Siege of the Rift (G2 Part 4)
Re: Siege of the Rift (G2 Part 4)
Jinx will move aside to let them pass.
"Stay away from human and demi-human pray from now on, or the Lightning will find you!" he promises as they pass, his scimitar held at the ready.
"Stay away from human and demi-human pray from now on, or the Lightning will find you!" he promises as they pass, his scimitar held at the ready.
Greys Campaign.
Re: Siege of the Rift (G2 Part 4)
"GO WITH HASTE!" cries Arqos, "RETURN TO YOUR HILLS AND YOUR HUNTS, AND NEVER SERVE THE DARK ONE AGAIN!"
When the ogres have passed a safe distance away, Arqos turns to the rest of the party. "Gather close to me! The battle has only begun!" When all are ready, he will lead the way into the cloud of insects, proceeding down the eastern side to the first cave there.
When the ogres have passed a safe distance away, Arqos turns to the rest of the party. "Gather close to me! The battle has only begun!" When all are ready, he will lead the way into the cloud of insects, proceeding down the eastern side to the first cave there.
Re: Siege of the Rift (G2 Part 4)
Andor moves closer to Arqos about 5 ft from him yielding a larger bubble of PFE 10'R. Andor says, "Keep an eye to the sky my friends and lets quickly move to the caves as safely as we can. Should we loot the bodies and stash any items of interest for those not going into the rift?"
Re: Siege of the Rift (G2 Part 4)
Jinx moves to the fallen bodies and begins to search them.
Flambeau wanders over to the Giants and checks their condition. "By the Red gods grace I can animate our enemies and use them against their kin! What say you all to a few frost giant zombies?"
Flambeau wanders over to the Giants and checks their condition. "By the Red gods grace I can animate our enemies and use them against their kin! What say you all to a few frost giant zombies?"
Greys Campaign.
Re: Siege of the Rift (G2 Part 4)
Hollis continues to concentrate and direct the insects.
Re: Siege of the Rift (G2 Part 4)
insect plague is a static spell. Once it's cast its cast and fixed and requires no concentration, whether by druid or cleric. Hollis can do what he likes now. I think it would be wise to wait and see if any dragons and their riders appear outside before we head within. The insects will keep the upper levels clear for a good while yet, we have a bit of time to wait another quarter of an hour or so and see. It takes time for word to spread and dragons to be mobilised I would think. Let's not waste what magic we have already through impatience. I mean if half of your house was suddenly infested you would wanna get outside quickly and check out what's causing it.
Greys Campaign.
Re: Siege of the Rift (G2 Part 4)
Round 3
The party gains valuable information in parleying with the two ogres, and lets them pass. Ogres may not be smart, but they understand power. Seeing the party has plenty of it will almost certainly keep them out of willing service to the Giants - and the powers behind them. Whatever mischief they may cause in the remainder of their miserable lives is "small potatoes" compared to the War with the Giants.
Nice work!
Jinx searches the bodies. Most of their possessions were incinerated, but he does recover an assortment of ten large semi-precious stones. The search is quick because it covers so little ground.
add to character sheet or treasure thread if you want to keep them
He also notes that there are only two ogre bodies in shape to be animated -- the lightning and fire was too powerful and left the rest of the giants and ogres in pieces -- if not ashes. The moral discussion of whether animating dead is acceptable remains for the party to resolve.
I will let players decide their characters' views on that issue for themselves.
The party briefly debates whether to proceed into the Rift or not...and makes a decision by making no decision.
The wind swirls menacingly around the party as they decide what to do.
The party gains valuable information in parleying with the two ogres, and lets them pass. Ogres may not be smart, but they understand power. Seeing the party has plenty of it will almost certainly keep them out of willing service to the Giants - and the powers behind them. Whatever mischief they may cause in the remainder of their miserable lives is "small potatoes" compared to the War with the Giants.
Nice work!
Jinx searches the bodies. Most of their possessions were incinerated, but he does recover an assortment of ten large semi-precious stones. The search is quick because it covers so little ground.
add to character sheet or treasure thread if you want to keep them
He also notes that there are only two ogre bodies in shape to be animated -- the lightning and fire was too powerful and left the rest of the giants and ogres in pieces -- if not ashes. The moral discussion of whether animating dead is acceptable remains for the party to resolve.
I will let players decide their characters' views on that issue for themselves.
The party briefly debates whether to proceed into the Rift or not...and makes a decision by making no decision.
The wind swirls menacingly around the party as they decide what to do.
Re: Siege of the Rift (G2 Part 4)
"The time has come to take the battle to the enemy!" insists Arqos. "Come with me!" He strides purposefully toward the eastern ledge of the rift, heading for the first cave.
Gaerys shrugs and joins him.
Gaerys shrugs and joins him.
- GreyWolfVT
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Re: Siege of the Rift (G2 Part 4)
Brax, Throm & Krom follow Gaerys in their positions weapons ready for more to fight.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Siege of the Rift (G2 Part 4)
Hollis will stay with Vorsyin so if he goes intothe rift so does the cleric.
Re: Siege of the Rift (G2 Part 4)
Round 4
Gaerys and Arqos lead the way down. The thick clouds of insects part as the paladin winds his way down.
They reach the entrance to the cave on the Eastern Approach. They can either enter it or follow the ledge that winds south.
No sign of hostiles can be seen, other than the evidence of a massive retreat outward from the cave. That retreating force is almost certainly lying in ashes behind the party.
Gaerys and Arqos lead the way down. The thick clouds of insects part as the paladin winds his way down.
They reach the entrance to the cave on the Eastern Approach. They can either enter it or follow the ledge that winds south.
No sign of hostiles can be seen, other than the evidence of a massive retreat outward from the cave. That retreating force is almost certainly lying in ashes behind the party.
Re: Siege of the Rift (G2 Part 4)
Arqos points to the cave. Gaerys, understanding his signal, enters just ahead of the paladin, taking the lead so that no one will interfere with tracks. If the cave is empty, he will take a quick look at the tracks in the room to see if all its previous occupants left the way the party came in. If so, he'll point back out the door, suggesting that they should try the next cave.
Apologies if this is too much for one move; I thought I'd try to streamline play a bit if possible.
Apologies if this is too much for one move; I thought I'd try to streamline play a bit if possible.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33190
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
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Re: Siege of the Rift (G2 Part 4)
Once more the three dwarves maintain their proper marching order positions on the alert for anything to attack and follow along. They remain quiet and as stoic as a dwarf can muster.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Siege of the Rift (G2 Part 4)
yes, it looks like the room emptied forward ... in the direction of the party.
what next cave?
what next cave?
Re: Siege of the Rift (G2 Part 4)
Unless there's anything of interest in that cave, move to the next cave to the south.
Re: Siege of the Rift (G2 Part 4)
Wait—I forgot that the first cave entrance actually goes to an intersection that branches north and south. Let's take a quick look at both branches before moving on.
Re: Siege of the Rift (G2 Part 4)
Gaerys and Arqos "swim" through the sea of insects to the four-way intersection. Hollis, Brax, and the rest of the party follow. Everyone is now in the caves packed in rather tightly.
Looking each way, they see no signs of hostiles and Gaerys indeed sees further signs of outward retreat. To the south, they see that is a barracks cave with no other apparent way in or out. To the east, the tunnel continues into a "T" intersection, each branch of which terminates at a dead end after 50' or so. They cannot see to the north, but do not hear any sign of hostiles above the incessant buzz of insects.
Looking each way, they see no signs of hostiles and Gaerys indeed sees further signs of outward retreat. To the south, they see that is a barracks cave with no other apparent way in or out. To the east, the tunnel continues into a "T" intersection, each branch of which terminates at a dead end after 50' or so. They cannot see to the north, but do not hear any sign of hostiles above the incessant buzz of insects.
Re: Siege of the Rift (G2 Part 4)
Let's check the north. I was actually thinking we'd check north and south, since east was already mapped out.
Re: Siege of the Rift (G2 Part 4)
The cave in the north opens up to another empty barracks, which has an exit by way of a curving tunnel about 7' wide (and 20' high) that heads south. The blue light permeating through the ice lights the tunnel, but visibility is limited due to the insects.