Session 370

In which our heroes ...

 

Orhan 3 Day 11 TE 6063

Oathar goes to the temple of shaal to speak to the acolyte who tends the chapel of Neela. He downloads 20 levels of Financial Ju-Jitsu, Bureaucratic Kung Fu, and Trading Karate directly into the acolytes brain. Then he gives him a hundred gold to add to the temple of Shaal general fund, (like a virus), and indoctrinates him into the mysteries of double entry accounting.

Muh-ha-ha-ha!

 

Orhan 3 Day 12 TE 6063

We go to Quellborne to scout it during the day.

There's the giant outer wall. Mostly intact with some guard towers, etc., but some places it is down.

Inside is the garrison, the armory, the park, and the citadel are still there. The citadel is surrounded by the lightning shield. There are a few low ruins scattered all around.

We clean out the wolves and bears during the day from the park.

Then we run into the most powerful troll in Quellbourne, Actigog! "Actigog smash!"

He's AT 13 and DB 40 with a shiny battleaxe. Haeraan and Kyrik go to deal with Actigog, while Imre and Oathar keep working on the Boundary of the Gods ritual.

After a while, Imre and Oathar pause to fight the watch Actigog fight the puny hu-mons. Actually, Kyrik decides not to interfere and Haeraan and Actigog enter single combat.

Haeraan strikes Actigog and he falls. He's dying, but starts regenerating... Haeraan demands his service. Imre asks Kyrik to burn the troll body before it recovers. Actigog swears vengence on cheating humans and then expires. Actigog has an AT 13, +15 DB chain shirt and a +10 battle axe.

We activate the Boundary of the Gods and cover the park with it.

That night... Oarthar notices nothing at all. No undead, no anything. Kyrik and Haeraan run into various minor undead, but they spend most of the night just kakking them. Imre on the other hand is wandering around when a headless ghost turns the corner in front of him. It comes for Imre's head. Imre rolls a 66 on intiative. Blinky shows up. All of his eyes blink and look at the ghost. The ghost takes in blinky for a moment and then starts heading for Imre again. Blinky wonders what the plan is... Blinky swaps the ghost with a tentacle and smacks it. Then he looks at Imre and vanishes. Then he comes back. Then he vanishes again. A couple of rounds later, he shows up again. Then he teleports around the place finding all of us. Then he decides to leave.

Orhan 3 Day 13 TE 6063

We take some naps during the day. Then we should clean out the garrison and move the boundary to cover it. We fight some animated skeletons. We get rid of some spiders and a flock of dire crows. The most difficult things are the trapped containers.

We do manage to salvage about 100 gold, and 200 in gems. We get a bunch of small personal items, etc., that when collected up can be worth another 100 gold.

We do find the Saga of Sir Caladan of Quellbourne.

The structure itself is fairly good. The wodden bits need help, but the stone parts are great. It used to hold six companies. Wolf, Carnalin, Hawk, Owl, Eagle, and Bat.

That night we do have to deal with the ghost of the garrison commander, but between him and the skeleton troops, we mostly need half the night to clear the place.

Orhan 3 Day 14 TE 6063

That morning, at naptime, Haeraan casts a dream spell and makes sure he's not missing any thing. But Rianne doesn't think he is.

We start work on the armory this day. The armory is virtually undamaged. There are skeletons all around the entrance. The doors taken damage, but it seems to have held. Several skeltons have arrows through them, on both sides. It's a tall one floor structure. There's also a weapons forge inside. As well as the main storeroom of racks of weapons and chests. Lot's of various armor and shields. Total value of all the armor section is 150 gold. The weapons section has total value 700 gold. There's an archery range and a training area. Charts showing good strike locations on the human body, etc. A fire phantom guards the body of the commander.

Again, it's half the night to clear all the undead.

We stretch the boundary around the armory. Three main areas down, one to go.

Orhan 3 Day 14 TE 6063

The next day, we enter the citadel and start with the magician's trapezoid. It has two floors. First is a large common room with a grey metallic sphere bouncing off of all of the walls eternally. Haeraan leaps in and catches it. Oathar examines it. Yup, it's a magical bouncy ball. It flies 75 feet a round, continuously. It had no cultural significance. In another room, we find a magic lab. Upstairs we go. There's a corridor with several rooms leading off of it. One room has a pentagram in silver on the floor. 130 gold, a ritual brazier, and a platinum ring x3 PPM for Magicians. On a table are a quartz crystal with a gold core, melted and solidified stone, a crystal vial. A large Tome of Runemastery. Oathar looks at it and accidentally casts Cold Ball IV. It's filled iwth trapped runes. The next room is the storeroom. The last room has a bedroom/library. Wizards robes, cloaks hats, silk and velvet bed, with magical sheets of comfort. 485 Gold worth of gems. Oathar claims the place for himself.

We check out the Astrologers Circle building next. Lot's of astrologer knick knacks. A crystal globe with stars on it. Scores of books on the stars. Prophesy of the First Lord Astrologer of the Council of Quellbourne. The book argues against allowing sorcerer into the council. Lots or work tables and stuff. Telescope making equipment. +4 Astrologer Spell Adder and +15 to stargazing necklace. +3 Seer Spell adder cloak. Lot's of vague warnings of disaster are everywhere. Generates Item Feel spell on anything placed inside the chalice. Book of True Perceptions to 20th level. We get the sand divination room.

Next time, we cleanse the Citadel!!!