Kulan: Knightfall's Heroes of Carnell Game [IC]

Quinn

"Very well men, grab the paddles, and lets start rowing!" Quinn shouts and leads with the example, grabbing a paddle and sticking it into the water.
 

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Aureus Canis, female hutaakan rogue

The hutaakan accepts the gift from the dwarf and as usual turns to Phar to await a translation. Once she receives it she turns back to the dwarf with a smile and a nod. If she had been among enemies that smile might be misinterpreted as a challenge. She followed along and tried to pick up on the language as best she could. It was difficult of course. Their language was so foreign to her. At last she grabs a spot in the boat and awaits further instructions from Phar.
 

Phar takes a seat next to Aureus Canis and suggests that she follow the lead of the person in front of her in paddling. He takes up a paddle and joins the others in rowing.
 

"Thank you master Bronzethegn, for all your help" Lorien says to the dwarf as he accepts the hook, the pitons and the gift.

Lorien takes the rope as well and packs it to his back-pack, which rather surprisingly seems to swallow the thing without appearing to get any fuller. To any quizzical looks he just replies: "Magical... Guite a bit more roomy than it looks like"

...

At the boat Lorien takes a seat and a paddle if there is any left and comments on their task ahead. "I actually have another rope and a hook as well, just in case we need more, but the smith's rope is double the length of mine, so I believe we're good."

He starts to sing softly, to make the rowing feel easier.
 

At first, the rowing is easy going. You make half the distance to island fortress in six hours. However, the weather begins to turn and the ride in the rowboat gets rocky. You aren't worried, however. You have more than enough weight in the large rowboat to keep from tipping over. Quinn and Aureus row in time with each other as Lorien sings. Phar had offered to row but the hutaakan rogue was better suited to keep time with Quinn's oar strokes. As the skies darken on the horizon, you feel the wind on your faces and the waves rock the boat slightly. The storm isn't likely to hit you directly, but you do feel some rain come down. You press on to Gurnard's Head hoping to get to this cave entrance before heavier rain comes down.

Another ten hours of hard rowing and you've finally made it to the entrance, such that it is. The sea rock and the large fortress atop it looms above you. You don't hear any harpies but you can smell that something nasty lives here. In many places on the sea rock, higher up, you can see dried blood. The tower isn't visible from this vantage point, and as you had approached, you could only see its outline. Its features were hidden by mist and rain. You know that somewhere on this gods-forsaken rock is the mystery of the missing Lord Pendour. He's likely dead, of course. You all assumed that from what you've been told. What's more important is finding the key he had on him, so that Lady Pendour can open the lock-box. Before Lorien and Quinn had fought the giant sand spiders, there was just three days to the deadline given by the blackmailer. Now, almost half of the first day is over. Time is short.

The cave entrance opens into a grotto carved into the sea rock by the pounding of the surf. It's good that you've finally arrived. The tide has risen and there is barely 6 or 7 feet between your heads and the entrance's uneven ceiling. The tunnel entrance to the grotto would have been to narrow for a sailing ship. As you paddle in, the height of the rocky ceiling increase until it soars more than 25 to 30 feet above you. The grotto widens considerably as well. There is a wharf, which has been designed for both low and high tide. The low tide section is already under water. Barnacles and shellfish cling to the wharf and cavern walls. There aren't any fish, however. The water inside the grotto is calm and relatively clear. You can easily see the sandy bed below, upon which rests a sunken rowboat containing a pair of large chests. Both the boat and the chests are encrusted with barnacles. Another rowboat, like the one your in, is tied up to the lower wharf. There is enough slack in the rope to keep the boat afloat at high tide. The boat appears to be empty.

As you near the wharf, you note that a bloody corpse lies just above the waterline near the wharf's lower level. The blood is fresh and has stained the wharf red and dripped into the water. Near the wharf, the water is more pinkish, as a result. A set of stairs climbs through the rock from an alcove behind the wharf. You can clearly see that another body lies on the bottom of the steps.
 
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Phar eyes the chests suspiciously. "I think we best leave those chests for later. They have obviously been there a long time. We should focus on our mission." He instead turns his keen eyes to the dead trying to determine what might have slain them before he and his companions meet a similar fate. "I have some torches unless one of you has a better light source?" he asks expectantly.


OOC: spot check (1d20+10 =18)
 

Quinn

"Seems we have found our first clues. Keep your guards up, and get me that wax. I'm getting the ear plugs right away." Quinn says, preparing his weapon and the ear plugs before nearing the boat to the wharf.
 

Phar eyes the chests suspiciously. "I think we best leave those chests for later. They have obviously been there a long time. We should focus on our mission." He instead turns his keen eyes to the dead trying to determine what might have slain them before he and his companions meet a similar fate. "I have some torches unless one of you has a better light source?" he asks expectantly.
Looking carefully at the bodies as the rowboat slides next to the high side of the wharf. Any closer any the two will scrap against each other. The bodies are men, human men. They are dressed like adventures, but their gear seems old and overused. The dead man on the wharf has tiny bite marks over most of his body. Parts of his clothes have been eaten away too. He looks waterlogged; the moisture in the air has kept his clothes from drying. He is on his stomach and he looks like he was pulling himself up out of the water using the other rowboat's rope, which is tied to a high mooring on the wharf. The other dead human is harder to see. The body lies in shadow, but you can definitely see blood pooling at his feet. A thin, dented sword lays at his side. Neither of the bodies look like they've been here very long -- not even a day.

[sblock]All of a sudden, you notice something darting through the blood-filled water. It is hard to make out through the pinkish hue of the water. As well, the passing storm blots out most of the light coming from the entrance to the sea grotto. The creature didn't look very big, but you can't be sure. It takes a few moments for your elven eyes to adjust. The creature has disappeared somewhere.[/sblock]
You all hear a low hissing sound coming from the far side of the other rowboat.
 

"Seems we have found our first clues. Keep your guards up, and get me that wax. I'm getting the ear plugs right away." Quinn says, preparing his weapon and the ear plugs before nearing the boat to the wharf.
As you dig through the old crate sitting in the middle of the rowboat -- given to you by Dorn -- you note that passing storm outside is reducing the light level in the grotto. Without a light source, you will soon be in the dark. The elves seem to notice the changing darkness with less concern. Of course, you know that most elves can see in the dark of night.

A low hissing sound comes from the far side of the other rowboat. It almost sounds like something is splashing in the water. Whatever it is is not trying to be quiet, and you note that your companions hear it too as it echos through the grotto.
 


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