Harshnag will carry the rod for you all due to its size and weight. You continue heading into the Spine of the World. Ten days pass with no further incidents.
The Eye of the All-Father is hidden under the icy peaks of the Spine of the World and can be reached by way of a mountain pass that starts in the Valley of Khedrun. After two days traversing the desolate valley, Harshnag finds the pass.
The Eye of the All-Father is an underground complex built by giants which has survived for tens of thousands of years. The giant lords of Ostoria came here for divine wisdom and also for refuge. A 40-foot-wide, naturally formed stone causeway leads to the entrance of the Eye of the All-Father. Sheer cliffs plunge hundreds of feet on both sides of the route. The causeway is covered with a foot of snow, in which the characters can see fresh tracks heading toward the mountainside.
The causeway ends before a stone dome carved from the mountainside. Six 30-foot-tall stone pillars support the dome, which is in no danger of collapse, even if the pillars were to be toppled. Each pillar is carved with a wraparound bas-relief. From north to south, the pillars depict the following scenes:
A hill giant lifting a rock above its head
A frost giant chopping down a great pine
A cloud giant flying among birds in the sky
A flying storm giant hurling lightning bolts at a ship
A stone giant climbing a mountain
A fire giant with chained dwarf prisoners in a cavern
At the back of the dome, a 40-foot-wide, 40-foot-high hallway heads into the mountain. Wind has blown the snow far into the hallway. The snow thins out and disappears after about 100 feet. The tracks of the humans continue east into the dungeon complex.
This post has potentially manipulated dice roll results.
Jhee-Kharr takes a charcoal rubbing from each of the pillars for his own collection and looks around the entrance to the complex for any traps left by the builders or the humans.
The tunnel is 40 feet wide, 40 feet tall, and level. Leo slips his way forward, his keen hearing picking up grunts from further in. He pauses momentarily, noticing that there are two large recesses in the ceiling, large enough for some form of trap to drop down on the unwelcome.
Sidestepping around the potential traps Leo leads the party farther in, into a large hall that gradually slopes upwards away from you.
Overlooking the hall to the north and south are unguarded 20-foot-high ledges that have no railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below.
Five niches are carved into the back wall of each ledge. Each one holds an iron sconce that radiates a faint aura of conjuration magic under the scrutiny of a detect magicspell. Touching a sconce with an open flame causes a spectral fire to materialize above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever.
Leo creeps forward getting to about 60 ft from the beings causing the noise. He can see 7 large barbarians, 6 pushing on a ice locked door, with one directing their efforts. A slim female stands next to him holding aloft a torch, a wyrmling coiled up between them. Leo shifts to start making his way back when the wyrmling looks up at him and hisses. The shaman spins and looks in his direction making out his shadowed form slipping away. Roll for initiative
This post has potentially manipulated dice roll results.
The chieftain will let out a war cry and run towards Leo, being slightly closer than JK, and swing at him /recklessly/ with his greataxe. Attack: 25 Damage: 5
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Searching the body of the giant you discover a long steel rod. It has two prongs on one end and a giant sized handle on the other. It weighs 100lbs
Ackley looks over the object cautiously . Trying to determine it’s properties
9
This massive rod is used to detect precious metals, like adamantine
It is called aRod of the Vonindod
Harshnag will carry the rod for you all due to its size and weight.
You continue heading into the Spine of the World. Ten days pass with no further incidents.
The Eye of the All-Father is hidden under the icy peaks of the Spine of the World and can be reached by way of a mountain pass that starts in the Valley of Khedrun. After two days traversing the desolate valley, Harshnag finds the pass.
The Eye of the All-Father is an underground complex built by giants which has survived for tens of thousands of years. The giant lords of Ostoria came here for divine wisdom and also for refuge.
A 40-foot-wide, naturally formed stone causeway leads to the entrance of the Eye of the All-Father. Sheer cliffs plunge hundreds of feet on both sides of the route. The causeway is covered with a foot of snow, in which the characters can see fresh tracks heading toward the mountainside.
The causeway ends before a stone dome carved from the mountainside. Six 30-foot-tall stone pillars support the dome, which is in no danger of collapse, even if the pillars were to be toppled. Each pillar is carved with a wraparound bas-relief. From north to south, the pillars depict the following scenes:
At the back of the dome, a 40-foot-wide, 40-foot-high hallway heads into the mountain. Wind has blown the snow far into the hallway. The snow thins out and disappears after about 100 feet. The tracks of the humans continue east into the dungeon complex.
Jhee-Kharr takes a charcoal rubbing from each of the pillars for his own collection and looks around the entrance to the complex for any traps left by the builders or the humans.
Investigation - 7
Leo takes a look a head to see where the tracks go, and attempts to sense what may lay ahead
primeval awareness
Survival 20
Perception 18
the tracks are those of eight humans. There are no abberations, fiends, undead dragons within a mile of you
Leo offers to scout ahead of the group as they enter the hallway
stealth 13
The tunnel is 40 feet wide, 40 feet tall, and level. Leo slips his way forward, his keen hearing picking up grunts from further in. He pauses momentarily, noticing that there are two large recesses in the ceiling, large enough for some form of trap to drop down on the unwelcome.
Sidestepping around the potential traps Leo leads the party farther in, into a large hall that gradually slopes upwards away from you.
Overlooking the hall to the north and south are unguarded 20-foot-high ledges that have no railings or battlements. Giants once stood atop these ledges, ready to hurl rocks at interlopers that passed below.
Five niches are carved into the back wall of each ledge. Each one holds an iron sconce that radiates a faint aura of conjuration magic under the scrutiny of a detect magic spell. Touching a sconce with an open flame causes a spectral fire to materialize above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever.
From the east you see a flickering torchlight and shadows moving. The grunts and bangs appear to be coming from that direction
Leo sneaks forward to recon the sounds and report back to the group
Leo creeps forward getting to about 60 ft from the beings causing the noise. He can see 7 large barbarians, 6 pushing on a ice locked door, with one directing their efforts. A slim female stands next to him holding aloft a torch, a wyrmling coiled up between them. Leo shifts to start making his way back when the wyrmling looks up at him and hisses. The shaman spins and looks in his direction making out his shadowed form slipping away.
Roll for initiative
Harshnag 10
Zephyr 16
Wyrmling 4
Shaman 10
Chieftain 8
berserkers 8
Initiative - 19
Initiative 21
Initiative 10
Ackley 20
Jhee-Kharr dashes to catch up to Leo and provide support and burns a ki point to better Dodge any attacks
The chieftain will let out a war cry and run towards Leo, being slightly closer than JK, and swing at him /recklessly/ with his greataxe.
Attack: 25 Damage: 5