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Harkahnon Ruins 5 - Level 2.

Posted by DM HeathFor group 0
DM Heath
GM, 4329 posts
Tue 10 Jul 2012
at 17:11
  • msg #1

Harkahnon Ruins 5 - Level 2

You go back to room 8 and begin a long rest.  An hour or two later, you begin to hear wailing and screaming from somewhere a level above.  Chrisman says this must be Esylia torturing Androlus to try to get the codes.

He says, "She must be anxious now because you are here.  Her patience is gone.  Androlus began carving codes into the tables and desks around the temple before he put his own eyes out.  This was after he set fire to the library to destroy the codex full of programmed times and places.  (You remember the burnt library at Room 17.)  He couldn't imagine what it would be like to allow a monster like that to be free to roam the two worlds at the time of her choosing.  Most of the rest of the temple staff escaped through the Ark to Allevia.  He and a chosen few stayed behind to care for the temple and the Ark.  That is, until Esylia showed up through the Time Ark, bent on killing them all and using its power for her own ends."

Chrisman also shows you to the rooms marked 3, 4, and 5, and he shows you the secret door he found connecting room 3 and 2, in case you need a fast escape.

Room 3: This is a corridor with a bronze, patina-covered statue of an ancient warrior standing in an alcove.

Room 4:  This room is an old armory.  Like the other rooms, it is broken down.  Broken wooden racks, devoid of weapons, sag toward the flor.  The racks must once have held magnificent weapons but now are empty.

Room 5: This was an old guard room.  Bones and faded scraps of black cloth lay scattered across the floor, along with some broken pieces of stone statuary.  The cloth appears to be robes of clerics who were in the temple.  Chrisman says he believes this was the last holdout of Androlus' comrades who stayed behind.  Some sort of final battle took place here, and Esylia apparently won.

The echoing screams of Androlus fade at some point, and the rest of the night is uneventful.  At one point, Borimer thinks he hears the northern door to room 7 open, but it could be his imagination.  No one appears to try to enter room 8.

(Rest successful.)

Here is the map as you have explored it:


DM Heath
GM, 4332 posts
Tue 10 Jul 2012
at 17:30
  • msg #2

Re: Harkahnon Ruins 5 - Level 2

We should probably designate a marching order.  Given that your enemy has a gaze attack, it could become relevant as you wander the halls.  Esylia is essentially treated like a wandering monster, with a certain percentage chance to be in her "lair."

Current members of the group are:

NPCS:
Chrisman (walks slowly with a limp)
Edmure (blind)

PCs (this is the order I will use unless you tell me otherwise, with Chrisman and Edmure in between Flint and Naj):
Borimer
Harak
Grizz
Kahan
Flint
Naj



If you want to move to a particular room, indicate the path you will take, such as:
"We go to room 20a -- 8, 7, 9 13, 14, 20a."  (I say this because now 8 more hours have passed, and certain things may have shifted or may be moving at the same time you are moving, and I want to keep track of them.)
This message was last edited by the GM at 17:32, Tue 10 July 2012.
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