Angarh

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 12

Angarh's Items

Dagger of Juggling+5- An interesting function of this weapon is the fact that it can instantly become two +
4 daggers, three +3 daggers, four +2 daggers, five +1daggers or six magical (but unbonused) daggers. Thes
e daggers (or dagger), when used in a juggling routine, give a +5 to the juggling check. Also the same bonus
applies to called shots while reducing penalties by half. The daggers (or dagger) have a range of 90 feet and
teleport back to the wielder's hand at the end of the next round.
Acrobat's Armor- This armor grants an A.C. of 5 without the constriction or weight of other armors. This suit
allows thiefs wearing it to still gain no armor bonuses, has one magic pocket for a balance pole and another t
hat can hold up to 75 pounds of size M or smaller equipment. Also, the wearer can reduse his or her own bod
y weight by 75% for 10 turns a day.
Tunnelwhisper Boots- These boots silence even the most clinky of armor dramatically. This allows any wea
rer a 35% chance to move silently or grants thiefs a +20% bonus to move silently.
Cloak of Stoneblending- This cloak adds a +15% bonus to hide attempts when in the presents of stonewor
k or natural stone.
Staff of Balance+1- This staff grants a +4 to any check requiring balance. Also, it grants the same bonus to
pole vaults and can extend to be up to 20 feet long for this purpose.
Dagger of Subtlety+2- This dagger, when used for a backstab, adds an extra +4 to the to hit attempt and i
ncreaces the damage multiplier to the next higher (from X3 to X4). It can also be thrown from 30 feet away a
t no penalty.
Bagpipe of Confusion- This bagpipe, when played by someone skilled in its use, can cast Chaos on all oppo
nents within a 60 foot radius. This can be done three times a day and is cast at fourteenth level. Only the foll
owing beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no ma
gic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more level
s or Hit Dice than the caster's level.
The spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take
effective action. The spell affects 1d4 creatures, plus one creature per caster level. Those allowed saving thro
ws roll them vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by t
he spell. Affected creatures react as follows:
D10 Roll
Action
1- Wander away (unless prevented) for duration of spell
2-6- Stand confused for one round (then roll again)
7-9- Attack nearest creature for one round (then roll again)
10- Act normally for one round (then roll again)
The spell lasts one round for each level of the caster. Those affected are checked by the DM for actions each
round for the duration of the spell, or until the wander away for the duration of the spell・result occurs.
Wandering creatures move as far from the caster as possible using their most typical mode of movement (ch
aracters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each roun
d. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic
nature.

Dwarf Common

A little down! (originally accompanied by letting a sparse handful of sand or gravel fall from one's palm) --
means "So it goes!" (Or, to modern, real-world speakers, a variant on "That's the way the cookie crumbles!")

A fair fallhammer! -- something satisfyingly good, such as a meal, a brawl, a decision, or victorious
confrontation.

Curlbeard -- something bitter or disgusting in taste or smell, or something nauseating.

Darrown (pronounced "darr-OW-nn") -- noble, superb, supremely dwarf-like and praiseworthy (even an act or
the speech of a non-dwarf, such as an elf risking his life to save a dwarf in battle).

Galakkur -- applied to anything messy, untidy, or sloppy. It's derived from the name of a legendary dwarf who
did everything fast but in slapdash manner, heedless of even obvious consequences. The real Galakkur lived
some eight centuries ago. Tavern-tales give him various, improbably sticky ends. His misdeeds have been
greatly exaggerated since by the addition of many invented tales of his life and doings.
Goldnose -- haughty (behavior called "highnose" by any human in the Realms not a member of, or trying to
pretend membership in, the upper classes). Dwarves find such behavior contemptible in elves and amusingly
silly when practiced by humans.

Ho! That one had teeth in it! -- used in commentary on anything large and uncomfortable such as a belch,
breaking wind, a blow to the head, or a fall.

Mardarl -- an effort to hide something, either physically or by withholding information (or twisting a
conversation onto another topic, right now). An example would be a false name, particularly when used to
conceal gender (for instance, a female dwarf using a name such as Brokh or Garlfang to make non-dwarves
think they're dealing with a male).

Ogurkh (pronounced "OH-gurk") -- something unbelievable, insane, monumentally stupid, or the result of
crazed, dunderheaded, or scarcely-to-be-believed actions. "Blazing proper ogurkh" is an exasperated dwarf's
straining-to-stay-polite comment on something that really upsets or irks him. "Burns me ogurkh" is the dwarven
equivalent of "sticks in my craw."

Paerth (pronounced "PAIR-urth") -- the disgusted equivalent of balderdash, piffle, not bloody likely, or fat
chance!

Shards! -- a gentle oath derived from the loss of a gemstone or good building-stone that breaks into
fragments. It's the equivalent of a real-world speaker saying, "darn it all!" or a similarly mild expletive.

Sprendle -- a trick, prank, or deliberate misdirection, especially if lighthearted and harmless or meant to
prevent a confrontation.

Tarunter (sometimes "a proper tarunter") -- a word to describe anything pretentious or fussy (such as elven
dancing and most human festival celebrations or "goldnose" etiquette). Dwarves never apply this word to
religious customs, dress, or rituals, even of a human faith they barely understand or that seems fussy at first
glance.

Unbearded -- foolish talk or deeds (an "unbearded one" is a fool, "full-unbearded" is a mad dwarf). Dwarves
never apply this word to non-dwarves (because, as the old dwarf joke goes, all non-dwarves can safely be
assumed to be fools until proven otherwise, and such proof appears for only a handful of individuals once or
twice a century). Something that's "fair unbearded" is reckless or dangerous.

Vellamorn -- treasure, valuables, hidden wealth. Originally a silly euphemism for gold used in dwarf rhymes
and jests (derived from the name of a fictitious dwarf maiden in a ballad who wore only gowns made of linked
gold coins). This has become a code-word for dwarves wanting to discuss (for example) gold coins without
saying "gold coins" where others might overhear.

I. Winter in the Bluff


A. A blizzard has just hit Ravens Bluff and all are reluctant to vent
ure out into the cold. Even the children, who are usually the first out to
have a snowball fight or sled the fresh powder, are mostly staying in
side today. The whole city doesn't seem like itself. Everyone is gathere
d around the hearth keeping warm as any other part of the mansi
on is freezing if the room lacks a fire. The butler, Montaby, is busy
cooking a hearty stew and bread and everyone who wants it has hot ap
ple cider to drink. As the table is set for lunch, there is a knock at the
door and the sound of dwarven curses being uttered.
B. Upon opening the door, the curses flow freely into the room as
a snowcovered dwarf, just over four feet tall steps into the room. "I
thought yeis never gonna invite me in! Colder than a frost giants arse o
ut there it tis! Got any grog?" Montaby says to him "Sorry to be rude t
o a caller, but who may I ask are you sir?" to which the dwarf replies w
ith his eyes rolling into the back of his head and passes out on the floo
r.

II. Not So Rude Awakening


A. Montaby takes off the dwarfs armaments (an ax in a belt sheat
h along with a dagger on the same belt) and snow-covered gear, r
evealing finely crafted suit of leather armor. He asks one of you to help
him carry the dwarf over into a chair near the fire. Once the dwarf tha
ws out, he wakes up shivering and looks around at everybody, then say
s "Is that apple grog I smell?"
B. The dwarf introduces himself as Angarh, son of Khar- Rhagt. H
e tells of his dwindling clan and their battle to the death with a large tri
be of mountian giants and ogers. He then tells of his search for his
clans old hall and how he lost his companions to an orc ambush. Now h
e is looking for another group to accompany him on his quest.
C. Hopefully the heros have nothing better to do. The storm ends
in a week and the weather becomes a little milder. Montaby arran
ges for passage on a vessle named "The Nimble Nymph" bound fo
r Procampur. He also prepares the necessary documents for the p
arty to enter and posess weapons and magic in Procampur All that is ne
eded is for the heros to procure any special supplies they may need a
nd pack..
D. In their travels about town, the heros may fall into any number
of situations. Some of which may include:
 Busting thieves stealing food or other things
 Poor people starving or freezing
 A press gang shanghaing people
 Drunks passed out in the cold freezing to death
 Children with wicked snowballs
 Various people slipping and falling in the snow and ice
 A pack of wolves loose in the town

III The Nimble Nymph


A. The Nimble Nymph is a finely built clipper whose home port is
Suzail. It's captian is a infamous privateer by the name of "Cutlass Cu
rt" (Human-Male- Marine 9th-LN). He is an infamous pirate hunter and
sea captain. Rumor has it that he sailed through the Pirate Isles in sear
ch of one particular pirated vessle and returned with three along with a
brig full of known and wanted pirates.
Cutlass Curt's crew is as follows:
 Fatty Jacox (Human-Male-Marine 5th-LG) Quartermaster- Fatt
y is a mountain of a man and a damn good seaman to boot. H
e is continualy laughing, belching, and farting as he does his j
ob.
 Silrod (Half Gold Elf-Male-Fighter 3rd/Mage 5th-LN) Sailmast
er- Silrod is wire thin with long golden blond that is continousl
y mussed by the seaspray. He says little but is always seemin
gly doing something aboard the ship.
 Barthold Boogit (Tallfellow Halfling-Male-Marine 7th-LN) Bos
un- Barthold is a very strange specimen of the halfling race. R
arely does he smile, let alone laugh and he is very solitary. He
keeps his head shaved and wears nothing that could get caug
ht in the rigging. When he is found on deck, he is not there for
long, and will quickly finish his work and return to the rigging i
f anyone says even a word to him.
 Mackray Gaun (Human-Male-Marine 4th-LN) First Mate- Ma
ckray is a man of action. His cutlass is constantly in hand and
his eye ever alert. He normaly wears his black hair in a thick q
ue on the top of his head and wears a platinum bullring throug
h his nose.
 Kuk-Ii (Hazodee-Male-Marine 4th-LN) Master Gunner- Kuk-Ii
was once a crewmember of a spacefaring vessle that crashed
into the sea of falling stars. The Nimble Nymph pulled him out
of the water and he has been loyal ever since. He is a master
gunner in every sense of the word and works dilligently to ma
ke sure every working part of his guns are in prime condition.
He will happily ramble over the deck while at work, stopping o
nly to talk with his friend Fatty. He also is the closest person t
o Barthold as well, although one couldn't tell.
 Enrin Willisure Makanus Bilbforth "Giggles" (Rock Gnom
e-Male-Engineer 8th-LN) Carpenter- Enrin et al. AKA "Giggles
" is a very strange gnome. In his youth, he became utterly faci
nated with the sea. Because of his deep love of the ocean, he
became a master shipwright. The difference between himself
and most gnomes is that his designs and repairs are minimalis
tic and functional. He enjoys a good joke and playing games.
His nose is also one of the biggest in gnomish history.
 Scurvy Shelto (Half Orc-Male-Cleric 6th-LN) Ship Surgeon-
Scurvy Shelto is a half orc in every sense of the word except f
or his personality. He is ugly, unkempt, rude, and has a violent
disposition. He is also a brilliant healer and keeps his instrume
nts razor sharp and clean. He is rumored to have successfully
re-attached limbs that were severed and brought drowning vic
tims miraculously back to life.
B. The voyage to Procampur should take only two days, but they
may have to
go slower all depending on the weather. Upon boarding, Giggles i
ntroduces
himself by his longwinded Gnomish name, then adds "But the cre
w calls me
Giggles." He then shows the party to their cabin which looks like a
storeroom and actually is. If no one objects, Kuk-Ii will discover th
e joke,
laugh heartily, and then show them to their proper quarters.
C. That day is rather smooth, but around mid afternoon, a suspec
ted pirate
vessle is spotted. The Quartermaster, Fatty, comes and asks the
permission
of the passengers to give chase. If permission is granted, they giv
e chase. If
not, he apologizes and says that they are giving chase anyway.
D. After an hour of pursuit, the chase is called off. Fatty apologize
s for the inconvenience. It is almost dark, so the passengers are e
scorted to dinner. The food is great fair, cooked special for the gu
ests. Roast pheasent, potatos, mixed salad and ramen. The meal i
s rounded out with a cherry liquor and sugar cookies.
E. That night, around midnight, the party is woken up by the soun
ds of eerie music. They must make a save versus spell or try with
all their might to plunge into the sea. Angarh grabs his bagpipes a
nd starts to play, which grants everyone a +2 to their saves. Soon
after the music starts, the sounds of battle begin on deck. At this
point, the heros can join or remain in their room. On deck, the sm
ell of water-logged rotten flesh hangs in the air. All must make a s
ave vs. poison or suffer a -1 to attack and the same penalty to ar
mor class from nausea. On deck is about 50 bloated zombies fight
ing with the crew and officers.
The captain is busy slashing the bloated corpses with his cutlass
as he screams "Damn you Sekolah!!!" Barthold is hanging from a
rope inches above a group of about 20 zombies firing his blunder
buss pistols directly into the biggest ones. Silrod is on the sternca
stle blasting a group of zombies with magic. The rest of the sailor
s are trying to control the ship and fight off the boarders at the sa
me time with Mackray working the helm with one hand and swing
ing his cutlass with the other and screaming orders like a madma
n.
1D4 new zombies climb on board per round. In the later rounds, s
ome of the ships sailors join the battle as newly created zombies,
including Fatty.
After the zombies are defeated, the captian does a headcount an
d finds that 15 sailors are dead or missing, Fatty is dead, Mackray
is severly wounded, and the ship has a growth of Sailor's Song Se
aweed stuck fast to the ship.
The problem now is how to detach the growth and get moving ag
ain. The seaweed will attempt to ensnare and drown anyone who
tries to detatch it from the ship. They can't just leave it, because i
t is too dangerous.
F. After the seaweed is taken care of, the captain is in a very foul
mood as is the rest of the crew. In the morning, the captain is on
deck in his station spitting and cursing his bad luck. The sea is ch
oppy with heavy wind and clouds. The sailors are all worried abou
t an impending storm, but Kuk-Ii tells them to shut up and that th
ey'll outrun it. Then, in an instant, a giant serpent wraps itself aro
und the stern, knocks three sailors into the sea and swallows the
captian whole in its toothy maw. It then slides down to the main d
eck to ravage the rest of the crew. After it eats a few more sailors
and looses some teeth from one of Kuk-Ii's cannon, it slips back in
to the sea with the captian in its belly.
G. The soldiers are all disheartened by the loss of Captain Curt. S
ome are visibly shaken, while others stare off in the direction that
the serpent disappeared in. The crew is then shocked back into re
ality by Berthold calling them to attention. He then says, "All of yo
u! Back to your posts! We have a job to do and the Captain would
want you to do it. We will let him go after the job is done. To your
posts!" He then joins Silrod at the captain's station.
H. The rest of the day is spent outrunning the approaching storm.
The wind keeps the sails full, so that isn't a problem. The crew su
cks it up after Berthold's speech, but they are still visibly at a los
s. That night, before the third watch begins, Shelto says a few wor
ds. "Captain "Cutlass" Curt Wavejaunt was one of the most succe
ssful on the Inner Sea. He captured or sank over thirty pirate vess
les in his career, saved countless lives and made the world a bett
er place in the process. Let's take a moment of silence to remem
ber our brave captain."
I. The next day, around noon, the Nimble Nymph pulls into Proca
mpur's harbor. Silrod informs the heros that they will be in port for
three weeks while they figure out what to do about the loss of the
captain. If return passage is needed, They'll be in port.

IV Devils and The Savage Hunt


A. Getting out of the port is fairly easy with the documents Monta
by provided. The only snag is a 10 gp per person port fee that will
be refunded when the heros leave town. If they cause any trouble
though, the money will not be refunded and additional fines may
be imposed based on the weight of the infraction.
B. If the party wishes to stay in the town for the night, they are gr
anted access to the Service District(yellow roofs), the Temple Dist
rict(black roofs) , or the Merchant District (blue roofs). The other d
istricts are off limits as dictated by their permits.
C. 1. If the heros decide to stay in town for the night then they wi
ll be approached by a gang posing as the secret guard. The leade
r is a man with a short black crewcut who identifies himself as Ca
ptain Garret. He will question the party about where they are fro
m, their adventure, how they got to Procampur, what they intend
to do in town, when they plan to leave, and where they are going
after. His second, Lt. Brau, will demand to see the party's docume
nts, examine them, and tell them that they need to pay an additio
nal 200 gp per person because they are lacking an adventuring p
ermit for the party. If the hero's don't see through the facade, the
n the gang will happily take the gold and give them a forged ticke
t to take to the local government building. They will also pass on t
he information to their bandit bretheren who work the trail and hi
ghway with which they will set up an ambush.
If they challenge the groups authority, the half-orc Officer Targ wil
l say something in Orc to his dogs and they will go crazy trying to
attack the group. Garret will play the good cop, Brau the bad as t
hey try to get the heros to pay up. A fight will ensew if the advent
urers don't deal with the imposters in the way they like.
The fight will be stopped by the real guard armed with mancatche
rs in 1d3+3 rounds. The "Secret Guard will try to bolt. The party
will have to deal with the real guard and better have their story st
raight.
C. 2. If the hero's choose to leave immediately, they can go and
get their previously arranged mounts (one fine riding horse per p
erson (tack and sadles included) plus five extra horses for packs a
nd griffon bait) and head out of town.
D. After traveling for four or five hours out of the city, the heros s
pot a bonfire ahead. As they get closer, they notice it is a burning
wagon with several corpses lying around it. The tracks in the sno
w go in all directions here, so it is difficult to tell which way the att
ackers went. When they approach, it depends on if they talked to
the "Secret Guard" or not. If they did, the bandits will be waiting i
n ambush. If not, they will be long gone by now.
E. About dusk, the party will be suprised by the approach of The
Devils (A LN bounty hunting group). They will be blocked by the Bl
ack Devil on his flying steed and approached from behind by the r
est. The Red Devil will question them about their whereabouts in t
he last day, ask about their destination, and dicern if they have a
ny information on the bandits working in the area. Every question
will be asked in the most impolite manner, implying that the party
is up to no good. As soon as they are satisfied that the heros are
not the perps, they will ride off into the night without another wor
d.
F. The next day the party will be caught in a snow storm. It will b
e impossible to travel for the most part of the morning. Then, in t
he afternoon, the snow will thin out to flurries. After the heros get
on the road, they will come across a Black mother bear and her FI
VE cubs. She will look at the heros, stand on her hind legs, snarl a
nd then go on her way. The cubs just follow her and play with eac
h other as they go.
The rest of the day is the same until a little after dusk. Then, a dis
tant booming voice is heard. The words are indistinguishable at fir
st, but then "Marliing!" is distinctly heard. The voice gets closer a
nd closer, until a lantern can be seen. Then the voice stops and th
e being slowly approaches. He is a Voadkyn, or Wood Giant, dress
ed in deerskin with a thick white cloak and white turban. He then
says in Common, "Nights without stars preceed days without luck.
There have been no stars in the night sky for sometime." Appeare
ntly, this giant is named Honmier and he has lost his wolf named
Marliing.
G. The next day is very sunny and a welcome change from the pr
evious gloom. Soon after setting off, the party enters the mountai
ns. The view on this day is breathtaking. At around noon, the part
y is in a very narrow part of the trail (about 20' wide) with solid w
alls on either side. When about to round a bend, they almost run
straight into the Savage Hunt armed and ready to fight. What the
hunt does in this situation depends on what the heros do.
 If they yield, Aijin nicely asks if they are bounty hunters. If the
y say no, she asks if they know The Devils. If they say yes, she
asks if they want to ambush them and rob them. If they say y
es, that is what goes down. If no, they hustle on after their thi
ef rips off the most obvious treasure, instigating the partys fut
ure hatred.
 If the heros attack, the Hunt attacks to disable and moves on
as quickly as possible
H. The Devils will come through the trail about a half hour later m
oving at a full gallop with their horses and some of their party cov
ered in webs. They will be pissed. Upon seeing the heros for the s
econd time, they will be a little more polite. Again the Red Devil w
ill ask if they have seen the Savage Hunt. If they tell them that th
ey have, they will thank them and then ride off. If they lie, they wi
ll ride off after the Red Devil yells, "LIARS!" If the party decided to
ambush The Devils, they will fight to the death (and they will prob
ably die).
I. The next day is yet again stormy. A light snow is accompanied
by lightning and thunder. The party will make the pass to the dwa
rven stronghold at around noon. Halfway to the hall, the heros wil
l find a direwolf carcus with a chain collar around its neck. This wo
uld be the remains of the Wood Giants wolf.
That night, as the party is about to make camp, a group of halflin
gs, most in wolfskin, approach. They are all wholly friendly and w
ant to share a campsite for the night.
J. At about noon the next day, the party is caught by the Savage
Hunt. They demand that the heros give up their treasure and mag
ic or die. When the battle ensues, a group of ogers will hear it and
join in on the third round. The Hunt will take this opportunity to fl
ee up to their stronghold if the fight is going badly.
K. After the heros defeat the ogers, the hunt, or both, they can pr
oceed up to the dwarven stronghold. The entrance has been used
by the Savage Hunt as a temporary camp (They have about five i
n the area). If the hunt retreated, they will be waiting in ambush a
fter healing themselves up as best they can. If not, a group of gri
ffons will decend upon the heros and try to take their horses.
V The Ancient Hall of the Mithralbender Clan
A. After a rest and a little recouperation, the heros turn to the ent
rance of the hall. It is in the shape of a dwarven face with one eye
missing. It has been vandalized and the empty socket stuffed with
rocks, decaying wood and paper. After cleaning out the socket, A
ngarh inserts the key and the face slowly tilts back into the moun
tain to reveal the ancient passage that leads down into the hall.
B. The stairs down are littered with the skeletons of dead dwarve
s spotted with the occasional drow(?). The bones are rather fragil
e and old and are easily crushed underfoot. Angarh will be as resp
ectful as possible to these remains and will instruct the others to
do so as well. He crushes drow remains in discust.
C. After decending the intial staircase, the heros come to the entr
y hall. It too is littered with the fallen. The porticullis has been ben
t out of shape by what looks like a giant ax or sword. When the he
roes step through the bars,, a black mist rolls over the ground wit
h a hiss and the bones rise to form a batallion of 30 skelatal warri
ors that attack immediately. They will use the arrow slits to attack
the characters still in the gap.
D. The level below the entry hall is the Jarl's Throne Room. The de
ad litter the floor here. Sprawled across the throne is the Jarl hims
elf with a dozen drow bolts penatrating his skull and armor. He als
o has a great rend in the side of his mail along with a great cleave
mark in the throne beneath him. When the throne is approached,
a ghostly dwarven voice will moan, "We fought our best. But in th
e end, it was not enough. Damn the Drow and their Demon serva
nts...Damn them!!!!"
E. The Feast Hall is littered with shattered tables, metalwear plat
es, pottery shards, and bodies of the fallen. When the heroes mov
e through the room, they hear the sound of metal grinding and se
e red lights appear in the darkness of the room. It takes the 2 Ara
chnigolems one round to power up, then they attack indiscriminat
ely.
F. The porticulus that seperate the stairwell from the forge are tr
apped with crushing traps that will batter to death anyone who is
unlucky enough to fall in the 30' pit then taking 2d100 damage p
er round unless they can jump out in a hurry.
The forge itself is littered with bodies of the dead, tools, weapons
forged and half-forged, and is lit by a single forge that burns with
intense heat. Angarh walks toward it and stops, entranced by the
size and beauty of the flames. He then takes a swig of spirits, clea
rs his throat and sings a very sad, but melodious song in dwarve
n. When the song ends after nearly 30 minutes, he kneels down w
inded. Soon after the fires die down and spring up in the two clos
est forges. It then rises out of the ground to reveal a brightly lit p
assegeway. Angarh enters without saying a word.
G. Inside the room, a bright golden light shines from the ceiling a
nd wals of polished mithral. The vault is neatly stacked piles of va
rious types of precious metals that have been minted into brick-s
haped ingots. Also, there are weapon racks with blade upon blad
e, but there are a few spaces where axes, spears, and other assor
ted weapons were hastily removed. There is also about fifty stron
g boxes, all of the same size on shelves lining the west wall. Ther
e are ladders for reaching the appropriate shelve and a movable
block and tackle system to assist in moving the boxes on to and o
ff.
The most interesting feature of this vault is the huge mithral and
gem-encrusted statue of . It stands 40' tall and brandishes a huge
battle ax in both hands in a fighting grip.
The base of the statue is filled with carved runes. Angarh is instan
tly engrossed in reading. Soon the same voice heard in the Jarl's T
hrone Room booms again. This time though, it is not sad, but full
of energy. It says, "Welcome home my son, I hope you will return
this hall to its former glory. May bless you and keep you safe from
the horrors of the deep. Do not let history repeat itself!" Then it is
gone.
H. Angarh is now visibly energized and looks much happier than
he was in the past. He then says that they should lock up and go
so he can bring the good news to his people. Upon exiting the vau
lt, the Heros find that all the skeletons of the dead (about 150) ha
ve risen and are standing at attention, weapons ready. Then a voi
ce roars "Leave now or suffer the fate of these old bones!" From o
ut of one of the forges steps a Nycanoloth with a great ax and a s
hield embossed with flaming skulls. He roars again "I have been tr
apped in this hall for nearly a millenia waiting for the key to this v
ault. I would enjoy a battle more than anything....but, I would rath
er finish my duty and return to my home. Leave or die!"

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy