What Adventure Awaits?


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OOC: Please don't forget that you all have the magic glove. Everyone gets +200 XP.

One after the other, the adventurers move through the door, closing it behind them to keep the undead birds out. The stench in the room is awful, and buzzing flies don't make things more pleasant. The object that had blocked the door turns out to be a body, ripe with rot and obviously the victim of violence. In life, he had been human. The gear and gore-stained tabard indicate he had been a member of Gragmoor's militia. Surely, the body is Gorka, the other scout who accompanied the druid Huw Padrig.

The room in which the carnies find themselves is a mess. The ceiling comes to a point about twelve feet overhead. Rafters cross the ceiling about four feet lower than that. The room itself is a rectangle, perhaps 25 feet long and at least 15 feet wide. It seems likely the chamber had once been a sort of barracks.

Ruined furniture, much of it smashed to bits, has been tossed about, but some time ago, judging by the dust and cobwebs. The shuttered windows admit little light. The two doors leading to the exterior are stout. A third, leading to the old bailey's tower, stands slightly ajar.
 

"This does not bode well for Hew Padrig." Berm moves quetly to yhe partially open door.
OOC: Truth: I actually did forget we had the glove
 

"Do not be so quick to judge, Berm," Shalaye says flatly, "Druids have access to many surprising powers, and Dwarves are a tenacious lot. Gozreh surely wants Her child to be safe."

He face flushes and, with defiant anger, she concludes, "Huw Padrig must be alive."
 


While Kaer and Shalaye stand watch, Berm stealths forward to the slightly ajar door. Lances of sunlight from outside pierce the weather-worn gaps in the shutters. The interior of the moathouse is more shadow than light. Peering through the door, Berm sees the ground floor of the tower. It too is a mess, although less so than the entry chamber. A winding stone staircase heads up counterclockwise, vanshing through an opening in the wooden ceiling.

It seems likely the tower's ground floor once served as barracks. Remains of cots litter the floor near the walls. An overturned footlocker can be seen. A ragged, vermin-chewed rug lies rumpled on the floor near the center of the room. The walls are solid stone, without windows or other doors. If it were not for the weak light from the entry chamber, the tower's ground floor would be quite dark.
 


Kaer Fegavas, human invulnerable rager

As the door is thrown shut, Kaer seems to shudder, and he stumbles.

"Hold a moment," he says weakly. "The bloodrage takes a toll." As Berm checks the way before them, the large man gathers back his strength with his wits, and nods as the group moves up the stairs.

OOC: In the last bit of catching up after my own trip. Kaer exits rage, leaves him weakend for 2x as many rounds. I think that's 6 rounds, then? A minute of non-combat time.p


[sblock=resources used]Rage used / per day: 3/10[/sblock]
 


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