Chapter 4: Verulia in Darkness

Inferno
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hedgeknight
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Re: Chapter 4: Verulia in Darkness

#181 Post by hedgeknight »

Roan, Son of Rune

Spattered with the blood of an enemy he can kill, the Vanir barbarian lets out a howl of pure barbaric glee as he levels his axe on the next unfortunate simian foe...the closest being the one currently attacking Attila.

Battle axe: [1d20+3] = 20+3 = 23, [1d8+5] = 1+5 = 6
Crit damage?
Winter is coming...


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Inferno
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Re: Chapter 4: Verulia in Darkness

#183 Post by Inferno »

The Revolving Corridor. Third Tier of the Great Pyramid
Lost City of Khemsa, Forgotten Kingdom of Verulia, Great Eastern Desert, the World of Hyboria
Day Two. Midmorning. 14th day of the month of Yuluk, 1279th year of the Age of Aquilonia




Image

"EEEE! EEEE! EEEE!"

Image

In the sealed, revolving corridor of the ancients, a roaring maelstrom of fang and blade rages!

"GRAAAAH! GRRRRR! AAAAAAH!"

The savage beasts attack with all the fury of the wild. Rending claws and biting teeth rip with brutal ferocity! (-4hp, -3hp, -1hp to Arthfael, Gronda and Mako)

Gronda falls in a growing pool of her own blood.

"AAAAAAAH! AAAAAAAAH!"

Image

Arthfael's scimitar, Kiri's trident and Mako's glowing quarterstaff cannot land blows in the swirling feral bedlam.

"OOOOOOOUH! OOOOOOUH!"

But Attila's javelin gores the chest of a shrieking simian, nearly killing it! (B5)

Loche's bone dagger knifes a baboon, amputating its grasping, man-like hand! (B4)

Roan's axe cleaves an anthropoid that leapt along the wall at him, splitting its skull clean through. (B9)

Garrin's long sword punctures the lung of a primate, flooding its mouth with blood mid-screech! (B8)

"EEEE! EEEE! EEEEEEEEEEE!"

Image

Suddenly, the revolving corridor rumbles to a halt, both stone doors grind open and the baboons ready to flee the hallway for their lives!

"AAAAAAAH! AAAAAAAAH! AAAAAAAAH!"


Actions?! Baboons win initiative again and will flee, so each of you (save Gronda) may take one opportunity attack as they retreat from a melee, if you want.


Map Detail:
Image

Full map:
Image
Doors are open. Hall is not moving.


Rolls and Rulings (non-required reading):
Initiative: Party: [1d6] = 2, Monsters: [1d6] = 3 Baboons win again. Attacks still have -1 from moving hall:
Baboon Morale check (first death on a side): [1d100] = 84 Fail. The Baboons want to "fall back, fighting." But they are unable to do half of that until the doors open. So fight now, then flee as soon as they can.
Baboons attack Arthfael, Gronda: [1d20] = 19, [1d20] = 16, damage: [1d4] = 4, [1d4] = 3 Both hit, -4hp and -3hp respectively.
Baboons attack Mako, Loche: [1d20] = 16, [1d20] = 13, damage: [1d4] = 1, [1d4] = 4 Mako is hit for 1hp.
Baboons attack Attila, Kiri: [1d20] = 8, [1d20] = 5, damage: [1d4] = 1, [1d4] = 4 Both miss.
Baboons attack Garrin, Roan: [1d20] = 10, [1d20] = 7, damage: [1d4] = 3, [1d4] = 2 Both miss.
Garrin attacks B8: [1d20] = 18, damage: [1d8+1] = 3+1 = 4 Hits for 4.
Next round: Initiative: Party: [1d6] = 1, Monsters: [1d6] = 2 Baboons win again...
Baboon Morale check (25% casualties): [1d100] = 80 Fail. No change. Continue "falling back, fighting." Having fought last round (because they couldn't escape), they will fall back this round.
Image


PC Status:
  • Arthfael Griogarach: Cimmerian Northman Druid 2: Move: 12", AC: 6, HP: 5/12, Spells: 4/4 1st lvl and 3/3 2nd lvl
    Attila: Hyrkanean Nomad Barbarian 2: Move: 12", AC: 1, HP: 19/21
    Garrin Locke: Argosian Atlantean Paladin 2: Move: 12", AC: 5, HP: 13/18, Laying Hands: 1/1
    Gronda: Zembabweian Savage Ranger/Thief 1/2: Move: 9", AC: 7, HP: -2/17
    Kiri Khutan: Kambujan Easterner Fighter/Magic-User 1/1: Move: 9", AC: 4, HP: 5/7, Spells: 2/2 1st lvl
    Loche: Pict Savage Thief 3: Move: 9", AC: 5, HP: 8/18
    Mako: Khitan Easterner Illusionist 2: Move: 12", AC: 7, HP: 5/6, Spells: 1/2 1st lvl, Light spell
    Roan, Son of Rune: Vanir Northman Barbarian 2: Move: 15", AC: 4, HP: 18/23, Torch
PC Magic:
  • Protection from Evil (Garrin): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Garrin.
    Healing Mists of Osorus (All): All lost HP recovered with 8 hours of sleep. Wakeful rest, or sleeping less than 8 hours, enables recovery of 1 HP per hour. Duration: "months."
    Light (Mako): Duration: 67 rounds
PC Resources:
Last edited by Inferno on Sun Oct 27, 2019 1:18 am, edited 2 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 4: Verulia in Darkness

#184 Post by Zhym »

Arthfael stays his hand. He again considers trying to make friends with the baboons but decides that scared animals aren't any easier to make friends with than angry animals.

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Re: Chapter 4: Verulia in Darkness

#185 Post by tkrexx »

Atilla lashes out at the same target, wishing to end the existence of one that tried to end his.

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Re: Chapter 4: Verulia in Darkness

#186 Post by DadsAngry »

Mako:

"It bit me! It bit me!" Mako exclaims.
As the beast moves away Mako considers hitting it but chooses not to in fear it might be inclined to change its mind and return the blow.

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Re: Chapter 4: Verulia in Darkness

#187 Post by hedgeknight »

Roan, Son of Rune

Relishing in the bloodied frenzy, the Vanir takes a swipe at one of the fleeing apes.

Battle axe: [1d20+3] = 3+3 = 6, [1d8+4] = 8+4 = 12
Figured it was about time his luck with the dice roller ran out ;) And with a max on damage too!
Winter is coming...


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Re: Chapter 4: Verulia in Darkness

#189 Post by Inferno »

The Revolving Corridor. Third Tier of the Great Pyramid
Lost City of Khemsa, Forgotten Kingdom of Verulia, Great Eastern Desert, the World of Hyboria
Day Two. Midmorning. 14th day of the month of Yuluk, 1279th year of the Age of Aquilonia




Image

"EEEE! EEEE! EEEE!"

Image

The explorers of the Great Pyramid rout the simians, and the beasts begin to bolt. Arthfael, Garrin, Loche and Mako stay their hands, showing mercy to the retreating animals. But Attila, Kiri and Roan move to complete the slaughter. Neither barbarian can land a blow, but Kiri murderously spears a fleeing baboon in the back (B7).

Image

The trident's three prongs explode from its chest and the primate looks down at them in confusion for a moment and then it gasps its death rattle.

The surviving troop of baboons flee through the newly opened doors into the dark, ageless pathways of the ancients.

"AAA-AAAAH! AAAAAAAAH! AAAAAAAAH!"

Suddenly it is as if the baboons were never there, except for poor fallen Gronda, three simian corpses, and a severed, twitching hand.

Image

Loche binds the savage scout's wounds to stop her bleeding. Then he looks to Mako the conjurer, "Have ye any moor a' tha' healing water, boyo?"


Actions?!


Map:
Image
Doors are open. Hall is not moving.


Image


PC Status:
  • Arthfael Griogarach: Cimmerian Northman Druid 2: Move: 12", AC: 6, HP: 5/12, Spells: 4/4 1st lvl and 3/3 2nd lvl
    Attila: Hyrkanean Nomad Barbarian 2: Move: 12", AC: 1, HP: 19/21
    Garrin Locke: Argosian Atlantean Paladin 2: Move: 12", AC: 5, HP: 13/18, Laying Hands: 1/1
    Gronda: Zembabweian Savage Ranger/Thief 1/2: Move: 9", AC: 7, HP: -2/17
    Kiri Khutan: Kambujan Easterner Fighter/Magic-User 1/1: Move: 9", AC: 4, HP: 5/7, Spells: 2/2 1st lvl
    Loche: Pict Savage Thief 3: Move: 9", AC: 5, HP: 8/18
    Mako: Khitan Easterner Illusionist 2: Move: 12", AC: 7, HP: 5/6, Spells: 1/2 1st lvl, Light spell
    Roan, Son of Rune: Vanir Northman Barbarian 2: Move: 15", AC: 4, HP: 18/23, Torch
PC Magic:
  • Protection from Evil (Garrin): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Garrin.
    Healing Mists of Osorus (All): All lost HP recovered with 8 hours of sleep. Wakeful rest, or sleeping less than 8 hours, enables recovery of 1 HP per hour. Duration: "months."
    Light (Mako): Duration: 66 rounds
PC Resources:
Last edited by Inferno on Sun Oct 27, 2019 1:24 am, edited 2 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 4: Verulia in Darkness

#190 Post by tkrexx »

Atilla curses in an unknown tongue.

Wretched creatures will be roaming the corridors now!

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Re: Chapter 4: Verulia in Darkness

#191 Post by hedgeknight »

Roan, Son of Rune

Heart still pumping with the thrill of battle, the Vanir looks around for more of the simian foes. Seeing none, his vision begins to clear a bit and he focuses on his companions. Still grinning, he walks the corridor...until he sees Gronda. He hurries along to her side and begins checking her wounds.
"Damnation girl! We need to find you some armor or something."
Winter is coming...

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Re: Chapter 4: Verulia in Darkness

#192 Post by ChubbyPixie »

"Unless someone is in possession of a large supply of the healing water, perhaps we should head down the hall to the first room and rest. Gronda has already died twice." suggests Kiri as he wipes gore off the tines of his trident. "Of course we'll have to take care of any monkeys that fled there first."

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Re: Chapter 4: Verulia in Darkness

#193 Post by DadsAngry »

Mako:

Mako is once again pouring the life giving waters into Gronda mouth.
"Gronda why do the gods wish you such ill will?"
OCC: One dose left.

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Re: Chapter 4: Verulia in Darkness

#194 Post by OGRE MAGE »

Gronda gurgles and spurts, not sure if she is alive or entering into the world of the dead.

She hears the voices of her friends, hoping they can yet again draw her back into the world of the living.

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Re: Chapter 4: Verulia in Darkness

#195 Post by Inferno »

The Revolving Corridor. Third Tier of the Great Pyramid
Lost City of Khemsa, Forgotten Kingdom of Verulia, Great Eastern Desert, the World of Hyboria
Day Two. Midmorning. 14th day of the month of Yuluk, 1279th year of the Age of Aquilonia




Image

Etheric tentacles writhe.

An inhuman watcher lurks at the precipice of nightmare in the Land of Dreams.

Gronda resides there also, beaten into unconsciousness again.

Image

She knows she is dreaming.

She dreams that the mind's eye of Zargoth scrutinizes her.

Watches.

Knows.

Or is it He that dreams of her?

"Gronda why do the gods wish you such ill will?" a voice says, elsewhere and here.

And the dread otherworldly representation of His dark will suddenly melts away and Gronda is surrounded by Mako, Roan and Loche, back in the waking world, in the revolving corridor of the Great Pyramid.

She tastes cold, clear water on her lips. (+9hp)


Actions?!


Map:
Image
Doors are open. Hall is not moving.


Rolls and Rulings (non-required reading): Image


PC Status:
  • Arthfael Griogarach: Cimmerian Northman Druid 2: Move: 12", AC: 6, HP: 5/12, Spells: 4/4 1st lvl and 3/3 2nd lvl
    Attila: Hyrkanean Nomad Barbarian 2: Move: 12", AC: 1, HP: 19/21
    Garrin Locke: Argosian Atlantean Paladin 2: Move: 12", AC: 5, HP: 13/18, Laying Hands: 1/1
    Gronda: Zembabweian Savage Ranger/Thief 1/2: Move: 9", AC: 7, HP: 7/17
    Kiri Khutan: Kambujan Easterner Fighter/Magic-User 1/1: Move: 9", AC: 4, HP: 5/7, Spells: 2/2 1st lvl
    Loche: Pict Savage Thief 3: Move: 9", AC: 5, HP: 8/18
    Mako: Khitan Easterner Illusionist 2: Move: 12", AC: 7, HP: 5/6, Spells: 1/2 1st lvl, Light spell
    Roan, Son of Rune: Vanir Northman Barbarian 2: Move: 15", AC: 4, HP: 18/23, Torch
PC Magic:
  • Protection from Evil (Garrin): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Garrin.
    Healing Mists of Osorus (All): All lost HP recovered with 8 hours of sleep. Wakeful rest, or sleeping less than 8 hours, enables recovery of 1 HP per hour. Duration: "months."
    Light (Mako): Duration: 65 rounds
PC Resources:
Last edited by Inferno on Sun Oct 27, 2019 1:28 am, edited 2 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 4: Verulia in Darkness

#196 Post by OGRE MAGE »

The dark skinned savage Gronda gladly returns to her new friends back in the world of the living. She shakes off her dream state visions, not wanting to dwell in two worlds at once. Still unaccustomed to being treated as an equal, the wild woman is glad that the others still care for her, even when she is most vulnerable.

"Thank you again for helping me, brothers. I can't say why the gods test me so. I am thankful that the healing waters continue to work for me. Were you able to kill off all of those wild monkeys? What path do we try from here?"

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Re: Chapter 4: Verulia in Darkness

#197 Post by ChubbyPixie »

Kiri sees Gronda pop back up, almost good as new after a dose of the fancy water. "Scratch that," he says, "Where to now? Perhaps we can actually discuss it, before rashly pushing any buttons. I predict any one of them will turn up some new danger."

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Inferno
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Re: Chapter 4: Verulia in Darkness

#198 Post by Inferno »

The Revolving Corridor. Third Tier of the Great Pyramid
Lost City of Khemsa, Forgotten Kingdom of Verulia, Great Eastern Desert, the World of Hyboria
Day Two. Midmorning. 14th day of the month of Yuluk, 1279th year of the Age of Aquilonia




Tough and hardy, Gronda recovers and the explorers of the Great Pyramid regroup.

The stalwart adventurers seek a fabled, ancient treasure trove of powerful artifacts to wield against the demon god Zargoth and free the survivors of the Verulian race from the mad darkness of his abominable tyranny.

Standing in the uncanny revolving corridor, they must decide their next step. The bronze panels of hieroglyphic buttons shimmer in the mystical light of Mako's glowing quarterstaff.

Image
    • The Serpent
    • The Cat
    • The Spear
    • The Ankh
    • The Hawk
    • The All-Seeing Eye
    • The Ibis
    • The Sarcophagus
So far, the explorers have traveled to the timeless hallways of Sarcophagus-Ankh and Serpent-Hawk. Both now held feral simians; distant descendants of the servants of the Ancient Ones.

Where would the explorers dare venture next?


Actions?!


Map:
Image
Doors are open. Hall is not moving.


Image


PC Status:
  • Arthfael Griogarach: Cimmerian Northman Druid 2: Move: 12", AC: 6, HP: 5/12, Spells: 4/4 1st lvl and 3/3 2nd lvl
    Attila: Hyrkanean Nomad Barbarian 2: Move: 12", AC: 1, HP: 19/21
    Garrin Locke: Argosian Atlantean Paladin 2: Move: 12", AC: 5, HP: 13/18, Laying Hands: 1/1
    Gronda: Zembabweian Savage Ranger/Thief 1/2: Move: 9", AC: 7, HP: 7/17
    Kiri Khutan: Kambujan Easterner Fighter/Magic-User 1/1: Move: 9", AC: 4, HP: 5/7, Spells: 2/2 1st lvl
    Loche: Pict Savage Thief 3: Move: 9", AC: 5, HP: 8/18
    Mako: Khitan Easterner Illusionist 2: Move: 12", AC: 7, HP: 5/6, Spells: 1/2 1st lvl, Light spell
    Roan, Son of Rune: Vanir Northman Barbarian 2: Move: 15", AC: 4, HP: 18/23, Torch
PC Magic:
  • Protection from Evil (Garrin): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Garrin.
    Healing Mists of Osorus (All): All lost HP recovered with 8 hours of sleep. Wakeful rest, or sleeping less than 8 hours, enables recovery of 1 HP per hour. Duration: "months."
    Light (Mako): Duration: 64 rounds
PC Resources:
Last edited by Inferno on Sun Oct 27, 2019 1:30 am, edited 2 times in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 4: Verulia in Darkness

#199 Post by SocraticLawyer »

Garrin glances at his companions, at the twitching ape-thing's hand on the ground, and finally at his own hands. He feels different, somehow, but he can't say how. His faith in Mitra remains as strong as ever, and he still feels Mitra's blessing upon him. But his ... Fate ... has changed. Perhaps Fate isn't the right word. The unseen servant that guides his destiny is ... altered, somehow.

Does Fate play games with the gods as well as men?

Garrin shakes his head to clear it, putting aside blasphemous thoughts. He says a quick, silent prayer to Mitra before addressing his companions.

"Before we push any more buttons, we must dispose of the creatures that escaped. They may attack the sons of Osorus, or simply attack us from the rear if we do not hunt them down. Let us clear out the corridor to the south east, then likewise the northwest, before we adventure any further."
How do we know you're not a donkey-brained man?

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Re: Chapter 4: Verulia in Darkness

#200 Post by OGRE MAGE »

Savage Gronda nods at the pretty mans logic.

"I agree, it is best to have no enemies at our backs. We need to keep the way back to safety as clear as possible in case we need to make a hasty retreat. We might even learn a little more about this place if we can do an organized search instead of just pushing random buttons."

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