dvalin shudders for a moment talking about the creature, then towards the end his voice becomes more firm and confident again, and he moves towards the next door, starting to open it.


rolls: 2d20 ⇒ (7, 7) = 142d20 ⇒ (10, 9) = 19

The two rogues try the northern door, and find it decidedly locked. Boram and Dvalin extract the new masterwork tools, and begin to work on it together. Boram nearly shears the lockpicks apart, by Dvalin is able to aid him and prevent him from ruining the new picks and jamming the lock. The second try is much more successful, and with beads of sweat dripping down beards and the bottoms of feet, the lock barely catches and opens with a twist.

Inside is a young human adolescent who smiles as you open the door and blinks at even the little light added to this ten by ten dark room.

The room has an old cast iron furnace and piles of coal, used to heat this place. But with the collapsed chimney, only smoky disaster awaites someone trying to relight the furnace.

Omast gasps: "Thank you! Thank you!" He looks out into the hallway. "We need to get out of here-- they may come back!!"

The boy clutches a moldy sack and explains: "Get me back to town immediately and I will pay you in platinum!!"

The boy says the last word with reverence and awe.

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