Chapter 4: Verulia in Darkness
- hedgeknight
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Re: Chapter 4: Verulia in Darkness
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?
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...
- ChubbyPixie
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Re: Chapter 4: Verulia in Darkness
Shield up, Kiri snakes out with his trident. Ignoring the ones that have bypassed him on the walls for the moment, he tries to impale the one dierectly in front (B7):
Re: Chapter 4: Verulia in Darkness
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


"EEEE! EEEE! EEEE!"

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!"

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!"

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:

Full map:

Doors are open. Hall is not moving.
Rolls and Rulings (non-required reading):

PC Status:
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
"EEEE! EEEE! EEEE!"
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!"
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!"
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:
Full map:
Doors are open. Hall is not moving.
Rolls and Rulings (non-required reading):
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
- 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
Last edited by Inferno on Sun Oct 27, 2019 1:18 am, edited 2 times in total.
Re: Chapter 4: Verulia in Darkness
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.
Re: Chapter 4: Verulia in Darkness
Atilla lashes out at the same target, wishing to end the existence of one that tried to end his.
Re: Chapter 4: Verulia in Darkness
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.
"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.
- hedgeknight
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Re: Chapter 4: Verulia in Darkness
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!
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

Winter is coming...
- ChubbyPixie
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Re: Chapter 4: Verulia in Darkness
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


"EEEE! EEEE! EEEE!"

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).

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.

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:

Doors are open. Hall is not moving.

PC Status:
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
"EEEE! EEEE! EEEE!"
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).
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.
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:
Doors are open. Hall is not moving.
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
- 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
Last edited by Inferno on Sun Oct 27, 2019 1:24 am, edited 2 times in total.
Re: Chapter 4: Verulia in Darkness
Atilla curses in an unknown tongue.
Wretched creatures will be roaming the corridors now!
Wretched creatures will be roaming the corridors now!
- hedgeknight
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Re: Chapter 4: Verulia in Darkness
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."
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...
- ChubbyPixie
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Re: Chapter 4: Verulia in Darkness
"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."
Re: Chapter 4: Verulia in Darkness
Mako:
Mako is once again pouring the life giving waters into Gronda mouth.
"Gronda why do the gods wish you such ill will?"
Mako is once again pouring the life giving waters into Gronda mouth.
"Gronda why do the gods wish you such ill will?"
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Re: Chapter 4: Verulia in Darkness
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.
She hears the voices of her friends, hoping they can yet again draw her back into the world of the living.
Re: Chapter 4: Verulia in Darkness
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


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.

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:

Doors are open. Hall is not moving.
Rolls and Rulings (non-required reading):

PC Status:
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
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.
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:
Doors are open. Hall is not moving.
Rolls and Rulings (non-required reading):
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
- 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
Last edited by Inferno on Sun Oct 27, 2019 1:28 am, edited 2 times in total.
- OGRE MAGE
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Re: Chapter 4: Verulia in Darkness
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?"
"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?"
- ChubbyPixie
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Re: Chapter 4: Verulia in Darkness
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."
Re: Chapter 4: Verulia in Darkness
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.

Where would the explorers dare venture next?
Actions?!
Map:

Doors are open. Hall is not moving.

PC Status:
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.
- The Serpent
- The Cat
- The Spear
- The Ankh
- The Hawk
- The All-Seeing Eye
- The Ibis
- The Sarcophagus
Where would the explorers dare venture next?
Actions?!
Map:
Doors are open. Hall is not moving.
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
- 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
Last edited by Inferno on Sun Oct 27, 2019 1:30 am, edited 2 times in total.
- SocraticLawyer
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Re: Chapter 4: Verulia in Darkness
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."
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
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."
"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."