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Borric Darkmoores Adventures |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
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Subject: Re: Borric Darkmoores Adventures Fri Apr 13, 2007 2:51 pm
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| yes he is! he is borric! |
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Sir Bozak The Damned


Age: 67 Joined: 27 Feb 2007 Scrolls: 931
Location : Québec
Completed Trades : 119 On maxminis 1 Here 1 Pending On Here
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Subject: Re: Borric Darkmoores Adventures Fri Apr 13, 2007 6:18 pm
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| Oh,That Explains It,LOL |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Tue Apr 17, 2007 12:23 pm
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PART IIX
So the party heads towards The Stink to find the wand of red from the murder Korras Fenn. They head east towards the chain towers and find the wall that is covered in moss and debris from the trash being dumped over the wall. Just at that moment Borric could hear panting and someone running towards the wall on the other side. A small male gnome with a white beard comes climbing up over the wall. He is covered in dirt and juices from the garbage. As he hits the ground with the help of Borric, Jozane asks if the guy is ok. He states he is fine and was just taking the last load of garbage over the wall when he was chased down by undead. He explains that he works for the city to take care of the trash problem and that he’s name is Popollo. Just at that moment the party can hear the undead starting to climb the walls. Borric grabs his holy symbol of Ilmater and Borric waits with his blades for the undead to climb over. The undead hits the ground and the smell of the creatures makes Borric and Popollo sick as they start to puke along the ground. Borric goes in with his blades and slahes the first ghast in half as the second tries to climb over the wall. It gets hold of Borric but his cape covers enough that it does paralyze him and he defeats the second one also. After Jozan and gnome get their senses back, the ranger decides he wants to find this murder and get the mission over with. Popollo explains that the city wants him to clear the trash issue up but he isn’t an adventure nor skilled in fighting. Borric explains that they are going in there anyways to hunt down a man. But he wants the gnome as a guide for them. Popollo feels he has no choice as he is elderly and needs the money to feed his family. All he could offer the group is 4 potions of remove disease which Jozane and Borric take. The three of them head over the wall and find that the place is filled with trash, garbage, old metal and boards. The sky is filled with seagulls and piles are loaded with insects and rats. They follow the path long through the ruined shore and gets to a cavern opening that use to be a thieves guild and hideout. Popollo decides he will stay along the back with his club and hold the torch so the party can see. The head into the ruined area and battle a few otyughs on their way in, in which Borric gets bite by one and contracts a strange fever so he needs to cure himself with one of the potions and rests. They walk a bit deeper later in the day and find a large pit that has a massive green/yellow acid type ooze bubbling inside it. It blocks the way so the party besides to find another way around. Even after Popollo thought of using some of the boards to cross it but Borric didn’t want to take the chance. On the other way around they fight yet another otyugh and make their way to a small tunnel way where the roof looks like it about to cave in as there only loose metal rods holding it up. As the party slowly walk through the tunnel the ground of the trash falls beneath the cleric and he falls down a shoot and lands in what sounds like water. Popollo holds the torch as Borric uses his rope and throws it doen for Jozane to climb back up. As the cleric is climbing up he lets out a yell and the rope goes slack and they hear a splash. Borric panics and ties the rope off and tells the gnome to wait up top as he jumps down the shaft. Borric lands in the water and find Jozane bleeding and battling around a group of sahuagins. They are armed with tridents and crossbows and ambushing the cleric. |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Thu Apr 26, 2007 12:46 pm
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PART IX
Jozane has taken many crossbow shots from the sahuagins and his bleeding bad. Borric jumps into water and starts to clear house with his rapiers. Jozane uses a light spell so that they can see what is happening, as Borric continues to slay the sea-devils. After the long battle and one escapes through the water they here a sound from above and notice the torch go out from above and the rope falls down into the water. Borric figures that the gnome took off or was killed they move out of the water and towards the dry tunnel of the cavern. They head down a bit when they come across a couple busted and water warped coffins before they can inspect them they both hear moans and eyes shining in the tunnel ahead. They both run down into the tunnel and battle the ghouls that came from the east. Borric tells Jozane not worry about help from Ilmater he can slice through them just hold the light spell. During that Jozane gets inpatient and moves in for the attack but get bite by one of the ghouls. Borric defeats the rest of the ghouls and figures they best rest as Jozane heals himself from the wounds and the disease of ghoul fever. A short time later they head more east down the tunnel where they come across a warmer 3 way section there is slick black ooze rolling down the floor from an upper slope cavern down to the bottom. Borric shoots an arrow through it but nothing happens. So the ranger tries to walk across the black ooze, he looses his balance and he falls and the ooze carries down the tunnel into a pool. Jozane maintains his balance and asks he is alright down there. Borric can feel that he landed in a somewhat type ooze pool and can feel movement around him so he asks for some help. In the dark Borric starts to get slammed by a couple of ooze elementals but his cloak of resistance covers most of the acid burns from the hits. Jozan jumps down with his torch but also gets slammed and he looses his torch in the pool. In total darkness the ranger tries to elementals but has no luck till Jozane casts daylight so that they can see. Jozane gets pretty hurt and burnt up from the acid of the attacks but the ranger slowly slices his way through them. The ranger decides to have a look around where he comes across a false wall in the east of the room. He pushes it and the walls crumbles where a gold statue of the goddess of Sune was found. He hands the statue to Jozane and he gives his thanks as it can be used as a gift to the temple of Sune someday. |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
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Subject: Re: Borric Darkmoores Adventures Wed May 02, 2007 4:23 pm
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PARTX
The party keeps moving through the tunnel where they come across a large pool of bubbling ooze as they come closer to it as they have to cross it to reach the other side a gray ooze within the pool attacks Jozane. The party battles against the ooze in which finally the party destroys it and it disappears within the mud pool. The party continues forward where they come across a broken down statue of the goddess Mielikki so Borric praises to the statue. The move further along the cavern and come across another room with 3 pools of mud and ooze. As the party moves closer they get attacked by 2 more ooze paraelementals. The acid nearly burns the cleric Jozane to death and it even destroys his mace as Borric battles them to save the priests life. After a long battle between mostly the ranger and the elementals he finally defeats them but needs to rest. They come across an old rusty gate in which both members had to use their strength to brake through and find two old moldy crates. While expecting the crates a band of sahugains attack the party with crossbows. Borric goes into full attack and destroys the seadevils. After casting his alarm spell along the area so they can rest, Borric wakes up as his spell has been broken. He wakes the cleric up as he grabs a torch as an ocher jelly moved into the area. Borric attacks the jelly as Jozane falls back. With the movement of the ranger’s blades the jelly divides into two so they now have two enemies. Jozaine helps the battle by casting bless on Borric as he battles the two oozes finally he destroys them both. Once again the party needs to rest so they can heal and pray for spells. Just when Borric was starting to rest again he hears strange squealing sounds along the mud pool in the other room. Jozane uses his torch and comes across a large group of dire rats running through the mud pool towards them. Borric shoots his bow into them and kills a few of them as Jozane casts sonic sound and destroys three of them with his sonic burst. The ranger then runs in and cuts the rats down as they are slowed down by the mud. Not long after the party decides they must move in to get some rest in the Stink. As they move further in the come across a large room with a deep pool of dirty water and ooze. They must cross it to get the other side! Borric is prepared now for more ooze and jellies to come attacking him so he goes into caution as the cleric carries the torch. Half way through the pool Jozane catches a bunch of eyes flashing at him within the water. He cautions the ranger and they try to rush across. Borric gets across but Jozane doesn’t before a gibbering mouther appears and attacks him. They both ignore the madness coming from it mouth as Borric shoots many arrows into the beast. But just when Jozane was about to crawl to safety the monster swallows the cleric. Borric can hear’s the acid and the cleric crying for help so he keep shooting many arrows into the monster. With the help of Borric Jozane cuts his way through the gibbering mouther after the ranger shot enough arrows into it. Jozane is burnt and bite up bad but they move on. From all the battle the ranger feels a burning upon his lips from the water of the pool. He ignores it and moves into the next room for safety. Luckly they just come across another room with a pool on the north end with four floating bodies in it. The room resembles a torture chamber of some type, they check the bodies but they are too diseased to inspect. They are both worn out and need to rest to carry on. |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Wed May 09, 2007 7:34 pm
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PART XI
After a long rest the part moves more forward where they come across a large band of more sahuagins, they defeat them rapidly and move into another larger group of them. Borric uses he’s massive weapon skills and Jozane uses some of his spells to help boost the ranger’s morale and blades. In which two of the sea-devil flee and go to get more assistants. Not long after the party meets the 2 escapees and a human with a bald head and rough goatee with a blood stained club. Borric attacks the human first and slices him open with one swing and then not long after they attack the rest of the evil group. After the long battle and lots of finding of dead diseased bodies the party hears faint chanting in the darkness of the cavern. With the torch Jozane see’s a robed sea-devil chanting to his dark god of the sea. Borric runs the evil creature through before he finishes his spell and then hears two more voices chanting in the distance. Borric and Jozane both go into the cavern with weapons drawn. The cleric gets hit by a faint fatigue spell but Borric has no problem clearing the evil clerics of fish folk out. Not far down the cavern they come across a large pit with about three human voices begging for mercy and help but they are well guarded by two sahuagin barbarians with spears. They give the party a tough time trying to push them into the pits but the party once again runs them down and ventures further as Borric hears moaning. Jozane wants to help the people in the pit as them seem diseased as they plead but the ranger feels they can help them more later on after they find the cause of the trouble in The Stink. In no time the party are attacked by a large mob of zombies that seem to be human and people of Zazesspur. Jozane prays loud to the god of Ilmater and turns undead and all the zombies turn to dust. In the distance once again Borric hears chanting. The party runs into the chamber full force as they feel they have the upper hand after defeating the undead quickly, they come across a female sahuagin cleric of the great shark. She is dressed in a long robe and wears a black silk glove and a red wand in her hand. She tries to finish her spell now that her undead were defeated but Borric jams his rapiers into her. She looses control and zaps the ranger with the wand he becomes ill as the blackish red smoke hits his body. But not long after he gets his wits with the help of the spells Jozane cast upon him for strength and will. She falls to the ground and Borric retrieves the wand for Orbis. As soon as he touches the wand he gets a sick feeling and flashbacks of his past and childhood of the goblin and orc raids that destroyed his village. Borric drops the wands and decides it’s unsafe and they should use a cloth to transport the artifact. Not long after Orbis uses his scrying and pries upon Borric if they have succeeded in getting the wand from the killer. Borric agrees yes and that they ran into a horde of sea-devils not just a child killer for the wand. Orbis is happy and promises the money if they can meet him at the Chain Towers again within the city. The ranger states that they will meet in a few days with the wand. Just not a long time later after they search the bodies of the dead creatures and take weapons and potions from them a large gateway opens within the air and the smell of brimstone hits them. A bearded devil appears and claims that they need to hand over the wand. The party disagrees and they attack the fiend. Before they have a chance the bearded devil summons seven lemurs into the chamber and they all go to battle. Borric defeats the fiend and the other evil summons all disappear in the final words that “Orcus will not be please”. Why would a devil mention the name of a demon prince?
Last edited by on Wed May 23, 2007 3:16 pm; edited 1 time in total |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Wed May 23, 2007 1:01 pm
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PART XII
The party heads back out of The Stink along with the two saved prisoners. The head back up through the point where the cavern hole was located where Jozane first fell through. After many attempts Borric makes it across the chasm and with the use of the rope they get everyone across and leave the rope behind. As they almost make it out of the sewage ruin both prisoners complain about an itchiness in which they both came down with a red rash. Jozane uses his last two potions of remove disease on them as they finally head out. Once back over the wall and back in Zazesspur, the prisoners state their thanks and head home. Borric is the mood for drink and food as they have been in there for days. But first they want to get the red wand looked at by the temple of Ilmater (House of Tears) before they hand it over to Orbis. They head over to the House of Tears where they are greeted inside by the paladin Father Akkar Donatos (gray bearded paladin of Ilmater). They give a great donation to the church and ask about the wand to be examined. The father agrees and uses holy divine prayer to look at the wand and silk glove. Through his discovery he finds the glove to be nothing out of the ordinary but the wand holds great evil. Father Akkar Donatos explains that the red wand is an evil artifact of lesser power from the Abyss and that it holds traits of the demon prince Grazt’zt. Borric explains that Orcus was the name that mentioned from the fiend they fought earlier. The father explains that Orcus is an enemy of the Dark Prince and that he might want to wand so that it doesn’t end up back in his the owner’s hands. He also explains a bit about the demon prince and that they should keep their eyes open for a symbol of the 6 fingers. He mentions that the wand must be taken away from the church maybe even the city. While the party is there they give more gold to the church and get items identified and buy a few healing potions. They give their thanks and take their leave as Borric is hungry and thirsty. They head back to the inn called the Winsome Response as they meet Jasper again and get a few rooms and a bath. As they wait on the room they get a few drinks and ask for a young boy to go fetch some supplies such as torches, arrows, sunrods and some rope. An hour so passes and the supply boy comes back with the gear and then Orbis makes contact with Borric. Borric explains that they are at the inn and that he should join them. Orbis joins up in about 15min and they exchange stories in private as the mage explains about being attacked by babau demons that broke through his wards. Orbis requests that they teleport back to his tower in Mosstone to discuss it more and do the transaction. |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
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Subject: Re: Borric Darkmoores Adventures Thu May 24, 2007 1:15 pm
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PART 13
They appear at Orbis’s tower with Mosstone and do the transaction of the red wand for the 2000 gp. Orbis explains that it’s a lesser artifact of evil power and that he first heard about it from a journal found in the desk that they now sit at. He bought the desk at a auction and the desk once belonged to a deceased mage known as Zarlag. In the desk he found a small old journal that contains some info about the wand and how it and another artifact are connected. Orbis goes on to explain that a long time ago a pit fiend called Drokarrn was captured by some demons during one of the many Blood War feuds. Grazt’zt heard that the pit fiend was one of Bels higher champions so he captured the fiend and skinned him alive. With this he created a skinned cloak known as the Fiends Embrace. Because Graz’zt had many lovers one that he cherished was a human from the south in which he gave the cloak to her as a gift. In the love he also transformed her into a succubus. Their love carried on but she was not so loyal and she had many lovers with the realms. She gave the cloak to one of her lovers and the cloak was lost. Grazt’zt heard this and damned her for the rest of her fiendish life. Now Grazt’zt wants the Fiends Embrace back in his hands along with the wand. The last mark in the journal is that the mage Zarlag was heading to Spiders Swamp in Calimshan to get the cloak, and a comment that with “2 becomes 1”. The party agrees to get the Fiends Embrace for Orbis as he believes that they are very powerful together and that if they fall in the fiends hands the realms could be trouble. Or that if the 2 artifacts do become one it will be easier to destroy. Borric names his price that he wants something arcane or enchanted for retrieving the cloak back and that they will leave the next day. Orbis is happy with that and agrees that he can teleport them south as he has been in the local area before in his past. After getting gear and stuff for the trip and a goodnights sleep within Mosstone the party gets ready to head to the Spider Swamp. Orbis hands Borric the journal and wishes them luck and a teleport gemstone with a command word just incase they get in trouble. Not long after the party arrives at the swamp. The Spider Swamp is mucky, hot, moist and sticky. They travel through the mud to the north as per the journal to a place known as the Cold Keep. On their journey there they come across a small wooden hut. The hut has some smoke coming out of the chimney and seems to be boarded up. They don’t get to close as they fear what’s within the bog. Borric hears what seems to be an off and on hum coming from the building but during that Jozane hears what seems to be frogs deeper in the swamp. Borric with his keen sight gets a closer look and the party gets attacked by a small group of giant frogs. With Jozane’s crossbow and Borric’s range skills and rapiers they defeat the frogs before getting swallowed whole. What lies within the hut…? |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Fri May 25, 2007 3:59 pm
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Part 14
The party comes across a strange bridge as they leave the smoking hut alone. With the bridge that really doesn’t cross anything Jozane feels uneasy about it. They too also walk around it as it creaks on its own. After a while the ranger comes across a small path of weird tracks that look like little hole marks but can’t figure them out. Not long after hear a few voices in the bog, human voice that seems to be having a discussion on the bridge that just passed. Borric takes a closer look and sees 2 males with robes that have maces upon them. Both party members come out of hiding and welcome the two men. The men explain that they traveling through the marsh to help put a unwelcome stop the evil of the bridge in the south. Jozane agrees with them and see’s the maces and asks what church or party the tow young men belong to. As they approach closer both the ranger and the cleric see that one of the members has a small limp. Once the party gets closer they explain that they are from the north east of the swamp and are worshipers of the goddess Zanassu, in which Jozan gives the ranger a secret heads up. Jozan knows the name and its not a goddess but a name of great spider demon, so they attack the two men in the name of Ilmater. After a quick battle as the men don’t even get a swing underneath the cloaks is the body of a spider which explains the limp. Jozane explains to Borric that they are a strange race known as the aranea and that they should be cautious of all people here. Not long after while traveling through the swamp they come across a strange tree that stands out from the rest of the swamp. Borric decides to get a closer look and try to communicate with the tree but as he gets closer he sees a small ancient hut located right in it. They use sticks to throw up to the door to get the attention of the owners as they can hear someone inside and don’t want to use the rope ladder till they know more. Not long after a young lady with brown hair comes to the door to greet them. She gives them a warm welcome and asks if they want to come in out of the mud as it’s starting to get dark. They come within the hut and watch her carefully. They exchange stories back and forth with some lies and the party learns that her name is Slurrozh and she was exiled her from the west because she was a worshiper of the goddess Mystra but she did something to loose her grace. She came to the swamp to get away from everyone and ask for the goddess for forgiveness through time as her won punishment. She invites them to spend the night before they move off and they learn that another party was there the few days before and that she is a potion maker. Borric buys a ton of potions from her the next day and the head more north deeper in the swamp looking for the Old Cold Keep. The next day the party heads more north where they get ambushed by a large party of bullywugs. The frogmen get a few jambs in but the ranger has no problem finishing them off even the one that tried to flee ended with an arrow in his back. A few hours later the party comes across an old stone keep. The keep is large with two towers and a gatehouse in the middle but the entrance is sinking deep within the swamp. Jozane and Borric decide to climb the wall in the back and come across the old ruin. They find all kinds of old moss covered and destroyed furniture and such but nothing of interest. They walk along to the court yard where Jozane decides to pray to Ilmater for guidance for the Fiends Embrace. During this as soon as he gets the answer to go deeper, Borric hears noises and two scrags appear from along the waterline and rumble. After terrifying battle that almost cost the rangers life as the last scrag grabbed him with both claws and nearly tore him in two. They burn the bodies with a torch and cut them up. Borric is in pretty poor shape from the battle. |
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yack
The Drumming Drunkin' DM


Age: 35 Joined: 09 Apr 2007 Scrolls: 369
Location : Gatineau Quebec
Completed Trades : 48 on MM
Play DnD and DDM : DnD
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Subject: Re: Borric Darkmoores Adventures Mon Jun 04, 2007 12:52 pm
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PART 15
Borric was in rough shape since the last battle so Jozane prays to Ilmater and tries to heal him the best he can but during the last prayer they get attacked by a pack of wolf skeletons. Borric jumps in and bashes a few with his swords as Jozane turns undead and the wolves flee. In which point the ranger wants to checkout the well. He ties a ripe off along the top and then climbs down the well with the reflection of a sunrod to see. He hits the bottom in water about 100 feet down. He goes underwater quickly to see what he can see. He notices a guard tower in the water with an entrance so he goes to get Jozane as they head out. They both swim underwater to the guard tower where they come into a room full of moss, molds and vines. Jozane searches the room as Borric checks out another set of stairs. In the water he notices that there is another lair that was behind the well the other way. He swims back to let Jozane know. Just when Borric comes up from the water he sees that the cleric is in mid battle with a massive vine horror. The ranger dives into the battle and helps the cleric out and defeats the evil plant. Borric describes what he saw and that they should swim back to the top of the well. When the do the pack of wolf skeletons are back and attack them yet again. This time the ranger and cleric decide to put them out of their evil misery. After that battle they decide to swim back under to the other court yard underneath. Once they get up to a dark area again. They decide to check the ruin out. They come across and old camp area where the smoke still smolders and there are 6 bedrolls laying on the ground. Borric knows that the party must still be here and it must the ones that came to the cleric of Mystra before them. So Borric goes quietly to check it out, he comes across a light from a torch and listens. He hears many voices male and female and they mention that they must back track as they the cloak can not be in this direction. The ranger runs back to tell Jozane and they move silently back into an another ruin corner with some brass tube located along the wall. Borric still keeping an eye out comes across what looks like a female cleric, a male in a black robe with a bat floating over head, a half orc with a axe, a gray cloaked gnome and a male fighter of some type. They all seem to be wearing a symbol, with a white skull. The ranger runs back to tell Jozane about it and he describes the symbol. The cleric from the description is pretty sure they are followers of the evil god Cyric. So they work out a plan that they will try to team up with them and that they are from the East on a mission from the city to clear out the swamp for trade reasons and that Jozane hides his holy symbol and his mace and uses a magical short sword and plays the role of a fighter. (he has no problem with this as it will be for the better of good in the end). They listen and wait for the party to appear but they never do as Borric sees them working magic with song (the gnome) to open a hidden door in the far ruin wall as stairs roll down stairs. They party waits it out and follows them from behind without being noticed and lets them open the next door and passages. Finally the evil party works on a harder door as the mage casts knock to get through and then they hear a massive battle and a roar to the god Cyric. Borric races to the door to watch as he sees the evil followers battling a massive troll. |
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Borric Darkmoores Adventures |
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