Bag of Devouring

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33 posts. Alias of Ray'Kal.


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“Ach, look at yerself all hot n bother aboot a coffin!” Moverock reverses his waraxe and with a windmill swing slams the blunt end on the lid crit hit, 30 points of damage

The lid crashes inward and everyone who is standing around the sarcophagus is awash in flame! I made the saving rolls for everyone to speed this up, Moverock saved and takes no damage, Thorghrim failed his reflex and takes 1 point of damage

After the fire dies, and Thorghrim pats his beard out you see that the sarcophagus is completely empty.

Game mechanics, the stone had a hardness of 8, so all damage over that went into the structure HP it was a thick lid 2” so it had 30 hp


Thorghrim’s massive strike causes the divot in the lid to become a massive spiderweb of cracks! The lid starts to sag at your point of impact. It sets. No movement.

Moverock steps forward and states “Slam it again!”


Gant you watch with vigilant nervousness as Thorghrim’s gleeful smashing brings to your mind the image of dwarf Guidwives ringing the dinner bell! The tantalizing images of you unleashing destructive energies from your fingertips brings a very pleasurable sensation as you follow Khedron and Kirra.

Khedron you do notice that the stone is well made and thick.
You move to the end of the passage with the orange lantern. The lantern is not lit, and there is dust on the floor, but you notice that there is a 5-foot diameter circle carved into the floor directly beneath the lantern. Your knowledge of stonework 1d20+2=22 tells you that this is original workmanship that matches the stonework around you. You feel that the circle might be a lid.

Kirra you move with Khedron by your side and Gant following. No danger is seen. Your inspection of the carved circle 1d20+2=5 reveals nothing of note.

Thorghrim you smash the sarcophagus lid causing the divot to enlarge. From your blows you can tell that this lid is thick stone.


Gant as you stand guard you neither hear or see any form of danger. Moverock moves to the foot of the sarcophagus and keeps a wary eye out.

Kiira you move the left of the sarcophagus keeping additional security. At your elder brother’s indication you place the stone finger in its place, and it is a perfect fit! Nothing happens.

Your initial scrutiny of the top of the sarcophagus reveals nothing to you, but when you inspect the base you do notice grove marks indicating that it can be moved.

Khedron, when you go to the hallway that you remembered as the indigo one in the mural you notice nothing out of the ordinary, and you hang the latern on its hook at the bottom of its chain. Nothing happens, so leaving the lantern you go back to the sarcophagus.

Nodding to your siblings you raise your warhammer high and bring it down hard! You hit and causing your hammer to bounce back vibrating slightly! Hit 23, 6 points of damage

Thorghrim you notice at the last moment as to what Khedron is about to attempt, you hastily lift your greatsword and bring the pommel down upon the lid hiting it squarely causing a small divot. att 17, 11 damage

The wavering green light continues to shed its weird murky light.


Corrected post for Thorghrim’s excellent spot roll

Thorghrim your inspection of the sarcophagus is that it is sealed. It is on a raised platform. The platform is in the shape of an arrow much like a one-way street sign arrow The tip is aligned with the head of the relief figure on the lid and a short “shaft” extending from the foot of the sarcophagus. At this moment the arrow is pointed down the tunnel with the Orange Lantern.

The lid bears a white stone relief of a tall figure cloaked in a simple garment of flowing cloth. It is difficult for you to say why, but it conjures thoughts of ancient times. What you at first took to be a human, changes as you notice that it is 7 feet tall, hairless and of indeterminate sex. Its arms and hands rest at its sides. The left hand curls upon itself in a fist. The right though is palm up, with the thumb folded into the palm. The index finger is missing.

A scarab-like amulet is around the figure’s neck Knowledge Arcana Check for those who viewed the sarcophagus

If you wish to repost with actions regarding the sarcophagus you may do so I will wait for an email response and then continue. The Wormmaster apologizes profusely.


Thorghrim's spot results in nothing hidden


Gant

Spoiler:
the shirt and cloak you recognize from Bezell’s description. The ring that was on the finger fits the description given to you by her.

You move to the west wing as you pass the web encased north exit, the flickering green light has not changed.

At the west wing you find a wide dais spanning the back half of it. Your attention is drawn to a faded fresco upon the south, west, and north walls. From a vantage point at the center of the dais, the wall painting makes it look like you stand within a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming colored lantern. Clockwise, the colors are red, orange, yello, green, blue, indigo and violet.

You immediately recognize that the painted lanterns match the one you found in the wolf den. After a few moments of pondering you retrace your steps to the web. You can seen faintly through the webs and see a short flight of stairs descend immediately from the webbed arch. You also note that the webs have hundreds of small spiders skittering over them.

DO YOU SLASH THE WEBS?

Spoiler:
Thorghrim hearing his siblings’ suggestion as how to get through the webs, whips out his mighty sword and slashes the webs, causing them to part revealing the steps leading down twenty feet into a larger room.

DO YOU CRASH THROUGH THE WEBS?

Spoiler:
Thorghrim hearing his siblings’ suggestion as how to get through the webs, spins in place and with a low growl runs into them, ripping them to shreds. The tiny spiders flee in panic. Thorghrim you find yourself completely covered in the sticky threads, so much so you look as if you have been wrapped in a death shroud

You all enter the large room.

A wide stairway descends into an immense domed chamber. Seven short tunnels branch from the room in all directions, extending some thirty feet before ending in rounded walls. At the terminus of each passage, a thick chain dangles from an unseen high ceiling. Five of the chains bear colorful lanterns, but two hold nothing at all.

Opposite entry stairs, a bright green lantern containing what looks like a torch casts a weird, murky light about the room. Countless chips of glass and shiny metal inset into the chamber’s domed ceiling reflect this light, giving the impression of starlight and falling snow. The dome starts about ten feet of the ground and reaches an apex about thirty feet over the center of the room.

Below the dome’s peak, a long dais holds what appears to be a marble sarcophagus. A milky white bas-relief figure, perhaps of a human, rests passively upon the sarcophagus lid. Unlike the rest of the tomb, this room is completely silent.


The wolf carcases leak their blood out as you move into the east wing. The entrance is so filled that you have to crawl into the tunnel, which opens out into a rank smelling den filled with bones. This is apparently where the wolves would bring their kills back for leisurely dining.

A search of the room results in finding an old leather backpack, a torn an bloodied green jacket, and yellow shirt, a ring on the finger of a half eaten arm. The backpack holds an elaborate lantern of indigo glass panes, you think you might get 50 dragons for it. You also find an arm band, that is intricately carved with unmistakable elven craftsmanship. The repeating leaf motif could be from no other race. You think you might get 75 to 100 dragons for it.

Kirra also finds a what looks like a marble index finger.

You all exit the den and do you check out the west wing? Or go straight to the webbed entrance?


Khedron’s swift strike kills the Lead wolf, dropping is lice ridden carcass at his booted feet. He then has to duck to avoid the wild swing from Thorghrim, but is able to bring his hammer onto wolf 2 crunching some ribs. As Thorghrim goes into battle frenzy, Khedron is able to land his a final blow before wolf 2 can recover crushing its lupine head.

The battle is over. To your north is the web covered arch that has the flickering green glow. To you right (east) is the rubble fill hallway that the wolves came from, and to your left (west) is the wide marble dais shrouded in darkness.

150XP ea.


Initiative Order: Khedron, Moverock, wolves/Gant, Thorghrim, Kirra.

Khedron’s hammer breaks some ribs in the wolf, causing a yelp of pain to burst forth. Moverock swings at the lead wolf as well all characters attack lead wolf are +4 due to multiple attackers but he misses, possibly due to Khedron’s hit causing the beast to move to the side and throwing his aim off.

The lead wolf flees, having had enough of these odorous ale reeking invaders!

Wolf #2 turns its attention onto Thorghrim, and stumbles bringing about an attack of opportunity from Thorghrim and Khedron! Khedron’s wiry speed stands him in good stead!

You may roll your attacks of opportunity, Thorghrim and Khedron get one on Wolf #2. Khedron, Kirra, and Moverock get one on the Lead wolf, Gant the updated maps come through emails as attachments last one was on 3/21/11, I have sent the newest today


Initiative Order at the start: Khedron, Moverock, Wolves, Thorghrim, Kirra, Gant.
Initiative Order when Gant fires: Khedron, Moverock, wolves/Gant, Thorghrim, Kirra.

The wolves charge!, The lead and largest wolf springs at Khedron with the other two wolves flanking his sides. When the lead wolf clears the east wall of the passage, Gant fires and slightly grazes the lead wolf’s back as the bolt gets stuck in the webs to the north.

The lead wolf snaps at Khedron, who deftly steps out of its slathering jaws and promptly gives it another scar to it right shoulder.

The flanking wolves 1 & 2 #2 comes into Thorghrim’s reach, but he misjudges its speed and misses. #2 bites into Khedron’s left leg causing 5 points of damage Wolf 2, tries to take Khedron’s leg from out under him, but Khedron’s balance is too good and he keeps his feet.

Moverock who was holding his action takes a swing at wolf 1, and misses with his waraxe. Kirra although lands her waraxe into its skull killing it instantly!


Kirra the cave in is exactly that, a cave in. The stone has been settled for at least 20 years. Ignoring the marble platform to the west you all move forward (north) Thorghrim, Khedron, Gant, Moverock, and Kirra. The flickering green light is getting bigger, but not brighter.

The central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom in translucent cobwebs. An eerie green light flickers from beyond the webs, casting strange shadows about this room.

The place smells of animal spoor and wet fur.

To the west, three short stairs lead to a wide marble dais, but the far end of the wing is obscured by darkness.

Huge slabs of cracked masonry and irregular piles of scattered debris choke the eastern wing, giving the appearance of complete collapse.
The sibilant, almost human whispers present in the passage become a chorus in this massive chamber, eerily echoing off the walls.

Upon entering the middle of the room, you see emerging from the shadows of the debris to the east a large wolf. Its face is savagely scarred and its eyes gleam with what you think is malice. As it slowly stalks into the room two other smaller wolves slink in behind it.

Initiative!


Kirra and Moverock have turned into NPCs till their respective players can join back in

Thorghrim, Khedron, Kirra and Moverock you notice a faint flickering green light north of you further into the cairn, you let Gant know about. Before you go to investigate, Thorghrim notices what look like a pile dirt is actually a moldy bedroll in the west alcove. A quick check reveals nothing in or around the bedroll.

Kirra & Moverock continue to watch the green light, but do not notice anything. Khedron you think you heard something further down towards the light, but you are not sure what it was. It sounded possibly as if something dry and hollow was tapped against something.

As you move forward tactically, you reach the second open area. To your right the tunnel ends about fifteen feet in a large pile of dirt and rubble. It looks to be a collapsed tunnel, something that stirs fear in your dwarven souls. Tunnel collapses and earthquakes are top o the list for dwarvish horror scenarios.

The western hall extends perhaps forty feet, ending at a small marble platform raised about six inches off the floor. A strange, curved piece stands upright on the platform, but at this distance you cannot determine anything else of it.

Do you go forward north to check out the green light? Go west to the marble platform? Go East to the collapsed tunnel?


Year 1373 DR 6th of Leaffall

After paying Roryn, who thanks you profusely, you head to Church of Helm, where healing can be procured. The day is warm and slightly cloudy.

The Church of Helm, located in the town commons has an austere stucco exterior. It has one decoration, the staring eye with blue pupil on the front of an upright war gauntlet displayed above the front double doors.

The main hall, is empty of worshippers at this time of day (mid morning) but you find Hameneezer a Cleric of Helm easily enough to make your purchases. He greets you politely and handles your purchases swiftly.

The vials of healing are sealed with a staring eye in the wax. The eye is a bit unnerving as it appears to follow you no matter how you move it.

Following Roryn’s map, you head North for an hour where you find an abandoned building. A quick inspection reveals the roof is sound, and no one has taken up residence and it appears to have once been an office of some sort. The map gives you an indication that the entrance to the cairn is about 10 minutes east of the building.

You easily find the opening to the cairn- a wide monolith-lined portal partially obscured by underbrush and boulders.

Taking a look inside you see that natural light dimly illuminates a long hallway extending north into darkness. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It must be a trick of the wind, but the effect is almost lifelike.

The walls bear horizontal bands of deceptively simple geometric patterns at waist level (chest level for you all). In places the bands reveal startling detail, but in others the walls look as though they have been hacked apart with weapons or eroded by the rigors of time. Flakes of ancient paint, brilliant purple and a dull mustard hue, still cling to the walls in places, hinting at what must once have been a riot of color. A thin coat of dust coats the floor.

Just inside the darkened tomb, the hallway branches into shallow alcoves to the east and west. Here the walls bear the most significant damage. Dozens of clumsy etchings mar the beautiful ancient masonry like graffiti on a cityu wall. A clumkp of soiled cloth about the size of a Halfling rests in the rounded terminus of the western alcove.

Outside, the wind picks up, and a chorus of almost human sounds rises from the darkened hall.

you are in area one of the attached map in my email. Do you search these alcoves? If so let me know what you do and who does it. You may post a group post or individually it is up to you. you can see the hall extending north with two openings to the side 20 further


THIS POST IS A PARTIAL POST TO ANSWER KIRRA’S AND GANT’S POSTS;

STILL AT THE FERAL DOG

After Thorghrim and Kheldron move to the bar, and Kirra pays her bet off, and places her three shards down she meets back at the throwing line with Tirra. Roryn’s blue eyes are filled with a mixture of misgivings and hope, “Good luck, mylady” he utters softly as Kirra takes her stance. She grabs the dagger as she saw Tirra do so by the tip, and hauls back, pauses tilted over backwards, and like a coiled spring lets fly! Her dagger lands squarely outside the outer ring almost to the edge of the target.

Obviously remembering that it was only words from Thorghrim that sparked the earlier brawl, Tirra stays quiet and takes her throw. Her blade lands inside the outer ring, and she turns to Kirra “Well I won, and that is it for me tonight. You have a good evening and maybe we’ll see each other another night” Tirra heads to the target, collects the daggers, and exchanges them for her winnings and she leaves out the front door.

THE NEXT MORNING AT THE STANDING STONES

Gant when you arrive predawn to the Menhirs, which is a group of large worn stones set in a circle with a ring of smaller stones set inside. The cool air is refreshing as you scout the area, but you find no recent tracks or anything else. When you step inside the ring though you hear a chuckle, the likeness to a wind chime comes to mind, and the Halfling appears in front of you sitting in the middle of the ring.

“Hello, I am Bezell” As she waits for your response, you cannot but notice she several very long and ornate hair pins stuck throughout her massive mane of golden locks.

“Gant, that is a good name, the reason I wished to meet with you is I sensed the ripening of mystic energies within you” Bezell pauses, adjusts her skirts, “I did not wish to bring this up in front of your fellow dwarves, knowing how prickly they are about the topic of magic. So I have a proposition for you.” Bezell waits for your nod of assent, “I can help bring those mystical energies out, only if you would do me a favor in payment. In the Whispering Cairn is an item of mine, if you agree to retrieve it for me as soon as possible, I will teach you the basic principles of bringing your magical energies to the fore and being able to channel those into something other than a large and brilliant colored fart!” Gant you are positive that she is being truthful

Bezell will wait patiently for Gant’s response, “Yes I will teach you right now the first steps you must practice and the rest when you return with my item. Also I will have your oath on your clan name that you will do as I ask”

If Gant agrees

Spoiler:
The item is a ring, not magical mind you, but rather valuable to me in a personal nature. It was stolen by a thief, who fled to the cairn and that is the last I have been able to find out. I do not wish to venture into a cairn, or any tomb thank you very much, they are just, well too musty for me, I have allergies you must understand and those places make me sneeze to no end! The ring is silver with scroll work all over it. The thief was a human, male about 15-20 years old with brown hair and brown eyes, going by the name of Crow. He wore a green jacket and yellow shirt. Now that part is done, this is what you need to do to bring out your magical powers. Mind you they are hidden in you and being a dwarf, probably buried more than most. So follow these steps…..

If Gant does not Agree

Spoiler:
Well, that’s that and I will not waste anymore of my time, or yours. Good day to you Master dwarf and good luck with bringing about the proper use of any magic! She winks out, but Gant can hear her stomp off, apparently invisible


The crowd cheers, and shard, nibs and a few dragons exchange ownership, Kirra pays her bet.

Tirra looks at Khedron and Thorghrim “Well that was entertaining, never witness a dwarven bar fight before.” She turns to Kirra and Roryn “So do either of you want to try the dags?, hopefully you will kiss rather than punch each other”.

Gant’s and Moverock’s vigilant protection of their brothers’ worship of Haela only picked up on the betting.

Thorghrim still feeling wobbly remembers a saying from his great aunt, the clan priestess “Victory dinnae mean ye nae making the offerings tae our Goddess, rather tis the act itself she appreciates. Win or lose ye are still praying when battle be joined, but winning is mooch more fun than losing”

Khedron also nursing back a little of his pain, remembers another lesson from his Da “box yer brothers’ ears, but try not tae break anything”

The rest of the night goes uneventful, although when Gant is returning from the Jakes, he finds a note stuck to his cloak.

Gant Spoiler

Spoiler:
If magic is your interest, please meet me at the Standing Stones in the morning light, B.

Gant does some discreet inquiries as to whom B may be and finds out that it is more than likely the colorful Halfling, Bezell. The Standing Stones are also called the Menhirs and they are located to the Northwest of the town on a hill above the Vein.

The night ends with the Quints back at the Covenant, and Roryn offering to escort Kirra to her room.


The other patrons, all start yelling bets out after Kirra's proclamation. Tirra steps back with a truely astonished look on her face. Her response to Kirra's betting, "Uhh, aren't they both your kin?"

The Barkeep, yells out "You going to have to pay for any damages, I'll hold the wagers and the house keeps 10%!"

Money starts to fly as sides are drawn up over the two deranged brothers. Odds are even at this point.


Tirra notices Khedron immediately, “So a dwarf? When have the stone folk taken up with knife throwing? I thought a hammer toss more to your liking” Tirra smiles very prettily while gracefully standing. “Hello Roryn, I see you have found a very lovely companion, I am Tirra, new to Diamond Lake” Tirra introduces herself to you all.

“Yes, I accept your offer to toss the dags.” Tirra explains the rules while walking to the barkeep. She places her 3 shards down and when Khedron does as well the Barkeep lays two ordinary daggers on the counter. The 6 shards are taken by the Barkeep, and Tirra explains "He keeps a shard per player, as house tithe, and the winner will get the rest, this is why a 3 shard is mininum."

Tirra lets Khedron pick first, then takes the other. To Khedrons practiced hands the dagger is well balanced and more than sufficient in killing a wood target. Tirra leads Khedron with Thorghrim, Kirra and Gant following. Moverock stayed at the table nursing his drink.

Tirra stands at the line marked on the floor, and she tells Khedron “Challengers go first” and she stands aside to let Khedron make the first toss.

From the line the target is 25 feet away and Khedron makes his first toss into the inner ring, near the central circle. “Nice one”, Tirra states and makes her throw. With her leathers stretching in interesting places she whips the dagger out and into the center circle. “Okay we both made the first toss, onto the next” Tirra indicates for Khedron to collect the daggers while giving Thorghrim a strange look at the constant badgering.

While Khedron retrieves the daggers, she looks at Kirra, “you have such beautiful hair” and before Kirra Kirra can sense no bluff to that complement can answer Khedron returns, and takes his place and throws, just as Thorghrim states “Ye are standing wrong brother” and Khedron’s dagger thunks into the outer ring, but missing the inner ring.

Khedron’s glare at Thorghrim goes unnoticed by its target, but Kirra and Gant both notice it.

“Ooh that’s not so good” Tirra commiserates as she takes her place on the line. She brings her arm back, once again stretching the leather vest tight, and swiftly launches her dagger right into the central circle. “Ah I have won, would you….” Before she can complete her sentence Thorghrim receives Khedron’s advice!

The punch clips his jaw squarely knocking Thorghrim back a step and shutting him up very effectively.

Initiative!


The day goes uneventful, as you return to the Covenant to rest and get settled in. The supper in the common room is good, filling and the company boisterous. Other than a different accent these Covenant Dwarves seem to be a good lot. After supper is finished and the dishes cleared stories are exchanged over some pipeweed and ale. The Covenant Dwarves recommend that you go to the Feral Dog, as this is the place of action with no cover charge as the Emporium has, and not so hoity toity as Lazare’s House with its Dragon Chess games. Roryn asks Kirra if she would like for him to escort her to the Feral Dog.

The sun has just set and the minute walk to the Feral Dog is pleasant. Roryn provides a continuous monolog about the town and the various landmarks. He explains about the Feral Dog

“The ting aboot the Feral Doog be that dey fight doogs in the basement. If ye like ta bet on such tings den dis be the place tae go.”

The front door is slightly battered, but opens easily revealing a common room that runs from right to left with several tables between the front and the back. The stained and scarred wood floor still display the results of many nights of hard drinking. The bar at the far wall stretches for 45 feet at least half the length of the room.

Sitting at the near corner is a very large albino half-orc. He pauses slightly in his drink to look you all over. The first thing you notice is his great axe, a master crafted weapon to be sure, with a well worn handle. The second thing you notice is the strange tattoo on his forehead that stands out easily due to him being completely bald. There are approximately 20 miners already starting with the nights revels.

You notice an elf maid dressed in tight leathers sitting alone with a flagon in front of her. Her slanted green eyes look you over briefly then return to her drink.

The barkeep is busy serving ale from a keg behind the bar, the black board behind him has the following list;

Ale…….4 nibs/mug
Beer….. 2 nibs/mug
Wine…..2 shards/pitcher
Whisky..4 shards/bottle
Grog….. 3 shards/bottle

Cheese… 1 shard
Bread….. 2 nibs
Stew…… 2 shards
Meat of the day….5 shards

You find a table to seat all of you. Just as you take your seats a wench comes up, her somewhat white blouse barely holds her charms concealed as she throws out a red skirted hip and asks what you want, but first show the color of your coin.

The ale is passable, not as good as the ale you had from the Covenant, which much to your surprise was from a local brewery at least Roryn claimed it to be. The crowd is lively and spirited. By midnight at least two fights have erupted and you learn that a patron fell into the dog pit and before he could be rescued was killed by the contestants.

Things you learn:

The Elf is named Tirra and she likes to challenge patrons, for money of course in dagger throwing and she is a member of the Free City Adventurers.

Betting on the dog fights start at a minimum of a Shard.

The Adventuring Party known as the Free City Adventurers are planning to raid the Stirgenest Cairn and have been bragging about it. The Stirgenest is to the Southeast on the other side of the lake.

Roryn has heard of another cairn that is supposed to have only been partially explored and may still hold onto its treasures. He will provide the location if the party will cut him in on a portion of the treasure. He cannot go as his uncle keeps him too busy around the Covenant.

The half-orc is called Kullen and most patrons fear him as his rages are legendary.


Dulok accepts the venison and has Roryn take it to the kitchens before showing you your rooms. “This will go well inta tonight’s stew!”

Picking up on Kirra’s obvious attentions Roryn asks “So are ye all bespelled inta looking alike? I hae ne’er ‘eard o dwarvish twins mooch less five being twins an all” Roryn’s bright blues eyes sparkle with curiousity, “In all me travels I hae seen a lot o wondrous things an such, but five twins, or is that fivesies? Ah well you sure are pretty and being so armed ye must be very good with all those weapons. I am very good with a bow and can hit a squirrel at 100 paces without any trouble” Once Kirra gets Roryn to talking it seems as if his mouth has a life of its own.

By the time y’all get settled into your rooms, the day is well on its way of being beautiful and full of promise. Not to mention Kirra’s arranged tour by Roryn later in the evening.

The directions to the Captain’s blade are simple, go back down hill to the commons, head west on The Vein and the last building on your right at the intersection of Cut Lane and The Vein is the Captain’s Blade.

Your walk there is pleasant, uneventful. You see various people moving about, some stare at you but whether or not it is due to being quints, or being strangers, or dwarves or any combination cannot be determined. A pair of Constables stand on the stoop of the Sheriff’s Office next to the road you need to take to go to the Captain’s Blade. If their sloppy uniforms are any indication as to their abilities, these men must be very ineffective.

The most notable part of your journey is in the commons when a brilliantly plumed child exits the General Store. Her bright green robes and with a brilliant blue cloak lined with deep hued yellow catch all of your eyes. What you first thought to be a child is actually upon closer examination a Lightfoot Halfling,

For Gant only

Spoiler:
When your eyes meet the yellow tinted eyes of the curiously beautiful Halfling, you get a jolt of … not exactly recognition. You have never seen anyone like her before, but rather of a type of kindred spirit. She looks at you and you can tell she has the same feeling at least by the expression that briefly crossed her pretty face. She continues to the east as you go west.

For Thorghrim only

Spoiler:
you notice Gant stop and stare at the brightly clothed Halfling, but you have not a clue as to what it might mean

You all arrive at the Captain’s Blade, a single storied building with the sign of a Man Standing at a Tiller holding a bared long sword. Entry is gained and the interior of the shop’s customer area is neat and organized, with single handed bladed weapons to the right single handed blunt weapons to the left and all two handed weapons at the back. A glass display counter holds numerous knives. All of the weapons seem to be well made weapons, nothing that will shatter at first blow.

The man behind the counter is of medium height (for a human), brown hair and eyes and apparently in physical shape. His leathers are of good quality and well kept. “Good Morning to you….” He pauses briefly upon seeing you all “Welcome to the Captain’s Blade, I am Tyrol Ebberly, the proprietor how may I be of service”

I took the liberty of rolling the diplomacy checks and gather information for all characters, Kheldon, Gant and Kirra were able through good diplomacy obtain a selling price of .25 book value so you get 138 dragons, 2 shards and 5 nibs (copper pieces) each. I believe you all wanted to take only the weapons. If you want to play this out and roll on IC to see if you can negotiate a better deal give it a try, remember it can go for the worse as well.

After counting out the money into Khedron’s thickly calloused hand, Ebberly asks “So, are you all wishing for adventure?” He chuckles at your glares and grimaces “No, I can’t read minds, so you all don’t have to get upset. People only come here for three reasons, first to buy ore. Second to seek treasure in the ancient cairns and barrows. Third to hide from someone or something. No one comes for anything else.” Ebberly pauses while polishing the glass case “There are many old graves out there, and most have been looted. So if you want to save time you might want to speak with some other adventurers down at the Feral Dog.” Gant and Moverock feel he is being truthful

“Remember, if you need quality weapons, I am your man and if I don’t have it I can get it. If you wish to purchase ranged weapons, well there is Venelle’s towards the Commons, but don’t forget your coin purse as you will surely need it!”


Dulok turns in his seat at Thorghrim’s question, “Ah that ore is the reason ma clan is ‘ere, good Master Thorghrim. tis only iron, but as ye can tell by its unique coloring tis most prized by our metalsmiths from Greysmere. That coloring is only found from the mines o Diamond Lake and this” he waves the scroll tube “is regarding the trade of this iron”

Dulok continues for another 15 minutes explaining the layout of Diamond Lake, and likely places for young dwarves to find adventure, 1. The Emporium. 2. The Feral Dog. 3. The outlying crypts and cairns. He also explains that Governor-Mayor Lanod Neff is in charge and Sheriff Cubbin keeps the peace.

Meanwhile Roryn has finished his sweeping and enters smiles at Kirra and continues to the back door. During the conversation dwarves of various ages move in and out of the front room, some taking samples and others leaving samples. They are dressed as artisans and clerks.

“Well I hae ta get back ta ma work, so if ye be staying get with ma dust head nephew and he can ‘elp ye”

If you take the rooms

Spoiler:
Roryn comes out and takes you to the back up a set of stairs to the back of the building. You are shown two rooms, both have two sets of bunk beds, clothing chests a table and four chairs. “If ye be wanting ta eat, break o the fast be at half past sun up, lunch at noon, and dinner at half before sun down” Roryn informs you, while handing you keys to the rooms

If you don’t take the rooms

Spoiler:
You exit the Covenant, to a fine cool day. Above you is the walled manor, and below is the town square. On the hill about a hundred feet north is a walled manor and there are several smaller homes scattered about.


The sun is bright, the skies clear and the air crisp. Bundled in your sleeping blankets and gear you did not feel too cold, being accustomed to hard floors from the mines of Mithril Hall. Breaking fast and camp go about with no problems and the walk to town quick and easy as well. You notice the Smelter is up and running as you pass and a local gives you directions to the Greysmere Covenant with no hassles. You continue travel on “The Vein” (which is the road you are on) into the town common. You pass The Emporium, turn North take the road between the Church of Helm & the Feral Dog and head up hill.

The Greysmere Covenant is on the right, at a junction of Uphill Street (what you are on) and Side Hill Way. It is a sturdy brick and timber 2 storied affair that 50 feet wide, 40 feet deep with the Greysmere Clan emblem hanging over the door. A young dwarf in a leather apron is sweeping the front and sees you approach.

“Hallo, welcome ta Greysmere. What are ye aboot?” The youngster (probably a few years younger than you) stops sweeping and peers at you all with bright blue eyes set in a tanned face with black hair “By Moradin’s Anvil! You all look tha same!” He drops his broom, opens the front door, “Hey git a look a these fellows we ‘ave five dwarves that all look alike, even the maiden!”

A moment later..

“WHAT? ARE YE BLATHERING ABOOT YA DUST HEAD!” An older dwarf with black hair with and tanned features wearing a grey waistcoat with a gold chain, grey slacks and shiny knee high riding boots exits the front wiping his whiskers with a linen napkin. “Ah, welcome and please ignore my nephew Roryn, the lump head he be, me sister’s third son and well ye know how that be with relatives an all” You can just make out a slight blush just above his well oiled beard.

“ I am Dulok, Master of this Covenant. By your description I have been expecting you, well met and come in please” Dulok steps aside so that you may enter

If you enter

Spoiler:
The main hall is set up as an ore sampling room with several sturdy tables staged about with piles of various ores. The wood floor is well swept and the brass lanterns highly polished. Off to the left is an area near the brick fireplace where comfortable chairs and a low table are situated. Dulok invites you to sit and orders ales for all. “So you have a letter for me?” Dulok asks looking at all of you.

If you don’t enter while other do

Spoiler:
While you wait outside, Roryn stops gaping and finishes his sweeping, invites you to sit at one of the many benches on the front porch. You can tell he is iching to say something, but after that introduction from his uncle, he stays quiet

If you all refuse to enter

Spoiler:
“Ah well, I was told ta expect certain civilities to be ignored.” Dulok mutters “So let me hae the letter and be off with ye”


Gant and Moverock return to their camp, to find Kheldon asleep against a tree a dn Kirra and Thorghrim watching for enemies. Gant notices that the deer has been slice and is currently being dried and will not be available for sale. The night passes uneventful.

The skies are clear and the temperature is 48 degress.


Upon hearing the order the young man leaves and returns carrying a sack with the mead and a small cask that has the stamp of a blooming rose on a sheaf of grain on the lid.

“Fresh venison you say, well I can purchase that off of you for 3 Shards per pound” Gaspar wrings his hands and quivers his mustachios, “Of course you will need to bring the meat to the back where the kitchens are, and have the meat weighed. See the cook and all will be taken care of. Now the cook will be here at an hour before sunrise and he usually deals with the supplier at sunrise.” Gaspar pulls out some parchment and quill and scribbles a note, folds it and seals it with wax. “ Just present this and you shall be paid.

If Gant has nothing further to do in town, he and Moverock can make it back to camp with no problems and rest up till dawn


“Hello Master dwarves, welcome to The Emporium, I am Gaspar. How may I be of assistance?” Gaspar opens up with, while running his hand over his thinning hair. “Do you wish to view the Gallery of Science, which is three coppers, or do you desire the finer entertainment on the upper floors? I can allow you access to them for only 3 silvers”

"Well good Master Dwarf, if all you wish is to take some of our fine libations, well that can be arranged” Gaspar does a little bow, rubs his hands together. From his service desk he pulls out a bell, rings it softly. “So would you prefer some local ale, or a vintage from afar? Alas we have no local mead, but have four fine imports. If you like the earthy flavor from the Moonshaes, that will be 8 Dragons. There are the Amish and Calimsham meads that are very spicy, and they are 10 Dragons. The latest addition we received recently is from the High Forrest and that will be 4 Dragons….” Noticing the blank looks on his customer’s faces, “Dragons? Ah you fine gentlemen must be from very very far away. Ah yes, by your shield’s noble standard you are from Mithril Hall. A Dragon my good Ser’s is a gold” Gaspar’s curled mustachios twitch with possible amusement, but it is hard to determine with human facial hair as it is sooo thin it could be moveing due to his nostril hair. “As for ale, a cask from our local brewery will be 2 Shards, hmm I mean silvers our if you care to try the renown Abbey of the Golden Sheaf out of Mistledale you shall not be sorry; which will be 4 Shards”

Gant and Moverock have never heard of any of the things mentioned, but sense no guile from Gaspar only a merchants natural avarice

Ansering to the bell, a young man enters the lobby from a door to the right, and waits.

“So what shall you like?” Gaspar asks mustachios quivering.


Gant and Thorghrim leave their siblings behind, as they descend to the road. They pass the large smelting house to their left which is dark and quiet. Just a little further to the right is a smithy, its sign displaying a very distinctive “O”, knowledge local rolls reveal to Thorghrim… nothing, while Gant has heard of this mark as far away as Mithril Hall. He knows that this smith is a very good one and his products are of master quality

The road intersects with another road that lead off to the right, and they pass seven more houses, five on the left and two to the right before they come to the “Rusty Bucket”, an apparent eatery that is closed for the night. Its covered porch well kept with comfortable benches and chairs neatly set against the building. The shutters are snuggly latched and the door closed.

Looking each other in the eye, they mutely consent to continue on, and pass another street juncture that leads to the left and a the southwest corner is the Able Carter Coaching Inn; also closed for the night.

Without breaking stride our two brothers continue on as their keen hearing picks up the obvious sounds of revelry! The road leads to the town commons, where there are eight buildings facing inward. The most noticeable building is the first to the left, a large three storied fancy establishment. The sign reads “The Emporium”. It is a three storied massive structure. The lights still shine and music can be heard coming from it.

The louder noise is coming from the right of the square, a large two storied building. The sign proclaims the establishment as the Feral Dog. The door opens to allow 5 drunken humans into the cool night. These happy fellows wear the garb of miners (which the brothers recognize with not a doubt) and don’t take note of our two travelers.

The Emporium being closer and obviously better built establishment Gant and Thorghrim enter and are greeted by a grinning businesslike attendant.

“Hello Master dwarves, welcome to The Emporium, I am Gaspar. How may I be of assistance?” Gaspar opens up with, while running his hand over his thinning hair. “Do you wish to view the Gallery of Science, which is three coppers, or do you desire the finer entertainment on the upper floors? I can allow you access to them for only 3 silvers”


The quintuplets of mayhem gather their well earned loot, leaving Kirra’s artwork behind they continue on their way to Diamond Lake. Knowing that they will be there soon (six hour hike to dwarves? Just a mere stroll), and that the accidental encounter was far less a delay than when Gant needed to use the jakes!

Thorghrim cleaned and dressed the deer so our adventurers know they have at least one meal in store if this Diamond Lake is not to their liking. Each during the trek recalls their Da’s last words before parting “Now ye hear me well and good. The outside world is large and filled with plenty o things ta kill, smash, slash and generally hae fun with. But mind your manners when dealing with other dwarves, till they give cause tae correct their bad manners.” Da had to pause while taking a hearty draw on his mug, “Now where was I… Ah dinnae fall fer those tricky elvish ways and keep each others’ backs!.... Oh an don’t ferget tae give that letter tae Master Blitzhame o Greysmere Clan. Ye keen not too much on those preachins by your crazed great aunt, ye be me boys and girl and remember what I taught ye”

The remainder of their march goes uneventful; they do come across some old cairns and barrows, but the letter takes precedence.

The last hill is crested and they see the lake to the south and ahead. It is large!

The town of Diamond Lake crouches in the lowland between three hills and the lake itself. It is located on the Northeastern shores of the Lake.

The surface of the lake is dark, dull and appears to be made of that gnomish invention of blackoil.

Just below their hill is a dirt road that leads into the town. It goes past a massive fortress like smelter on the left and about 400 feet to the right across from the smelter is a boneyard, a pretty big one. The road leads right into the center of town, where at least two buildings are still lit with activity. Those appear to be inns or taverns.

This is the morn of the 4th of Marpenoth as the elves call it. Better known as Leaffall, our heroes celebrated their 58th name day just three days prior to their arrival. The moon is a crescent, the weather clear with a temperature of 40 degrees. Party members can decide to camp out here for the remainder of the night or head into town.


Gant moves downhill, his boots scrunching the brittle grass as his gaze scans the area not picking up anything that may be a threat. Moverock reloads as well and stays put, using the top of the hill to his advantage.

Thorghrim comes stumbling up to Orc 4, swinging like a drunken goblin, almost nicking Khedron with his greatsword. Even though the blade didn’t hit the orc, it did distract it enough that it didn’t pay attention to Khedron.

Orc 5’s panic stricken flight heads straight South towards the far hill. His arms are wind milling frantically, almost causing himself injury with his falchion that he still holds onto.

Kirra’s song, causes her quarry to glance back in fear, causing him to stumble enough for her to catch up and bury her waraxe into its back from right shoulder to left hip.

Khedron being able to avoid his brother’s enthusiastic attack, brings his warhammer from the low ready up. He times the swing perfectly catching the orc right under its chin, snapping its head back with a loud crack! He turns to see Kirra yanking furiously on her waraxe on the up slope of the far hill.

The brothers clearly hear their sister’s colorful discriptions while she disengages her severely wedged axe!

Battle is done, if you loot the bodies you can get the following, remember to add the weight of everything for whatever you take. 540 xp each. A silver key weighs ½ lbs in the shape of a dragon’s head value 5 gp Kirra appraised it. 20 cp, 5 sp. 7 falchions, stud leather armor, 28 javelins.


Amendment Post, Prior to the ORcs fleeing, Kirra’s actions take place.

Stepping over her first kill, Kirra is finally joined by her brothers, but before she can go after the Leader, Thorghrim comes barreling into the fray cutting him down. She focuses on Orc 6, closes and feints right, then slashes from the left. Her opponent is down, still screaming in orcish as #4 closes with Khedron and #5 flees for his life.


ROUND 2

Gant’s bolt takes Orc 2 in the face, piercing the back of its helmet. It drops like a boned fish the Mithril and Black colored fletching standing as proud as any battle flag.

Moverock reloads, and was about to fire at Orc 3, but has to change targets as his “elder” brother crosses his sights screaming like a banshee. Ach now he be truly angry, that or his family jewels were scored for him ta be screaming like that He quickly pans to the right locking in on Orc 1 and fires. His bolt lodges dead center in its chest. The creature drops next to his fallen comrade. The fletching quivers in time with the last beats of its heart.
Khedron’s thick powerful legs bring him up on Orc 3, who drops his javelin, but is unable to draw his falchion. It is hard to concentrate when your skull is crushed by five pounds of dwarven steel.

Thorghrim zeros in on the Orc Leader, gaining speed from the downhill attack. His focus so complete he isn’t even aware of the first orc he passes, just absently ducking out of the falchion’s path.

His opponent was able to get his Falchion out, just to have it fall to the ground. His claw still clutched to the hilt. The bones gave only slight resistance to Thorghrim’s great blade which ended its destination in the creature’s torso. Intestines spew out covering Thorghrim’s feet.

Kirra descended the hill like the handmaiden of Haela Brightaxe, her shield knocks the javelin to the side, as her waraxe takes her opponent in the neck! With its head barely connected, the corpse drops next to the others that are piling up. In her battle glee she sees that only the three orcs that are on the far side of the deer carcass are still standing.

The remaining orcs, scream back in Orcish, #4 attacks Khedron moving over the corpse of #3. His falchion fairly makes the air whistle, but that is all. Orcs 5 & 6 turn and run for all they are worth.


Initiative order:

Gant, Orc Leader, Orcs 5&6, Moverock, Thorghrim, Orc 1, Kirra, Khedron & Orc 2, Orc 3. At the end of this though all orcs go last.

Gant’s crossbow bolt skips off of Orc number 2’s armored shoulder, bring forth a grunt.

The Leader, yells out in Orcish only look at if your character speaks goblin or orc

Spoiler:
All at once, javelins, the one in the center
that ends in a high pitched grunt of pain as he takes Thorghrim’s bolt.

Orcs 5 & 6 pull javelins, and wait.

Moverock aims and fires his crossbow into Orc 3, slightly scoring his shoulder, bringing out a bit o blood.

Thorghrim taking note of the Leader (and the largest) scores a hit lodging his bolt into the monster’s right thigh!

Orc 1, pulls his javelin from his quiver, waiting for the command taking note of his leader’s squeal.

Khedron’s long arrow is lost into the darkness having not adjusted for his higher elevation.

Orcs 2 & 3 pull, growl out [spoiler] Ready Leader!/[spoiler] only read if you have goblin or orc for a language

On the order all throw at Khedron! Five Javelins hit into him with one striking his armor, but falling harmlessly to the ground. Khedron takes a total of 13 points of damage!


The scene opens on the Western bank of the River Surbrin. The River Lady a two masted ketch, glides south leaving behind our group of adventurers. Their short, broad build leaves no doubt as to their race. Each is heavily armed from greatswords to warhammers, and their helms bear an ornate granite chip while those with shields display the foaming ale mug. Those who study dwarvish heraldry would not be dismiss in stating that they are of the Graniterunner family of Clan Battlehammer, late of Mithril Hall.

The quintuplets watch the gilded stern of the River Lady as she glides around the next bend in the river. The skeletal trees cast long shadows across the hills, while the river appears molten from the setting sun. The trees with most of their leaves laying on the ground and bushes are thick along the banks, but thin out the farther away from the water. An eagle makes a magnificent dive into the broad river, but comes up with talons wet with no prey. Is this an omen for the adventurers’ first foray away from home?

Khedron, the eldest by minutes looks about, searching as his father had taught to read the ground for hints of game, threats or just other travelers. His studded leather armor creaks slightly as he stands to his full four feet four inch height and indicates the best path to take west. These hills are just bumps compared to the majestic spires of the Spine, but still will wear on their feet as they trudge up and down towards their goal. Khedron muses.

Kiira, so named after their great aunt and family priestess is the next eldest. She adjusts her dwarven waraxe to a position of easier reach after cinching her pack’s straps. Rubbing her hairless chin, she thinks If any o my brothers peep one comment on me staying home, their heads will feel my pommel She also searches the area as Da taught seeing the deer tracks and the goblin print.

Gant, the third in line of succession adjusts his warhammer, warpick and daggers into position having noticed his sister’s actions. Making sure his quarrels are close at hand, he hefts his crossbow, looks about and waits for the others to set off, letting Khedron lead the way. He makes his own search about for sign, knowing he is more accomplished than his “elder” brother, but making no issue of it. He notices only that a few deer had come recently to drink from the river. Magic would have a better solution than trudging, He thinks not daring to voice his thoughts to his boisterous siblings.

Moverock stretches and looks at the river with obvious distaste looks about notices that 5 deer came and drank from the river, and that a goblin track was made as well. Nothing new there, goblins are like roaches, everywhere

The youngest by minutes, Thorgrim mouths a silent prayer to his goddess while straightening his shiny mail shirt. He looks about seeing nothing of interest, other than churned mud from the debarkation. Diamond Lake? Does that mean the lake has diamonds in it, or is it made of Diamond? Mithril Hall was named after all the mithril in it after all He doesn’t utter a word about his thoughts, being wise enough not to give fuel for any ribbing that he never understands.

The party moves into the hills, following a deer path that Kirra and Moverock pointed out, having also alerted the others to the recent goblin track.

The sun has set and the crescent moon has just risen over the Western hills when …

“Before you is a scene, not familiar. A hunting party of Orcs are gorging themselves on the entrails of a recently killed deer. Their blood smeared muzzles gape in astonishment seeing you crest the hill, in a moment of crystal clarity you notice on how the blood is steaming in the cold air and the ground is clear of any obstacles between them and you.”

INITIATIVE.

There are seven orcs, dressed in studded leather armor, with falchions and javelin quivers. They are 60feet downhill and approximately 15 feet lower. The largest reacts with one word “GUR’ECK” which roughly translates from goblin into rockscum, or stone s###e.


This is a first for me, to host a PBP web page adventure. I am going to run the Adventure Path Age of Worms with a twist that the players decided to go with. The whole party is made of Barbarian Dwarves. All had taken the barbarian class as their first level and will branch off to other classes after that.

I have placed the adventure setting in Faerun, in the North with Diamond Lake 3 days ride East of Waterdeep in the Larch Hills. The adventurers hail from the recently reclaimed Mithril Hall in the Silver Marches.

The start of this adventure is not in Diamond Lake, but rather in the Larch Hills on the western bank of the River Surbrin.

more to come