Chapter 3: The Monastery at Dimwater

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Mant72
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Chapter 3: The Monastery at Dimwater

#1 Post by Mant72 »

Chapter 3: The Monastery at Dimwater
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You cross the stone bridge that leads onto a pitted and muddy road. The remains of once majestic oak trees line the road on both sides; sadly, these ancient trees have now been reduced to a state of rot and decay. Their twisted and arthritic limbs seem to claw at the sky with open malice. The road winds up a fairly steep hill for about 50 yards and ends at the monastery’s front gates. The large wrought iron gates were once a work of beauty, but due to time and neglect, they are now broken and rusted. They are unlocked, and only one side remains on its hinges.
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The monastery itself is surrounded by a 12 foot stone wall that is crumbling in places, and through the gates you can see that the once well-maintained grounds are now choked with brambles, thorns, and weeds. Just inside the gate to your right, you can see what you assume to be is a guard tower, and to the left you can see what looks to be the remains of what once were stables. The dirt road continues on further north into the monastery; however, it is too dark to see anything else beyond this point.
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Storm11
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Re: Chapter 3: The Monastery at Dimwater

#2 Post by Storm11 »

Before the company enters Hex will look around the ground for signs of recent tracks.

"Perhaps it might be good to check the tower and outbuildings first no? They may be easier to clear and could provide a safe place to rest or retreat to after they are cleared, yes yes indeedy!" the rainbowed halfling suggests, playing nervously with the end of his long blonde topknot.

"What happened here I wonder. It gives me an eerie feeling, so it does!" he shivers.
Greys Campaign.

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Re: Chapter 3: The Monastery at Dimwater

#3 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

What do people think of checking these two buildings we can see and then rest for the night to recuperate? Does this sufficiently fulfill the instruction to enter by the full moon?

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Re: Chapter 3: The Monastery at Dimwater

#4 Post by GreyWolfVT »

Kragg "It would be wise to check the buildings I think."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
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Re: Chapter 3: The Monastery at Dimwater

#5 Post by Grognardsw »

Aric, savage sword

Aric kicks the dilapidated gate open and strides in like a panther. He pauses, sniffs the air, looks for signs of life. With the keen eye of the barbarian, Aric looks for unnatural foot prints and tracks.

"Rest? We just got here."

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Re: Chapter 3: The Monastery at Dimwater

#6 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

This quest will tax us severely we are told. Wouldn't it be best to begin with all, or at least closer to all, of our resources- including magical ones? They seem to have helped when we had bugbears visiting our camp. One night's rest seems a small sacrifice with survival at stake.

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Re: Chapter 3: The Monastery at Dimwater

#7 Post by jdluna »

Luna - Cleric

We were told we have to enter the monastery tonight under the full moon. Whether that meant the courtyard or the actual building itself is unclear. To be safe we should find the entrance and enter the monastery proper. Then we can decide on resting or proceeding further.

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Re: Chapter 3: The Monastery at Dimwater

#8 Post by GreyWolfVT »

Kragg "Agreed we need to enter as directed as to what way we choose that is entirely up to us. Lets take a look around quickly and determine our best point of entry." the dwarf reasons and suggests.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Chapter 3: The Monastery at Dimwater

#9 Post by ChubbyPixie »

Trusty Yon will take his place in the marching order. 'What you say makes sense, I suppose. Perhaps we should have pressed for more specific instruction. I don't relish the thought of leaving our backs unguarded if these outbuildings are indeed inhabited..." He'll put off lighting his lantern until completely necessary to avoid unwanted attention. Then again, the barbarian did just kick down the gate. Surprise was probably not going to be in their game plan.
;)

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Re: Chapter 3: The Monastery at Dimwater

#10 Post by GreyWolfVT »

Kragg will attempt to hide in the darkness and sneak up to the outbuildings and try to sneak into them and listen for anything potentially dwelling within them.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Chapter 3: The Monastery at Dimwater

#11 Post by Mant72 »

GreyWolfVT wrote:Kragg will attempt to hide in the darkness and sneak up to the outbuildings and try to sneak into them and listen for anything potentially dwelling within them.
Which one? The group can make out two buildings. On the right is what looks like a guard tower, and to the left is possibly a former stable. You can make out other buildings and structures on the grounds, but it is too dark to make out anything with any clarity.

No footprints or tracks can be seen by any of the party members.

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Re: Chapter 3: The Monastery at Dimwater

#12 Post by ravenn4544 »

Wil will follow suit with the building opposite of what Kragg chooses...

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Re: Chapter 3: The Monastery at Dimwater

#13 Post by GreyWolfVT »

Mant72 wrote:
GreyWolfVT wrote:Kragg will attempt to hide in the darkness and sneak up to the outbuildings and try to sneak into them and listen for anything potentially dwelling within them.
Which one? The group can make out two buildings. On the right is what looks like a guard tower, and to the left is possibly a former stable. You can make out other buildings and structures on the grounds, but it is too dark to make out anything with any clarity.

No footprints or tracks can be seen by any of the party members.
guard tower
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Chapter 3: The Monastery at Dimwater

#14 Post by Grognardsw »

Aric Inglorak, Iron Tribes warrior

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Aric stays quiet about the comments of magic rejuvenation. He does not want to insult his adventuring comrades.

"Let us circle the monastery to judge best entrance, and spy any lurking dangers."

He proceeds to circle the stable, then the main building, looking for doors and windows for possible entrance, and other unusual features.

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Re: Chapter 3: The Monastery at Dimwater

#15 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Osprey quietly walks round the outer wall of the guard tower, listening and looking.

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Re: Chapter 3: The Monastery at Dimwater

#16 Post by jdluna »

Luna Olbern - Cleric

Luna keeps watch at what is left of the gate while his companions look for a suitable entrance.

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Re: Chapter 3: The Monastery at Dimwater

#17 Post by GreyWolfVT »

Kragg plies his thief skills over by the guard tower as previously stated.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Chapter 3: The Monastery at Dimwater

#18 Post by Inferno »

Phineas T. Codswallop, impresario:

As everyone split up at the haunted monastery, Phineas mused to himself, “And I thought people only did that in ghost stories!”

Phineas stood guard at the center of the courtyard, trying to remain equidistant between the rapidly scattering explorers. Arrow nocked in his trickshot bow, rotating slowing, if any of his entourage required aid, he would try to cover them, and not shoot them by mistake.

At that thought, an image of Inverse Artemis’ last assistant swam unbidden into his head:
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Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
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Re: Chapter 3: The Monastery at Dimwater

#19 Post by Mant72 »

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Osprey and Kragg move warily forward to investigate the watchtower. Kragg attempts to utilize his stealth in order to vanish into the shadows and step silently through the night.

The tower is comprised of two stories and rises to a height of about 40 feet. From the outside, it appears to have held up pretty well over the years; however, it is missing its door. Osprey and Kragg peer into the tower's depths, but most of the interior is shrouded in darkness. Only a small portion of the ground level can be seen, and the first few steps of a spiral stone staircase leading up are visible in the moonlight. A muffled clacking noise can be heard from within, and it seems to be coming from somewhere upstairs.
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Aric the barbarian and Brother Wil cautiously approach what once were the monastery stables. A few rotting and broken hitching posts remain standing out in front of the mostly dilapidated structure. The north and northwestern portions of the building have totally collapsed and are now inaccessible; however, the southern section of the building is still roughly intact. There is a door there that apparently leads into the stables. It is set with a small cracked and grimy window, but it is far too dirty to see anything within. The only sound coming from the stables is the wind blowing through the exposed timbers.
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Re: Chapter 3: The Monastery at Dimwater

#20 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Glancing around first to see if there are any likely torch or lantern options, especially since they are at a front gate. Osprey takes a step into the tower to be able to see more fully the first floor.

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