Hewligan's Rise of the Runelords: The Skinsaw Murders

OOC: Did everyone remember that on even number levels I allow an attribute increase of 1? This is a house-rule that was discussed at the very start of Burnt Offerings, so I wouldn't be surprised if a few of you have forgot to apply it for this level upgrade.

ooc: :o Yeap. I sure did. Yeah though. I still need to decide on that feat
 

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While Jovik listens, Danth stands silently, his hand on the hilt of Crimson Dawn. He honestly didn't expect any danger if the place had already been ransacked, but after all they had been through, you couldn't be too careful.

OOC: Yep, noted the ability increase. Just need to choose Danth's feats. I should have that done this weekend.
 

It is during the trip to the Foxglove Townhouse that Kael decides to share a warning with his comrades, a warning due to a recently acquired spell of his, a needed, yet deadly spell.

"Part of the reason I've been so quite as of late is that a potent spell has awoken in my blood," states Kael, his normally jovial face is more tempered. "I feel we might need it, should things turn dire for us, but if you smell a bit of a foul stench, mixed with a pinch of sulfur, then move away, quickly, from where I point when I shout 'Tehawn'."

"Once that happens, an circle of about six paces across will explode in a fiery conflagration that could kill many foes or destroy many things." With a nod to each of you, Kael adds, "It's not a spell I hoped to learn, but I figured it'd be a spell to keep us self and help us bring these things to justice."

That said, Kael and Mal stick close together as they follow the others toward the townhouse. Once inside, Kael keeps his eyes peeled, watching the backs of the others, as they make entry.
 

Danth's keen eyes take in the close confines of the townhouse, and his enlightened mind recalls Kael's recent warning. He smiles and whispers to his sorcerous companion. "Take care if you need to release your fiery blast here; I shouldn't like to end up lightly fried."
 

Once they are all inside the hall, Jovik closes the door and then takes a moent to listen at the foor of the stairs and then at the door to the right.

[sblock]
1d20+8=21, 1d20+8=25
[/sblock]

Jovik closes the door silently behind his companions, signaling for silence with a finger raised to the lips. He pads to the foot of the stairs and tilts his head. After a few moments he turns with a shrug. Next he moves to the single door to the right and repeats the activity. This time, though, he does not turn with a shrug or frown. He stays pressed to the door, listening intently for what seems to be a long time. At last he turns and signals for you all to draw close.

He has heard something. He whispers to you all. There are noises, but they are distant and weak. In fact, they almost appear to be coming from a few rooms away. The noises are from motion, not voices. Perhaps someone preparing food, or moving a chair ... just too distant and quiet to be sure.
 

"Stealth is not something I do well," whispers Danth to Jovik. "But we should probably try to catch them off their guard."
 

"What are the chances these folk are rightly here?"

He answers his own question with a wolfish smile and the slight rasp of steel on leather as he pulls Whitefire free of its sheath.

"In any case, we might need to ask questions... either before or after a good trouncing."


OOC: updated my character sheet with the extra ability point (big difference).
 

Trophy Hall

You creep forward, moving into the room on the right (C2 on the map, there are no internal locks). The room is empty of life, but the north and south walls here appear to have once featured shelves of hunting trophies. All have been ripped from the walls and lie scattered on the floor. The mounted heads that lie strewn across the floor are primarily elk, boars, and bears.

Jovik moves silently to the next door and listens. Once again he can hear movement up ahead, and perhaps the faintest murmurs of a conversation, or some broken snippets of conversation. It is coming from some rooms distant.

Jovik motions for you all to stop for a moment as he slides the next door open and moves alone into the next room (C3). It appears to be a dining room, with double doors to the west that sit open to reveal a small kitchen beyond. He appears back at the door and motions you forward.

The noises are evident to all now, albeit very quiet, perhaps in the next room, or the one after that. They are intermittent. On occasion a scraping noise, or a muffled voice, some laughter, then silence for a while.

OOC: Do you want to head outside using the door in kitchen, or onwards. If you want to move onwards, I need a move silently check please.
 


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