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Defenders of the Blackfeather - Tariff of Relkingham

esparkhu

First Post
Room 9 - Storage room

The stairs lead down to a portcullis; past that is the storage room. There are several large crates, cupboards, and shelves for storing things. Just inside the room, on the wall with the portcullis, is a lever.
 

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esparkhu

First Post
Palace exploration

You explore all the rooms in the palace and search carefully

Room 3a and 3b/ antechamber and Meeting room:
The stairs lead down to a landing similar to the one through which you entered. A portcullis bars the way into a lavish meeting chamber. After using a feat of strength to push open the portcullis, you can move inside. The chamber is dominated by a massive irregularly shaped cherry wood table with numerous chairs. The room is sumptuously decorated with tapestries and expensive furniture. Just inside the room, on the wall with the portcullis, is a lever. You find nothing else of interest.

Room 4a and 4b/ Antechamber and Mediation room:
The stairs lead down to a landing similar to the one through which you entered. After heaving the portcullis open you can enter the small, austere garden and meditation chamber. It houses exotic plants from faraway lands, and elegantly arranged rock garden, and a bubbling fountain. Just inside the room, on the wall with the portcullis, is a lever.

In the Mediation room you find a small jade figurine.

Room 5a and 5b/ Antechamber and Guestroom:
You see a lavish bedchamber. It is sumptuously decorated with tapestries, silver chandeliers, and expensive furniture. Just inside the room, on the wall with the portcullis, is a lever.

In the Guestroom you discover two art objects, a silk robe, silver necklace.

Room 6a and 6b/ Antechamber and Chapel:
Beyond the portcullis is an ornate chapel to Erathis. There is a beautiful altar of silver in the center. The walls are fantastically decorated with scenes depicting civilization, invention, and laws. Just inside the room, on the wall with the portcullis, is a lever.

You find 5 pearls in this room.

Room 7a and 7b/ Antechamber and Ballroom:
The stairs lead down to a landing similar to the one through which you entered. Beyond the portcullis is a massive ballroom, which is sumptuously decorated. Tapestries, suits of armor, and expensive furniture line the walls. Just inside the room, on the wall with the portcullis, is a lever. You find nothing else of value.

Room 8a and 8b/ Antechamber and Kitchen:
The stairs lead down to a portcullis; past that is the kitchen. There are several large ovens, cooking fires, and counters for preparing food. An expansive pantry and closet sits to the left of the portcullis. Just inside the room, on the wall with the portcullis, is a lever. You find nothing else of interest in the kitchen.
 

garyh

First Post
The party returns, swag in hand, to the door they entered, which they had previously found locked. The entire party examines the door for any traps before Lindus attempts to pick any locks.

OOC: Perception for all three PC's, rolled by you do that I won't be completely sure of things if you say "You find no traps." :)
 


garyh

First Post
The party will go to each room and turn all the levers to the opposite position, except for the first lever they already switched in Room 2, which they will leave in the already-switched position.
 

esparkhu

First Post
Leaving the Palace

It takes a DC 18 thievery check to switch each lever. Assuming you roll until you succeed, as you pull the last lever you hear the palace doors opening. You are now able to leave the Palace.
 

garyh

First Post
The party takes to the road, riding back towards Relkingham. When they camp for the night, Sena will examine the items the party pilfered from the palace to see if any are magical.
 

esparkhu

First Post
You make your way through the town toward the main road. As you camp for the night, the enormity of your challenge lies before you. If Avonathemon swears the edict on the holy altar of Relkingham, it will ruin the lives of thousands of innocent people.

Sena discerns that none of the items are magical, although they have some monetary value.

The second day of travel passes uneventfully until about an hour before sunset. As the day is nearing its close, you approach the village of Hamona and decide to see if you can stay in the inn there for the night.

To your surprise, you come upon a seemingly deserted village. The entire village consists of an intersection of two roads. About eight two story townhouses line both roads. On either side of the road leading north is a two-story inn and a one-story jail. Leading down from the inn to the jail is a short, but sturdy ladder-bridge. Crows are pecking at numerous piles of refuse. Closer examination reveals severed hands, fingers, and eyeballs. The smell of rotting flesh is unbearable, and you feel that you are being watched.
 
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garyh

First Post
"This... this is wrong," Sena tells her companions, who can only nod as they hold their hands over their noses.

"We need to discover what happened here," Sena continues. "Let's search the inn, and then the jail."
 

esparkhu

First Post
Hamona

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As you move towards the inn, the sense of being watched increases. Shutters open a crack. Windows are lifted an inch. Before you reach the inn, an elderly woman appears for a moment in a second-story window. She is covered from head to toe in black sackcloth.

She screams “You bring swords to chop off our limbs and daggers to poke out our eyes. Get out! GET OUT!

Twenty villagers of all ages emerge from their homes. All are dressed in black sackcloth. They congregate in front of the inn door, clearly wanting to prevent you from getting inside.

Sena notices that each of the villagers is missing the left eye or left hand. 1d20 4=11, 1d20 5=18, 1d20 12=13

Distrustful Villagers Skill Challenge
Complexity 5 (requires 12 successes before 3 failures)
Primary skills: Diplomacy, Insight, Intimidate
Other skills: Acrobatics, Stealth, Thievery
Goal: Try to convince the villagers that you are not Vecna cultists and that you will help stop the terrible atrocities.

Initiative (0 successes/ 0 failures)
Hal
Sena
Lindus
 

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