"Should we investigate?" Valen asks. Though he advocated the extended march, the early signs of fatigue from a long march are beginning to show. "The only reason I had advocated marching through the night was because of the deed we hold and the royal guard in service to someone who may be against us. I'm all for resting in that place if it provides reasonable shelter."
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"If we need to rest, that would be safer than out in the open."
With a mischievous grin, Erdan will say "I have no idea if we should avoid it or not, but investigating sounds like fun!"
In preparing for what may lie ahead in the tower, Erdan will call forth more power from draconic blood. (He will use 2 sorcery points to regain a spell slot)
As the party stands on the dark road, illuminated by Valen's light, you are able to make out more details of your surroundings. The road ahead stretches off to the north, curving off slightly around a strand of trees to disappear out of sight.
The tower, looming just off the road, seems initially inaccessible, but Erdan, your shark darkvision spots a path heading in that direction but partially obscured by brush. Closer inspection reveals the hedges, which look solid from a middle distance, are actually dead and severed, simply piled atop the path and not growing there. The light from the tower does not appear again, however hard you stare but you have the uncomfortable feeling of eyes on your back.
"Very well" Dahme'dre says, "I think we could all use a rest." She grants Erdan her Guidance, and as the party moves down the trail, she uses Mold Earth to bury the path behind them.
"Something seems off about this place, but perhaps it's just the night that makes it so."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
The Party, moves forward. Between them, Kuori and Valen are able to rapidly shift the brush off the path, allowing you all to move onto it. The bushes extend only for a meter or so, revealing a comparatively clear path beyond. In Valen's light you are able to make out the packed earth of the path as it snakes along between the trees toward the tower.
Erdan, you spot some signs of previous passage along the path.
Dahme'dre, moving last down the path, you raise one hand and summon arcane power. Focusing on one small square of the path at a time, you disrupt the smoothness of the path, gradually eliminating its consistency until it is indistinguishable from the undisturbed forest earth to either side. Completing one square, you move onto another, gradually eliminating the path behind you.
Ahead, the tower looms squarely and darkly in the night, a patch of greater darkness visible through the trees. A rotten signpost stands just off the path, but you are not close enough to read it. A squat wooden door bars passage into the tower, and strange thick lines seem to cross it, but in the darkness even Erdan is unable to see what they are from this distance.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Aio followed the group silently, letting her form blend in with the darkness. She was weary from the travel and was ready for a rest, though the tower bothered her.
If I could see, I would fly to the top of the tower to rest. This seems like foolishness, though. Another hair-brained idea from flesh folk, I guess.
Rollback Post to RevisionRollBack
Pit of Vipers: Watl Wiggins - Halfling Rogue(10) League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Dahme'dre stays near Erdan as Valen circles the building. "Some in my family can see through the deepest darkness. Maybe I should study their talent." She watches the sky, listening. The presence of bats is comforting.
Valen, you approach the tower cautiously. Moving in a half-crouch, you come to within a few steps of the closed front doors. Made of ancient wood, the doors are closed, barring your entrance. Despite their clearly advanced age, the wood looks solid but the lock has long since rusted away. In its place, thick vines appear to have sprung from the ground around the tower and wound themselves around the doors, binding them closed. The vines are as thick as Kuori's arms and seem to have simply warmed the wood and stone of the tower where either barred their growth. Looking closer, you notice that the vines appear to be dead, if no less tough for it.
Your slow circuit of the tower reveals no ambush, and no other means of ready entry. Three windows on the second floor are dark and narrow, more arrow slits than proper portals.
Erdan, your eyes pick out faded lettering marking this as Imperial Waystation #6: Traveller's Haven.
"If we can enter and defeat any potential hostiles, this might be a good place to rest."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
"This places is closed for a reason. I say we find somewhere else to rest. Who knows what evil lurks inside" Aio says as she shivers under the high of the tower.
Rollback Post to RevisionRollBack
Pit of Vipers: Watl Wiggins - Halfling Rogue(10) League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"Here, I thought you'd be anxious to get off your feet." Dahme'dre responds to Aio. She asks for a rope, ties a simple overhand loop in the end an moves to throw the loop to the top of the tower. On leaving her hand, the loop is simply gripped in her spectral hand and lifted into the air, attempting to loop it around a solid piece of the structure above.
She touches Kuori with her Guidance on the shoulder. "Would you lead the way?" Dahme'dre grants Guidance to each who climbs in turn expecting Valen to follow last.
This post has potentially manipulated dice roll results.
Kuori says, neither loudly nor softly "If any would prevent us from entering, speak now, or hold your words forever."
If no one answers, she begins to climb the rope:
Athletics: 24
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Valen is leery about using the rope and making themselves targets, but the door would alert everyone inside...
(Is there a check available for breaking the vines without axing the door down?)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
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"Should we investigate?" Valen asks. Though he advocated the extended march, the early signs of fatigue from a long march are beginning to show. "The only reason I had advocated marching through the night was because of the deed we hold and the royal guard in service to someone who may be against us. I'm all for resting in that place if it provides reasonable shelter."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Dahme'dre grants him Guidance, as he moves nearer. "Should we avoid it?"
Extended Signature
Aio kept quiet. She was busy concentrating on stating upright, unused to so much walking.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"If we need to rest, that would be safer than out in the open."
With a mischievous grin, Erdan will say "I have no idea if we should avoid it or not, but investigating sounds like fun!"
In preparing for what may lie ahead in the tower, Erdan will call forth more power from draconic blood. (He will use 2 sorcery points to regain a spell slot)
As the party stands on the dark road, illuminated by Valen's light, you are able to make out more details of your surroundings. The road ahead stretches off to the north, curving off slightly around a strand of trees to disappear out of sight.
The tower, looming just off the road, seems initially inaccessible, but Erdan, your shark darkvision spots a path heading in that direction but partially obscured by brush. Closer inspection reveals the hedges, which look solid from a middle distance, are actually dead and severed, simply piled atop the path and not growing there. The light from the tower does not appear again, however hard you stare but you have the uncomfortable feeling of eyes on your back.
"Very well" Dahme'dre says, "I think we could all use a rest." She grants Erdan her Guidance, and as the party moves down the trail, she uses Mold Earth to bury the path behind them.
Extended Signature
"Something seems off about this place, but perhaps it's just the night that makes it so."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
The Party, moves forward. Between them, Kuori and Valen are able to rapidly shift the brush off the path, allowing you all to move onto it. The bushes extend only for a meter or so, revealing a comparatively clear path beyond. In Valen's light you are able to make out the packed earth of the path as it snakes along between the trees toward the tower.
Erdan, you spot some signs of previous passage along the path.
Dahme'dre, moving last down the path, you raise one hand and summon arcane power. Focusing on one small square of the path at a time, you disrupt the smoothness of the path, gradually eliminating its consistency until it is indistinguishable from the undisturbed forest earth to either side. Completing one square, you move onto another, gradually eliminating the path behind you.
Ahead, the tower looms squarely and darkly in the night, a patch of greater darkness visible through the trees. A rotten signpost stands just off the path, but you are not close enough to read it. A squat wooden door bars passage into the tower, and strange thick lines seem to cross it, but in the darkness even Erdan is unable to see what they are from this distance.
Valen will search the immediate area for clues and, if feasible, circle around the tower to ensure no one waits in ambush.
(If needed, Perception w/Guidance: 22. Boom!)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Erdan will head towards the sign post to read it.
Aio followed the group silently, letting her form blend in with the darkness. She was weary from the travel and was ready for a rest, though the tower bothered her.
If I could see, I would fly to the top of the tower to rest. This seems like foolishness, though. Another hair-brained idea from flesh folk, I guess.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Dahme'dre stays near Erdan as Valen circles the building. "Some in my family can see through the deepest darkness. Maybe I should study their talent." She watches the sky, listening. The presence of bats is comforting.
Extended Signature
Valen, you approach the tower cautiously. Moving in a half-crouch, you come to within a few steps of the closed front doors. Made of ancient wood, the doors are closed, barring your entrance. Despite their clearly advanced age, the wood looks solid but the lock has long since rusted away. In its place, thick vines appear to have sprung from the ground around the tower and wound themselves around the doors, binding them closed. The vines are as thick as Kuori's arms and seem to have simply warmed the wood and stone of the tower where either barred their growth. Looking closer, you notice that the vines appear to be dead, if no less tough for it.
Your slow circuit of the tower reveals no ambush, and no other means of ready entry. Three windows on the second floor are dark and narrow, more arrow slits than proper portals.
Erdan, your eyes pick out faded lettering marking this as Imperial Waystation #6: Traveller's Haven.
"If we can enter and defeat any potential hostiles, this might be a good place to rest."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
"This places is closed for a reason. I say we find somewhere else to rest. Who knows what evil lurks inside" Aio says as she shivers under the high of the tower.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"Here, I thought you'd be anxious to get off your feet." Dahme'dre responds to Aio. She asks for a rope, ties a simple overhand loop in the end an moves to throw the loop to the top of the tower. On leaving her hand, the loop is simply gripped in her spectral hand and lifted into the air, attempting to loop it around a solid piece of the structure above.
She touches Kuori with her Guidance on the shoulder. "Would you lead the way?" Dahme'dre grants Guidance to each who climbs in turn expecting Valen to follow last.
Extended Signature
To Kuori and Aio, Erdan will say "Come now, we don't know if the people in the dark hidden tower are evil."
To Dahme'dre, he'll say "Shouldn't we introduce ourselves first, I'm pretty sure they've noticed is by now."
He'll wave hello and wink towards the window where he might have seen a light before, with a smile.
"Perhaps they are good. But I prefer to leave locked doors locked if I can." Aio says uncomfortably.
She looks around her in the darkness but sees nothing.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Kuori says, neither loudly nor softly "If any would prevent us from entering, speak now, or hold your words forever."
If no one answers, she begins to climb the rope:
Athletics: 24
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Valen is leery about using the rope and making themselves targets, but the door would alert everyone inside...
(Is there a check available for breaking the vines without axing the door down?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero