| baldwin the merciful |
Bexmak describe the route that he knows. "there is tunnel from the ceiling it leads up (this Aurora knows is true) if followed all the way it goes into the Gates of Hell, that's we reside with others of out kind. Before you get there there is a hidden door that connect to another tunnel and d the surface." He stops. "We lead you to that tunnel, then we go back to our place."
| Grimm Sharpest |
Grimm had a great sense for lies and so far was prepared to believe the short vampire wannabe was telling the truth. He continued to feel this lot was too trusting, however he was in a FAR better position than he was yesterday. And in the company of 2 dwarves no less.
Fine. I need ta get a better Holy Symbol anyway...
He moves to the front and gets ready to follow up Desmond. At least the massive group behind them could be enough distraction to get first strike.
| baldwin the merciful |
The group pushes past the mass grave many of the prisoners are nauseated with the stench to speed this up I'm not going to have you all make fort saves again. Up you ascend and finally reaching the guard room.
Rather than play out the mass exodus from the level and the Rappan Athuk, I was thinking about hand waving getting back to the surface. I know the PC are taxed resource wise and I think it'd be fair to you to at least get you back to the surface. Now you may get in battle or two on the way back to Fentonville, but that is another matter. Plus, I don't know if Kalim and Karnog want to go by the orc/hobgoblin settlement? Also, what are you going to do with Meath'd?
| Grimm Sharpest |
As Desmond and Grimm both greet the outside air, the gives his thanks to the Lord in Iron. But it was not a time to pray. HIS glory was paid in the hot fire of battle and the spilling of blood. Leaving that hell hole meant they were heading to recoup and resupply.
Grimm finally takes out his everfull mug and takes a long pull before offing it to Desmond.
As good a time as any. One pull won't slow ye down. Thanks fer settin me free, Sneak.
| Desmond Aeros |
That sounds good to me GM.
As soon as they breach open air, Desmond gives almost a sad look at Meath'd. "Hey big guy, you're free now. You can do whatever you want." He grins at Grimm. "Now you owe me, next time I get into a jam I'll pull a favor."
| Desmond Aeros |
My heart, I can't take it!
Desmond breathes out slowly. "Listen buddy, you can do whatever you want now. You can stay with us if you want, we'll be going back down there to continue exploring. Or you can go find an ogre lady and settle down, or whatever."
| Karnog Kegmeister |
"What Desmond is say, Meathead, is that we're going to get some more food and equipment, then go back underground to smash those gobbos. If there's something specific you'd like to eat or wield, let us know."
| Kalim Gudlavaletti |
"I value our talks, Meathead. I would be sorry to see you go, but every thinking being should choose their own path. You are welcome with the clan, but you are free to leave if you so desire." Kalim grasps the ogre's arm. "Whatever you choose, we are clan
."
| Grimm Sharpest |
Grimm vomits a little in his mouth at the proclamation of being clan with an Ogre, but tries to cover his disgust.
He casually lays his hands on his belt (near his hammer) in case the thing spoke Dwarf.
| Karnog Kegmeister |
Dwarven:
Karnog ponders the idea of telling Grimm about Orc Town, deciding this is probably not the time or place.
"You know, not every creature falls into the box his breedin' put him in. There's plenty of wicked humans, dour gnomes, and even cheatin' evil dwarves. Meathead may be an ogre, but he's hardly all evil. Ask Kalim about it sometime, he kin talk yer ears off on the topic."
| Grimm Sharpest |
Grimm grins,
Grimm breaks out in a small fit. He had not laughed in awhile and found himself very funny. One of the great aspects of following a god of battle was he got to see all sorts of crazy people with weird ideologies and views.
| Grungsdi |
Grung downs some ale.
So Meat, anything you want us to get you from the town?
| Karnog Kegmeister |
"Meathead, we will have plenty of coin for tasty pickled food. Perhaps we can get some large barrels of vinegar and spices so you can ferment things as we travel. I think I know of something you'll like I may be able to get for you to wear as well."
Muleback cords for Meathead would be great!
| baldwin the merciful |
As the group ascended out of the depths of Rappan Athuk, the Dungeon of Graves, the gorgers split off towards their homeland, a little later the drow fighter does the same. The goblins actually follow you to the surface but quickly scurry away once they hit daylight.
You all are able to rest for day and regain your abilities, and learning a few new ones.
Overview of Wilderness Area with Keyed locations
You exited from area 12, the type is pretty narrow on the map so it may be hard to see.
Note: Orctown is #7 on the map, aka Daarog's Lair
| Grimm Sharpest |
Grimm awakens from his dreams, others would say they were nightmares but to him they were what he was used to. Dreams of both sides of warfare: Victory and loss, glory and pain, his connection to the Lord in iron was through the lens of an ancient race. Unlike the shortsighted humans who cbose only to focus on the aspect of Victory, be they good or evil, the worship of Gorum was all about winning. And the Lord in Iron did reward then for they helped focus the efforts of war. For Gorum WAS an indifferent god. He rewarded those with the WILL and Skill at arms to fight and glorify his name. But for the dwarves- a race that had known peace between clans for thousands of years, yet constant war with both the subterranean and evil surface races, War was a force of nature. It bought about an equal amount of suffering to a side as glory to another. The dwarves were warlike because it was necessary in this world.
And so every morning, Grimm would wake to the cries of victory and screams of defiant loss. And every day he would picture his death, smile at the vision and say, Ye try and take me.
Then he take a p!$$ and drink ale from his mug and start his day.
He looked a across at Desmond who'd taken last watch.
Morning, Sneak
| baldwin the merciful |
Desmond is able to guide the group to Orctown, where Meath'd has decided it'd be best for him to stay for a few days. letting him get accustomed to the surface, and not to scare the surface races in Fentonville. This also gives Desmond, Karnog, and Kalim a chance to check in with the great utopia settlement they started. Check on supplies and equipment needs.
The trip to the Orctown is relatively calm, you were able to avoid a few roving bands of creatures. As you arrive near the settlement you are surprised to see a couple fields "planted," and small heard of goats in being shepherded.
| Karnog Kegmeister |
Karnog greets the sun with great joy and happiness, praising the Creator for their deliverance and the rescue of so many tortured souls.
"A good morning to you as well, Grimm. It truly is a good thing to see you again."
Dwarven
Realizing their approach to Orc Town is faster than he realized, he grimaces and begins to explain the settlement's presence.
"Grimm, remember what I said about not all ogres being bad? Well, the same can be said for orcs, it turns out. Kalim and I have helped a community arise here, one which celebrates strength and solidarity, rather than rape and murder. See the fields? And the flocks? It brings me joy to see them succeeding at such peaceful endeavors!"
Karnog calls out a friendly greeting on Orc as they approach.
"Hello village! We return, and bring tales of adventure!"
| baldwin the merciful |
After spending and day at Orc Town the party is rested and ready to move on to Fentonville, which they eventually do. Karnog makes sure he notes the necessities for the community and figures $1500 gold pieces worth of general goods will get the utopia set for the next couple seasons. Overall the experiment is working well. Meath'd stays there until you return, he's happily chasing butterflies and munching on the ones he catches.
A couple days later you lead the rag-tag group of survivors into Fentonville.
| baldwin the merciful |
When you arrive back at Fentonville several of the rescued members make good on their rewards offered.
Silas the diamond merchant offers each PC, including Grimm $2500 gp in diamonds.
Elgar the wizard offers to add a +1 special ability to your armor or weapon. Grimm you too.
Zildjin the wizard's master offers pays you each 2000 gold.
grimm included, 50%: 1d100 ⇒ 60
(sorry he views you as prisoner too, so you are excluded)
Gabriel the cleric will provide you a fully charged wand CSW+10.
The three dwarf's give you a each $2500 gold pieces, including Grimm.
Thris provides with 10 (+2) arrows, 10 (+3) arrows for longbow.
The paladin will offer everyone a +1 ability stat enhancement item (a tome of the relevant sort).
-------
Des, Karnog, Kalim, and Felicitas should have 11000 in gold from their adventuring according to Karnog, Plus 7,000 in reward monies for a total of 18,000 gold to spend.
Grimm you should 5000 gold to spend from the rescue.
| baldwin the merciful |
Obviously you'll be in Fentonville for a couple weeks or so to rest up, train, and study. There is plenty to keep you entertained when not training. the Sly Wink does have the best honey brown ale you've ever tasted. Fentonville is known for its apiaries and excellent beer.
Some of your old crew have a successful blacksmith shop "Varl's" and he and the gnome saleman, Nib, seem to be a huge draw these days. these were two of the original members.
| Grimm Sharpest |
So Grim could spend $2000 pay for the +1 to his Greatsword.
Then take up Elgar on his offer for a +1Ability (Furious).
From the Paladin he take a tome of Strength.
This leaves me with 3000 from the rescue to spend. Still at work. Will update as able.
| Felicitas Sweetfingers |
Felicitas asks politly to add defending to her weapon from Elgar
From the paladin she asks for an item to upgrade her charisma.
Also she will try to get a better cha item (+12000)
two rings of protection 2000x2 and a cloak of protection +2 (3000)
| Karnog Kegmeister |
Karnog takes the time in town to relax, replenish his energy for dealing with such horrible evils as the god Orcus, and drink plenty of honey brown ale.
It was good to see the old crew again, traveling with 3 dwarves made the band's name "The Short Swords" appropriate again. Even if only one of their crew actually used such weapons.
He makes sure to pay for the supplies necessary for Orc Town, as well as securing some new tools and materials for himself in the future.
A few days into their stay, he strikes up conversation with the gem merchant Silas, asking for his professional experience on diamonds and other gemstones. He also makes sure to let the stone dealer know he'd be back to buy plenty of diamond dust or whole stones in the near future.
With his free time, he practices iron work, eventually presenting Grimm with a new holy symbol, wrought in spiky cast iron and seemingly without tool marks or joins of any kind.
Recuperated, ready for the trip back and happy to see his "orc experiment" thriving, he asks around about them, in gentle and non-specific ways.
1d20 + 6 ⇒ (5) + 6 = 11 diplomacy to gather info in Fentonville about Orc Town
| Varl, NPC |
Varl makes room for Karnog to hammer out a few items at his shop. the sound of hammer on anvil soothes the dwarf's nerves. "I've made a few basic tool fer them in Orc Town, Nib says their goats have good milk. Nib's been able to parlay that into tidy profit with the cheese maker. Better Nib trade wit 'em than me, orc and hobgobos still make me uneasy." he thumbs his head, "He's got brains that one....business sense." Varl examines the holy symbol Karnog has created. He nods approvingly.
| Grimm Sharpest |
Grimm beams from hairy ear to ear when Karnog presents him with the new holy symbol. Steel. And a bit spikey to boot.
Thank ye, Brother. This always be felt against me chest and the little spikes,ll make sure I never ferget me Lord's wit me.
T'was me vanity that made me leave ye all the first time. Thought the group was too soft. Still do ta be honest. But I paid fer me folly when I got ambushed. Much as I think ye all got soft hearts, there's no doubtin' the strength o yer arms and yer will. Till every damn foul creature is purged from that place I'll glady spill blood beside ye.
That was probably the most heartfelt thing Grimm had said to another being in a decade. He had to admit. He liked the 2 other dwarves in the group. Desmond was about as lethal as a Rogue could be and he respected him for that. The Mage was still a devil spawn but you didn't need to like every body....
In the days of recuperation and training and preparing Grimm approached Karnog to see if the Priest had it in his power to use a remove curse spell to take of the damn tiara. It looked ridiculous.
Couldn't trouble ye fer a favor?...
| Grimm Sharpest |
Sense Motive to Sense what the giggles are about: 1d20 + 17 ⇒ (11) + 17 = 28
Grimm was no fool. He caught the odd looks and sideways glances. He knew why poeple were always averting there eyes.
On more than one occasion he decided to have some fun with it. One day he caught someone trying not to look and decided to demand the man kneel before his highness, King short boots. It was rather funny seeing a man prostrate before the dirty dwarf in spikes.
| Karnog Kegmeister |
"Aye, Grimm. I was wondering when you'd come by to have that piece o' glass removed. It's more trouble than worth, ye ask me. Lemme see if the Creator can help us out here."
1d20 + 10 ⇒ (15) + 10 = 25 Caster Level vs curse, casting Remove Curse.
"As to the strength of our group; remember what makes steel stronger than iron. Iron is tough, sure, but a tough blow or enough twist and it'll snap into pieces. It can't handle the stress or change. But ye put other metals and earth in the mix, forge it right, and ye get somethin' that flexes and lasts, but holds an edge that will last. Our differences give us strength, especially when we go through the crucible of combat."
| Karnog Kegmeister |
"One of them hats where people say, "A dwarf walks around in a hat like this, they know he ain't afraid of nothin', eh? I kin understan' the sentiment, but I ain't fond of the undead critters it attracts. A tradeoff for lookin' less stylish, I guess, Grungsdi."
Karnog relishes the banter of his dwarven comrades, happy to have more proper bearded allies in his party once again.
| baldwin the merciful |
Karnog prays to Torag for two spells to remove curse, towards the end of the week in Fentonville. Best to have an extra spell just in case the curse proved to strong. Fortunately, his first casting takes effect, so Grimm could pull the tiara off his head the following round. Careful not to touch tiara, they put it in lead lined box for disposal.
| Grimm Sharpest |
Ha! Ye got it. Now should we dump the thing in the forge an be done wit it?
He gives Grungsdi a punch for any joke it looked good on him (with Considering the other dwarfs armor, hurt Grimm's hand and did nothing to the dwarf fighter), the 2 had become solid sparring partners in the last couple of days with Karnog refereeing and patching the two up after their matches since they both insisted on not pulling blows.
An onlooker would have honestly thought they were trying to kill each other till they would have heard one congratulate the othe on a broken jaw.
People got used tk the sight and simply decided all 3 dwarves were crazy.
| Grungsdi |
Grung laughs at Grimmgestures to the pub
First one to belch buys!
| Grimm Sharpest |
Still having a somewhat heavy purse, Grimm shakes his head.
Nah, first 8 rounds are on me. I ain't spent all me gold yet, an I owe ye all for freein me, andHe looks over to the smith and bashes his fist on his new breastplate,ye too Smithy! Finest armor I e'er wore. Let's show the wimps in this town the ruckus 4 drunk dwarves can cause!
Clearly the dwarf was gladdened to be in the company of his people and free of the damn tiara. If he managed to kill a foe today it would be a damn near perfect day by his estimation.
| baldwin the merciful |
Although it was good to recuperate and reequip, soon the Dungeon of Graves began calling. the constant itch that needed scratching. Drawn to evils lurking below the surface and the vast but forgotten treasures. After a few days of drunken glow the party knew it was time, time to descend into the pit of unholy chaos and death.
| Grimm Sharpest |
As they stomped(well two of the dwarfs clanked and stomped- the rest walked) down the trails the Party were somewhat suprised at how quiet and focused Grimm was.
Tailing Desmond who ventured in front of the group and sticking to the side of the trail, the dwarf expertly shadowed the rogue so well the main group would occasionally lose them whenever one of them roamed to the side to check something out or suddenly appeared with an open palm facing the group to call a halt. The behavior was a stark contrast to his normally loud and violent personality that actually added to his deadliness. Despite the whopping big sword that could cleave a foe the Dwarf was demonstrating that if he wanted to get close to you, he could and given his propensity for excessive force, NOT seeing him when he was after you meant it was likely the last mistake his target would make.....