Old Fezziwig
Thanks for the sour persimmons, cousin.
OOC Thread
RG Thread
The roster of characters:
1. Tutkijavieras, Dwarf Fighter 1 (JimAde)
2. Gallen Spillage, Elf Mage 1 (Tailspinner)
3. Gunnar Ullersson, Human Ranger 1 (linnorm)
4. Gamon Gumwhistle, Halfling Thief 1 (die_kluge)
13 October 774
Ext. - Carlamon's Tower - Mid-day
During your time in Sufford-on-Windirune, you heard talk of bandits in the area — kobolds and goblins, that sort of thing. After carefully talking to many of the townsfolk, you've managed to pinpoint the lair, Carlamon's Tower, an abandoned keep down near the coast in a rather swampy part of the Kingswood.
A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track that leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Her and there it is washed out; in other places, a mire.
Some game still follows the pathway, however, for after a mile or so, faint traces can be seen. But even considering this, going is slow, and it takes almost two hours to reach the place on foot. Considerable hacking and clearing is necessary to make the way passable. After a while, the track turns more northerly, the land begins to sink, and the ground becomes boggy. Tall marsh plants grow thickly where catfalls, tamaracks, and the enormous oak tress of the Kingswood do not. The jagged silhouette of Carlamon's Tower looms over the track just ahead of you and to the right.
A side path, banked high to cross over the wetland to either side, shoots out towards the keep. About fifteen feet wide, the side path has crumbling embankments that make the edges treacherous. The foul odor of the bog permeates the air, and an unholy chorus of crickets, marsh birds, and small-toed croaking frogs assaults your ears. Footing is occasionally rough, as sickly creepers and vines, wrapped around the trunks of dead saplings, interrupt your path. A slight breeze carries across the fen, reinforcing the cold and damp of the area.
RG Thread
The roster of characters:
1. Tutkijavieras, Dwarf Fighter 1 (JimAde)
2. Gallen Spillage, Elf Mage 1 (Tailspinner)
3. Gunnar Ullersson, Human Ranger 1 (linnorm)
4. Gamon Gumwhistle, Halfling Thief 1 (die_kluge)
13 October 774
Ext. - Carlamon's Tower - Mid-day
During your time in Sufford-on-Windirune, you heard talk of bandits in the area — kobolds and goblins, that sort of thing. After carefully talking to many of the townsfolk, you've managed to pinpoint the lair, Carlamon's Tower, an abandoned keep down near the coast in a rather swampy part of the Kingswood.
A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track that leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Her and there it is washed out; in other places, a mire.
Some game still follows the pathway, however, for after a mile or so, faint traces can be seen. But even considering this, going is slow, and it takes almost two hours to reach the place on foot. Considerable hacking and clearing is necessary to make the way passable. After a while, the track turns more northerly, the land begins to sink, and the ground becomes boggy. Tall marsh plants grow thickly where catfalls, tamaracks, and the enormous oak tress of the Kingswood do not. The jagged silhouette of Carlamon's Tower looms over the track just ahead of you and to the right.
A side path, banked high to cross over the wetland to either side, shoots out towards the keep. About fifteen feet wide, the side path has crumbling embankments that make the edges treacherous. The foul odor of the bog permeates the air, and an unholy chorus of crickets, marsh birds, and small-toed croaking frogs assaults your ears. Footing is occasionally rough, as sickly creepers and vines, wrapped around the trunks of dead saplings, interrupt your path. A slight breeze carries across the fen, reinforcing the cold and damp of the area.
Last edited: