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Narrhil has always known the great worm's messages to be clear.
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Narrhil nods, "thank O great one, I will be patient!"
He leads/guide/drags Tillak away from the portal, to a safer part of the chamber, the then stands ready between the portal and his dazed comrade, waiting patiently, gripping Votin's battle axe in two hands, grimly.
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Narrhil's arms tire. No threat from the slumbering demon creature, he lowers the axe.
Apparently Yikkorth's Gnoph-yikk doesn't intend to move from atop the Tillak's elevation lift any time soon.
The ice lord remains limp.
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Loathing to leave Tillak, Narrhil presumes to search the temple once more but how could he leave the warlock, but Yikkorth was also his god and he would be protected. The cryomancer begins to crawl through the opening back into the wine-cellar.
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[NARRHIL +1000XP for putting Fate with the Ashen Worm.]
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[Sorted. 14,117/20,000 at present for Narrhil, if I right?]
Narrhil moves to the stairs, he has taken what torches they have, except one, leaving that with Tillak. He still wants to find the witch again, and also explore the temple. He will cast more light spells, if he has to but he want to go outside of the temple to do so; to gain more area that he can light.
It only a sort journey up the stairs to the kitchen, so, he take his chance and carefully feels his way up the narrow stairway, and open the door into the kitchen and enters...
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Narrhil has climbed these steps inside the wall so many times he could do it blindfolded.
He climbs over the wolf carcass and steps into the darkness.
And emerges into the light of the kitchen... without incident.
[NARRHIL SITREP]
14117/20000XP
11/11HP
Studded 6AC. Battle Axe FA 1 (pick,6 stones)
Chill touch,Cold Resist, Detect Magic, Con. Light, Ice Dart at the ready.
Spoon of Gruel, ring of warm, Strange cyan hands.
wand??? fetched i think
scrolls given away.
I think torches were down to 3, I lost count.
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{Nice 1 with the scrolls, if another player joins, I hope they not a cleric.}
[Yes, okay 3 torches, one left with Tillak]
[lol, yes wand = dog's plaything. ]
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Narrhil returns to to the main congregation hall of the temple.
[Is it completely covered in snow and ice? Perhaps around the edges, floorboards show through?]
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The chapel is lighted by the spell.
The is a coating of snow, well travelled through the middle and to the kitchen door. The pews on your left entering from kitchen are moved against the main broken doors. There is a remaining wolf carcass here (I believe) in middle of room.
There are remnants of a fresher fire between the front pews and the kitchen door.
The snow coating is hardened with a recent rain to ice.
There are thick clouds overhead but there is no precipitation falling through the rafters at the moment.
All is Quiet. The smell of wood smoke is gone here.
There are no floor boards - the floor is stone, and yes exposed more around the edges of the room, and of course by the foot traffic.
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Narrhil pondered, perhaps he had hoped for another secret entrance under the floor to another vault, or a hidden sign long forgotten under the snow covered floor.
He moved to the entrance and careful open a gap; enough for him to slip though quietly. He will keep to the lit area till there is no more left, and then light a torch. He will then return to were the witch had last been seen, and hope she is still there.
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Narrhil lights the torch at the doorway where the light ends and steps through the opening in the bound broken double doors, immediately seeing in the snow at the very edge of the torchlight sudden movement.
6 large black hounds standing 4 feet at the shoulder, and easily more than his own weight. Their baleful eyes seem to hold the flicker of the flame. One of the dogs lifts its muzzle exposing blackened teeth and emits a howl of pure smoke!
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Narrhil quickly moves back into the temple and barricades the door.
"Hell hounds!" Curses the cryomancer, flame and ice never mixed well...
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[NARRHIL roll initiative.]
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NArrhil gets the jump on the hounds and flings himself back inside the church.
[Now what was that about dropping the torch and trying to tie the broken doors together better?]
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[Good for me, there is plenty of light in temple].
Narrhil drops the torch and commences to tie the pews to any protruding iron ring in the walls or any other wooden structure.
[Can he see them through the doors, or is it just black, or is the space sealed by the wooden pews, which I hope is the case].
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Spells Memorized (CA: +4; spells: 4/2 day):
1st-level Spells: Detect Magic, Magic Ice Dart:x3.
2nd-level Spells: Continuous Light: x2.
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As Narrhill looks for something more to affix the two pews that are tied together in the doorway to, several of the hounds throws themselves against the opening! Narrhill spins around - the pews hold against the onslaught but one of the hounds manages to crawl inside with the Ice Lord!
The slavering maw desirous of man flesh.
[next round. intention and Int.]
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[So, it crawled the whole way in, no chance of chopping its head off as it comes in?]
Initiative [1d6]=4
[I more looking for a free attack, otherwise it is 'Magic Ice Dart' that is 4 darts, each needing to attack separately; directed at the Hell Hound, of course].
Magic Ice Dart: [1d20+3]=4+3=7, Damage: [1d6+1]=4+1=5
Magic Ice Dart: [1d20+3]=14+3=17, Damage: [1d6+1]=6+1=7
Magic Ice Dart: [1d20+3]=6+3=9, Damage: [1d6+1]=5+1=6
Magic Ice Dart: [1d20+3]=16+3=19, Damage: [1d6+1]=4+1=5
[So, also looking for bonuses to hit, due to its vulnerable position].