The World Of Rhymargg

Session XVI
Lord Cormaeril's Son

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Session XV
Lord Cormaeril's Son

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Session XIV
Quest For The Relic

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Session XIII
The Stone Seekers

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Session XII
Back To Zenopus

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Session XI
Back To Zenopus

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Session X
The Moktar Hill

session x

The Moktar Hill

Heroes

Chapter i : Adric’s Arrival

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  The figure stood silently in the shadow of the forest, surveying the lone hill in the distance. He could clearly see the cave entrance on the side of the outcrop, with two mules, a horse, and several men waiting outside the entry. The clearing afforded no approach where he could remain unseen, so the

Chapter ii : Durin’s Gambit

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Session IX
The Moktar Hill

session ix

The Moktar Hill

Heroes

Chapter i : A Tale of two guards

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  After Saren’s close call last session, the team decided it was time to recuperate and re-supply. Another mule was purchased (named Bobby) and Valerius decided he needed a riding horse, so Magnus the steed was also procured. Potions found in a previous session were, mostly, identified, and a generous supply of healing slaves were obtained. The party noticed that the price had gone up since last time, with the herbalist meekly informing them that the new Obamacare law was to blame.

  As the group debated the merits of returning to the ruins of Zenopus, the door to the Five Fine Fish Tavern was flung open, two obviously winded and bloodied men staggered through the entrance. After they were tended to by the serving wench, they noticed the team was in full adventuring gear, and approached their table. They told their tale, being caravan guards, of the Moktar ambush, and of the 200 pound chest they saw loaded that just “had to be full of gold!”. The party decided that splitting some “easily acquired” gold was preferable to another foray under the ruins, so they agreed to help the two guards, named Trammis and Datha.

  An hour’s march from Caladan took our heroes to the scene of the caravan ambush. Wagons were ablaze, the corpses of men and horses were strewn about, and even the merechant’s wife and young daughter were among the fallen. The merchant himself, and one guard were missing, according to Trammis and Datha. The Moktar war-band’s trail was easy to discern, as something very heavy was being dragged along.

  “Not very bright, these Moktar.”, exclaimed Valerius.

  “They fear nothing, so covering their tracks is not even thought of,”, replied Datha, “But I’ve never seen them venture this close to Caladan before.”

  “They’re about to learn what fear is.”, chimed in Indel.

  The trail led to a rocky hill alone on the plains. Approaching cautiously, a square entrance was seen on one side. A quick recon around the promontory showed no other visible entry. It was decided that Trammis and Datha would stay with the bearers as guards, while our heroes enetered the den of the Moktars.

Chapter ii : wolves and pits

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  Approaching the entrance, it was noted that is appeared to be a perfect 10′ × 10′ square, with rusted hinges on each side that once held mighty doors. There was no trace of hem now, and Indel confirmed there was no traps set to alert anyone if someone entered.

  Indel scouted ahead, and noted that the floors, walls, and ceiling of the tunnel were made of some kind of metal, but no one could readily identify what kind. The passage reached a “T”. Indel looked north, and saw that the way became an apparently empty room. Turning south, Indel’s gaze was met by a smiling moktar, with two chains in it’s hands attached to rather large and vicious-looking wolves. Meranwhile, the rest of the team, including Valerius astride his horse, saw Indel’s hand sign for “enemy” and decided that a charging in would take the enemy by surprise.

  Indel, Valerius, and his horse Magnus lead the charge, and all three fell into the pit that opened underneath them as they entered the hallway. Luckily Valerius and Indel avoided taking extra damage, as Magnus landed on the pit floor and not on one of them. As the pit lid reset itself, the moktar pulled a lever on the wll by him, and a loud “thunk” was heard from the pit. He then released the two wolves, and the entire situation seemed to unnerve the players.

  Saren took the potion of growth, doubling to twice her size, but shredding her clothing and chain mail armor in the process. Winning initiative, she grabbed at both wolves, scoring both hits. She then proceeded to smash the two wolves together, causing both to expire from crushed skulls as bits of gore and blood spattere over Saren’s naked body. DM’sNote: Saren used her d30 roll to get the second grab with her off hand at -4, and the party agreed to use their d60 roll for crushing damage to the wolves. It made for an exciting encounter!

  The moktar was handily cut down by Relric and Unloc the men-at-arms (proving their worth once more!), and then the pit leverf was released, allowing Saren to easily pull her trapped compatriots from the pit, including Magnus. Searching the room provided nothing of value, so to the north it was. Saren grabbed what was left of the two deceased wolves and led the way.

Chapter iii : shock and awe

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  Entering the north room, the four moktar who are waiting to ambush the party are overwhelmed by the sight of a naked giantess weilding two wolf carcasses as makeshift weapons, ans they immediately fail their morale check. While the party was tying them up, it was noticed they were losing large tufts of fur and had putrid sores where their coat had fallen off.

  Valerius decided to use the potion of ESP to “scout” ahead, though the cat-like minds of the moktars were difficult to comprehend, more moktar could be sensed beyond the north room’s only exit. Staying with a strategy that had worked so far, Saren again went first into the next chamber, which contained ten more sickly-looking moktars (moktari?) A ten foot tall nude woman didn’t seem to phase them too badly, so Grimslade stepped forward and put seven of them to sleep. The other three, unsure of what to do, stood perplexed, until Valerius tried to tie them up. Quick work with swords and daggers took down one of the moktars, and the other two surrendered.

  Dorin the dwarf was able to provide an explanation as to the sickly nature of the moktars. His infravision detected the emanations from a poison rock, a stone sometimes found while excavating mines, and that causes eventual death if one stays near it too long. The party was in no immediate danger, he advised, but it would be wise to spend as little time as possible near it. The team gave it a wide berth.

  The moktar’s common room had a door to the west, and a tunnel heading south. The southern way revealed nothing to Valerius’ ESP, while the doorway had thoughts of authority, leadership, pain, and hopelessness, thoughts of at least two individuals. Storming through the portal, the room beyond was the apparent Chieftain’s bedroom, with a rather large moktar wearing a pelt of some unknown animal and a crude crown. Seeing his people in the common room incapacitaed or dead, the chieftain leaped over the bound human at his feet and engaged the party.

  Saren led the ccounter-charge, just as the effect of the potion wore off, and fumbled her attack. Relric and Unloc lept to her defense, and their combined efforts slayed the chieftain easily. Untying the man held captive, he was the merchant abducted from the caravan. He warned the adventurers that they must leave before the poison rock affects them, and handed Saren a map showing a hidden trail to the top of Mount Ayessee just before he slipped away into death. Written on the map was the words “Poison Rock Is The Key”

  “It’s time to finish this.” Saren declared, gathering up some rags to use as makeshift clothing.

  The party headed out of the chieftain’s room and proceeded to the southern tunnel…

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Session VIII
A Close Call...

session viii

A Close call

Heroes

Chapter i : Always look at the ceilings

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  Auric and Tirra decided that they were going to take a break from adventuring, and took their share and bought the Mist Runner Tavern, as it was now available due the actions taken last session. A quick stop at Finch And Breig Supply to re-equip themselves, and our adventurers were ready to tackle the Ruins of Zenopus again.

p.  After the descent into the dundeon, the party headed for a door they had not gone through yet. Coinciding with a wandering monster check, the door opened to a hallway full of hungry stirges. Combat was quickly over, especially since I forgot that stirges attach themselves after a successful hit and automatically cause damage each round after that, I won’t forget next time (hint, hint players!)

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  The hallway led to another door, and while Indel couldn’t detect any noise coming from the other side, the chamber beyond was anything but empty. A wizard and three men-at-arms took up defensive positions, with the wizard winning initiative. Strands of webbing flew from the magic-user’s outstretched hand, and while Indel was able to barely avoid being entangled, the doorway was completely blocked. For once the PC’s decided that it was better to retreat than face an angry wizard!

  The group took another hallway that was unexplored, and once again the wandering monster check came up positive. Several giant beetles burst through one of the passageway’s wall, catching the party by surprise. Poor Indel was almost bitten in half, but the party prevailed.

  Next the party came across four gnomes imprisoned in a small cell-block. They claimed to be simple gem merchants who were ambushed by goblins, though Indel was suspicious. The next room in the hallway contained the severed heads of three gnomes, each pierced by a spear and set up like a tee-pee. The gnomes confirmed they were the other members of their caravan.

  By this time, it was getting late in the evening, and the players were losing their edge. They entered a chamber that had been visited in a previous session, and thought that the webs that now covered the ceiling were from the wizard, and failed to notice the giant spider lurking above. Poor Saren was the target of the spider’s ambush, reducing her to one hit point. Being a newer player, she didn’t understand the consequence of not making her save versus poison, and failed to use the d30-rule to increase her chances.

  Since I was getting tired too, I failed to properly advise her on the seriousness of her saving throw, which she failed. Saren succumbed to the poison, and we decided to end the session there. The next day I decided that I would give her the chance to re-roll her save, using the d30-rule, and she gratefully accepted. Saren made her save, and we decided that the PC’s beat a hasty retreat from the dungeon to tend to their wounds.

  More to come…

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Session VII
Ladies Day Out

session vii

ladies day out

Heroes

Chapter i : A Tale of two guards

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Saren and Delianna were having a “Girls Day Out” on the town, celebrating Delianna’s decision to take life by the throat and make it do what she wanted. Arriving at “The Mist Runner Tavern”, the pair were eventually approached by the tavern keeper Brock. He had heard of their exploits beneath the ruins and asked if they could do him a favor. Free drinks for life was the reward, and in private Brock explained that he had a problem in his cellars of some rather large rats.

Being lured by the promise of free drinks, and sworn to secrecy so as not to ruin Brock’s
reputation (“This place has rats? We’re not coming here anymore!”), the pair were led down to the cellars by Brock. The first part was normal, a storeroom with many supplies, but there were bite and claw marks everywhere from the rampaging vermin. Brock said he would check back on their progress in a little bit, and headed back upstairs.

Proceeding on to the second room, another storeroom, this one was a scene of devastation, with crates and barrels all askew and damaged from the little rascals. Suddenly about thirty rats swarmed from all corners, attempting to overwhelm the heroes. It didn’t take long, and the foes were sent scurrying back to their holes.

Proceeding even further into the cellars, there was a large mechanical clanking that arose from behind the duo. A metal gate had been lowered behind them, and they were now trapped in the cellar. Brock was at the winch that operated the gate, and said that they were now the guests of Grimal, lord of rats, and dinner would be served shortly. At that eight rats of giant proportions rounded the corner and attacked, viciously biting and clawing at the heroines.

It took a little while, but Saren and Delianna emerged victorious, and since they couldn’t head back the way they came, they bravely decided to take the action to this “Grimal”. The
passageway led to a door that was severely damaged by the rats, with claw marks rendering it very weak. There were also signs that the rats had been trying to enlarge the entryway, with little success. A sickly red glow came from the other side of the portal, and Saren battered the door down with her mace in one mighty blow. The sight that greeted them was quite gruesome. A pulsating melding of human and rat, with claws, teeth, and tail coexisting in an unnatural and unholy alliance with basic human anatomy.

In front of this perversion was a rune covered metal chest, opened to reveal a glowing red stone that seemed almost alive as it pulsated slowly. Grimal sprang to the attack, it’s grotesque form so large that there was no way for it to fit through the doorway. Combat was joined, but it went not well for our damsels, and it seemed like they would end their days as a meal for this “Grimal”.

With a mighty shout, Mersa emerged from the doorway, throwing her spear at the foul beast, causing it to miss it’s fatal blow at Saren. The heroes took advantage of the confusion and slew the monstrosity. Mersa had been following the pair, and when they disappeared below the tavern, she killed Brock and raised the gate, arriving just in the nick of time. The trio closed the metal chest over the strange stone, and proceeded back to join their compatriots.

More to come…

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