Harsk

GM PC: Halstadt Morgrym's page

8 posts. Alias of Pact Stone GM.


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The dwarven priest is visibly irritated that he is being excluded from the return party, but he finds consolation that Moonpate has organized a dependable team.

Breach," he begins. "If you're not back in a half hour we'll know something is wrong and we'll find a way to come for you. If you need more time, bang your axe against the wall and send a signal loud enough for us to hear so we know you're OK."

"Three slow bangs for 'all is well - yes?"

"Five quick hammers for 'get here now!'. I'll be listening with my ear to this wall." He gestures to the south.

He slaps his arm on the dwarfs back, "Now go keep the others focused. Get the elf-girl back safe."


"Well she didn't just walk away."

"That guardian will know what happened to her."

"Wizard!" calls Halstadt to Moonpate, "Your craft is needed. Ready yourself."


"Gone!" says the dwarf.

"You must be mistaken! Check again."


Morgrym seems uncomfortable just standing by while his vow to the Mithral Scarab remains unfulfilled, but he nonetheless nods to Breach, deferring to his elder and recognizing his expertise.

Readied action: Should Moonpate transport Breach with dimension door, Halstadt will cast bear's endurance on Breach before he vanishes. Juuuuuust in case.


Moonpate wrote:

"What if those poor slaves were divvied up by weight. We are faced with five scales. One scale might hold 7 or 8, the other 5 or 6, then 4, 3, 2, or thereabouts. Those of us who are, um, more stout than most might have been considered, uh, more valuable...or less as the case might be. Maybe examining the sizes and, ah, shapes of the figurines might yield some clues. Or maybe some divination might offer some assistance as to how we are to proceed, though likely as not it will muddy the waters even further. Ack, I don't know what I'm blathering about. I would think much clearer after a few pints...and in the comforts of a nice tavern with a full spread of quality viands laid out before me. Gandel, your cleverness knows no bounds. How do you think we should proceed?

As for placing them on the scales, there will be no need for a volunteer. A little arcane sleight of hand will do the trick from afar."

-

"No," says the dour dwarf, tapping the hilt of his over-sized axe on the flagstone at his feet.

"There will be time enough for playing with the pharaohs toys. First we need help a friend in need."

"We've left Lydia behind. By now the basilisk should have enough blood to free her. She has endured the horror of petrification long enough."

"Potentate, I need to impose upon your magics to take me back beyond the wall. The longer we wait the greater the risk that Ro An Hap frees himself."

"I mean to return as three. If only three can cross back to this place, then only you and I can head out together - that is unless we can use the Portalman for the return trip."

The fire in Morgrym's eyes suggests it will be difficult to dissuade him from this course.

I vowed I would keep her safe. . .


Having roused his companions, Halstadt charges towards the mummified creature of stone. He leaps over his halfling ally, but lands on the padded caps of his knees, rather than the balls of his toes. Sliding forward he gathers his great-axe, and prepares to use his forward momentum for a devastating chop.

But then he suddenly alters his course! Apparently two can play at Ro Ap Han's game of 'feint and strike'. Instead Halstadt breaks from his slide and rolls towards Karek. Whirling to his feet with a surprisingly acrobatic motion, Morgrym reaches out and grips the hilt of Karek's hammer.

When he does, Halstadt infuses Karek with a stream of ancestral memories of some of the greatest dwarven victories.*

Flush with vivid recollections of some of history's greatest battles, Karek finds his body and mind primed for combat.
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OOC: Move 20 feet so that he is immediately east of Karek, followed by his Touch of Good Power. That gives Karek +3 to his attack, skills, ability checks and saving throws for one round. It will be a +4 bonus if we can ever get Halstadt raised to level 8.

*The Quest for Sky, the battle of Kotzranji Yar, the Taargick offensive on the flank of the green horde, etc.


Morgrum watches Gandel and Karek head in opposite directions while Moonpate and Breach each seem to be trying to rally the party to enact two seemingly opposite strategies.

He grips his holy symbol with his usual dour look.

Halstadt goes on delay.


Somewhat dejected at Moonpate's advice that the plan to lure the mega-hydra to the dig site is impractical, the dwarven priest focuses on eliminating all distraction. He grips his holy symbol, calling out to the great forge-fire, proudly reciting the name of his clan and his ancestors.

For a fraction of a moment his holy symbol bursts with a golden flame, encircling him in a brilliant shield of light, but the effect vanishes immediately.

Hal casts sanctuary. He remains at Breech's left, trying to keep the Dune Squad within 30 radius for future channel energies.