A Dark and Stromy Knight

riaan_s

First Post
The sky has been slowly darkening all day, and the smell of rain has been thick in the air. Now it has finally begun to fall, accompanied by loud peals of thunder that seem to roll cross the landscape. The sun is hidden behind massive stormclouds, and a cold wind blows from he north. As bolts of lightning begin to slam from cloud to ground and pieces of hail begin to strike the earth, the need for shelter becomes obvious.

Ahead in the distance there is a rocky hilltop, its form illuminated by the occasional lightning bolt. It seems rocky and solid, and though climbing it in this weather would be folly, it might have some outcropping that would provide safety from the storm. The only alternative is to endure the weather.

Getting stuck by lightning is not the sort of enlightenment that Mardocan wishes to teach the boy today. They head off toward the rocky hill in search of shelter.

As they near the rocky hill the weather seems to intensify ... evil is in the air. A few narrow ledges offer scant protection from the elements, but a closer inspection reveals a massive, arched entryway at least 20 feet tall and 10 feet wide, set into the side of the hill. The ground just outside it slopes away from the doorway, directing the falling water out and away. Given this fact and the sturdy nature of the hill, whatever space lies beyond the door should be both dry and safe from lightning and hail. The construction seems quite sturdy, so the likelihood of collapse, even in severe conditions such as these, is remote.

The broken remains of an immense, round stone scattered across the ground near the entrance. This stone once blocked the doorway, but it was blasted apart by lightning some weeks ago.
 

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Let's get inside.

Mardocan says to Grundan, "Let's get inside out of this weather, I hope they have a warm turnip soup cooking..". He then looks around Spot (1d20+7=26) to see if there is anything that looks suspicious before searching Search (1d20+3=8) to see is there is any way off opening a door or entrance to the structure.
 

Without thinking the impulsive young Grundan walks up to the door and pounds on it with his large ham sized fist shouting “Is anyone home?” and then grabs hold of the large door handle and gives it a powerful tug.
 

Mardocan looks around and sees the silhouette of a tower on the hill. It looks somehow familiar but he just can't remember where he has seen it before. He does not notice anything suspicious or out of place. Turning his attention to the door and the shattered pieces of rock in front of it, Mardocan realises that the purpose of the huge rock that was once before this door must have been to keep it from opening from the inside as there are no signs of anything that would prevent it from being open from the outside. He is about tho check the handle on the door when Grundan steps up, "knocks" and then proceeds to tug at the handle.

The door is heavy but well counterweighted. It is unlocked and opens easily - too easily in fact as Grundan put way too much effort into opening it. He stumples backward, almost falling down as he loses his grip on the handle. Mardocan takes a quick step to the side to avoid getting hit by the door.

A flash of lightning reveals a stone chamber beyond the entrance but not much more as the heavy door swings of its own accord.
 

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Quick peek.

Mardocan gives the room a once over to gage its size before deciding on what to do next. Is there any light source inside the chamber?
 

Mardocan only got a quick look before the door swung shut but could make out that the stone chamber beyond the entrance measures at least ten paces square.

Unless otherwise noted, all areas are unlit, and the walls, floors, and ceilings are made of worked stone.
 

Seeing the door swing closed Grundan lets out a load growl grabs the door handle again and swings it open with all his might, this time compensating for the doors easy movement so as not to loose his footing again.

Upon opening the door he quickly moves 5 foot into the entrance, taking a good look around checking for traps, hiding ninja gnomes etc…. Spot (1d20+1=19) Spot (1d20+0=19) sorry,second spot should be a Search, still trying to get the hang of this thing

If there is insufficient light Grundan will use his dark vision ability.
 
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What.

Mardocan yells, "Hey why did you do that?", looking confused at Grundan. When realizing that the door had closed on its own accord Mardocan says, "I am right behing you!". Mardocan will wait for Grundan to open the door and enter, then he will follow and move 5' inside the chamber before taking a look around. Spot (1d20+7=13)
 

Grundar enters the chamber beyond and takes a good look around. The room is dimly lit by the constant flashes of lightning. Peeling paint and broken scrollwork suggest that it was once decorated with some care, but now only dust remains. Three massive stone doors—one each to the left and right, and one directly across from the entrance—lead deeper into the hillside.

Mordocan follows close behind Grundar. He gets a quick look around the dimly lit room but sees nothing of any significance.

The door swings closed again and darkness fills the room.

OCC: Grundar's dark vision allows him to see 60' in the dark (black & white only) which is basically the whole room. Mordocan cannot see anything in the dark.
 

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Aaaahhh Man!

Mardocan curses under his breath as he starts rummaging through his backpack for his flint and steel as well as a torch. He will spend the remainder of this round getting the equipment and will spend the next full round lighting a torch. :uhoh:
 

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