Adventure #001 - Grakhirt's Lair
- Darklin2
- Ranger Lord
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Re: Adventure #001 - Grakhirt's Lair
Artemus
Artemus will stay and keep an eye on the Norker. While he does that he will walk around the room looking for any secret panels or doors in this room.
Artemus will stay and keep an eye on the Norker. While he does that he will walk around the room looking for any secret panels or doors in this room.
All things are possible through Magic.
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
The two merchants are very appreciative for your help. And now that they have their strength back make their way to the city.GreyWolfVT wrote:Kelben helps lead the humans out as well.
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
You don't find any secret doors in this room. The norker is silent and watches you as you look around the room.Darklin2 wrote:Artemus
Artemus will stay and keep an eye on the Norker. While he does that he will walk around the room looking for any secret panels or doors in this room.
- GreyWolfVT
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Re: Adventure #001 - Grakhirt's Lair
Kelben after assisting will return to the group.
“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
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- Rider of Rohan
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Re: Adventure #001 - Grakhirt's Lair
Gorash tries to communicate in orcish with the norker. He'll even draw on the floor a map of where they are and try to get the norker to draw the rest of the map...
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
The norker takes the chalk from you, and with some determination, draws on the floor a map of most of level one.ravenn4544 wrote:Gorash tries to communicate in orcish with the norker. He'll even draw on the floor a map of where they are and try to get the norker to draw the rest of the map...
Please note that I have an updated map in the maps section.
- ken-do-nim
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Re: Adventure #001 - Grakhirt's Lair
Parn votes to release the norker given that he helped us.
- GreyWolfVT
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Re: Adventure #001 - Grakhirt's Lair
Kelben looks around "So what did I miss? Oh the norker helped ok let him go then yes? That'd be my vote."
“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: Adventure #001 - Grakhirt's Lair
Slatra
"I am fine releasing the Norker but I want to give the other prisoners at least a couple of hours head start just in case."
"I am fine releasing the Norker but I want to give the other prisoners at least a couple of hours head start just in case."
- Darklin2
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Re: Adventure #001 - Grakhirt's Lair
Artemus
Artemus tosses the Norker a days worth of rations and speaks in Orc.
When you leave you tell us where your boss is and I'll give you a dagger to defend yourself on your way out. But you need to leave this area. This is a one time thing. So move away from here.
Artemus tosses the Norker a days worth of rations and speaks in Orc.
When you leave you tell us where your boss is and I'll give you a dagger to defend yourself on your way out. But you need to leave this area. This is a one time thing. So move away from here.
All things are possible through Magic.
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- Rider of Rohan
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Re: Adventure #001 - Grakhirt's Lair
Gorash agrees with the plan - we can't hurt it now that it's actually been helpful... "we need to watch our backs though - so it doesn't warn it's friends.."
Re: Adventure #001 - Grakhirt's Lair
point at the norker then draw on the map him leaving the complex
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
The large norker takes the dagger from you, and leaves the dungeon.
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
What does the party do next?
Re: Adventure #001 - Grakhirt's Lair
Hex Will return to the others after escorting duty, and begin to scout out the tunnels leading from the cell.
Greys Campaign.
Re: Adventure #001 - Grakhirt's Lair
Slatra
Slatra follows along.
Slatra follows along.
- GreyWolfVT
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Re: Adventure #001 - Grakhirt's Lair
Kelben continues to follow along as well.
“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
- Odin One Eye
- Pathfinder
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Re: Adventure #001 - Grakhirt's Lair
The party makes it's way to room #12. In this bare room is a sleeping norker who is sitting on a stool. He snores loudly and is unaware of your presence.
- Odin One Eye
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Re: Adventure #001 - Grakhirt's Lair
You strike him in the back of the head, and he slumps to the floor dead.wolfpack wrote:rollo will walk up and use his club to club him
[1d20+3] = 7+3 = 10
[1d6+7] = 1+7 = 8