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Old 07-30-2003, 06:55 PM   #1
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
Anyone Home?

Being the eleventh chapter of Stackman’s adventures

In which the valkyrie gains full benefit from her crusade trait and in which the local inhabitants of a certain castle get some rest after 100 years awake.

The party soon stood by the moat surrounding the haunted Shurugeon Castle. They went along the moat for a few metres, and soon they came upon a small graveyard whose inhabitants were not entirely laid to rest yet. They quickly finished off the samurai skeletons who would have dropped a samurai’s baton if any of the party members had been training to become a samurai (as explained by legendary Sazerac in his role ascension table on Page two of the Best Tips). The party dived through a hatch in one of the towers through which the moat ran. (Probably an old lavatory). In the tunnels below the valkyrie switched a lever, and soon they surfaced again on the rear side of the castle. Climbing through a hole in a ruined part of the castle wall, the party soon found themselves inside the castle courtyard.

And NO! The dead did not rest anyway near easy in this place. Soon ghosts and spectres emerged from every corner of the courtyard. A true Eldorado for the valkyrie’s crusade trait. The party made their way to the North Wall of the castle, climbed one of the guard towers, and the assassin lowered the drawbridge just like the time when he had trained to become a ninja (as explained by legendary Sazerac in his role ascension table on Page two of the Best Tips). Down in the courtyard again they paused for a while in awe. Not so much of the building rather than the various experiments they had accomplished here under Stackman’s supervision. They had climbed the separate tower many times by way of stacking – either from the ground or from the castle wall. They had climbed the castle itself, and they had climbed the balcony above the entrance pool inside. The last to places had been climbed in vain, since there was nothing there of interest, but at least they had managed it.

Then they entered the castle. Standing by the pool by the entrance (room B on the Ground Level map at Xignal’s Site) they looked around. Then the bard picked the level five lock on the door leading to the first room on their right (room C), and they looted the treasure there. Then they entered the room on their left. Through a small hallway they entered the dining room. Wanting to walk on from there they found the door locked. At that moment, the tormented ghost of the knight D’Soto appeared behind them. He told them of his torment and of the dangers of the castle. At that moment, his tormentor, the fiend Haleabus, cut short his speech and unleashed a horde of imps coming out of the adjacent room.

Finishing off the little demons the party entered the kitchen. On a key holder next to the fire place, the valkyrie found the master key to the castle. The door to the left in the kitchen led to a small hallway connecting three rooms. Apparently this was where the kitchen staff had had their rooms. And mind you, one of them was not quite dead yet. The valkyrie saw to it that he soon was. In the northernmost room they found a scroll written by Galian, and thus they confirmed the rumours of his death that the priest guild of Ishad N’ha had sent them out to investigate.

They went back to the room with the pool, and encountered the old sentry of the castle. And as his title indicated, he was actually quite sinister. His clothes were ragged, and, hmmm, well, he had actually become somewhat transparent. Furthermore he did not stay for long, since the warlock ALSO wanted to prove that she was capable of magic.

Unlocking the door next to the small room with the treasure chest and walking down a corridor, the party found themselves in the blacksmithy. Something was definitely wrong. Both with the whole castle and with the blacksmith attacking the party with his hammer. Both were under Haleabus’s influence. But that was soon about to change. And the change concerning the blacksmith came right away.

A section of the blacksmithy was closed off. It was the armoury. A still skeleton stood there with his bony hand clutching a yank. The yank on the other side had been broken. Resorting to long distance violence, the zenmaster reduced the skeleton to a pile of ash releasing the yank. Inside the armoury, they found a strange evil element in a treasure chest.

They walked on and came to the barracks. Here were the remains of D’Soto’s army. Apparently they had all cut a poor figure during the Gourk Wars, and they were not at all looking better after 100 years. The missing squire Gliebott, now a ghost himself, was leading the group of skeletons attacking the party. A very wise idea, since their greatest wish had probably been to be sent to the great beyond. They got what they bargained for.

In the barracks the party came upon their first treasure chest containing a squix. These particularly nasty creatures have a habit of inhabiting treasure chests, and in some cases they are placed so low in the chest that they cannot be targeted properly. The warlock knew just what to do. Creating a portal in the middle of the floor, she teleported the squix out in the open. Avoiding coming too close to the squix (the phenomenon is explained in point 11 in the post concerning killing the Stout King on Page eight of the Best Tips) the party finished it off using ranged spells. In the last room of the barracks they came to a winding staircase (room J).
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Old 08-01-2003, 01:09 AM   #2
whiteknight
Elite Waterdeep Guard
 

Join Date: July 6, 2003
Location: new zealand
Age: 60
Posts: 39
you make it seem like you are taking a sunday walk through a play ground lol..
story on bsftcs ...

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Old 08-01-2003, 10:58 AM   #3
Wyvern
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Rural Paradise, MI
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Yay!!!

I really like the tip about the squix - I never thought of doing that!

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