Chapter 3: The Monastery at Dimwater

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Mant72
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Re: Chapter 3: The Monastery at Dimwater

#121 Post by Mant72 »

Aric and Wil never actually went into the stables (building 2 on the map). They scouted around the outside, but then returned to join the others in the tower. There is a door that apparently leads into the stables. It is set with a grimy window that is too dirty to see into.
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Re: Chapter 3: The Monastery at Dimwater

#122 Post by GreyWolfVT »

Kragg "I think you misheard me. I said the building in front of the stables." the dwarf points towards the building silhouette building 8 on the map
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#123 Post by Mant72 »

Wil and Luna agree with Aric who suggests that the party wait until dawn before exploring any further. Phineas also decides to remain with the larger group gathered in the tower.

Deciding to take a look at the outside of the stables for himself, Osprey notices a few rotting and broken hitching posts 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.


Yon and Kragg venture a little further into the monastery to investigate the building past the stables (Building 8). They take note of a pair of wide, wooden double doors that mark the entrance, and a squat tower sits at the northern end of the building. There is another door at the base of the tower that seemingly leads into the structure. They also see several windows running around top of the tower; most of these are shattered and broken. From outside the structure, they are unable to determine the building’s original purpose.


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In the debate where to proceed next, the group notices that the Hexalon the illusionist has pulled a trick of his own and disappeared from the company (see PM).
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Re: Chapter 3: The Monastery at Dimwater

#124 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Osprey will carefully open the stables door and peek inside though keep part of his body outside. Long sword is drawn.
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Re: Chapter 3: The Monastery at Dimwater

#125 Post by GreyWolfVT »

Kragg takes out his scimitar and proceeds to enter the odd building with the tower leading into it.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#126 Post by Inferno »

Phineas T. Codswallop, halfling impresario:

Phineas looks to Aric, Luna and Wil. "I'll stand guard in the tower, watching our friends' progress with yon miniature arbalest at the ready, should they require assistance."

He padded up the stairs. "Care to join me? ...Look at this stonework. You just don't see this kind of craftsmanship anymore!"

DM:
Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Re: Chapter 3: The Monastery at Dimwater

#127 Post by ravenn4544 »

Wil will follow a little behind Kragg out of curiosity (and practicality) at what this Monastery may reveal - no sense avoiding the very thing they intentionally came to explore.
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Re: Chapter 3: The Monastery at Dimwater

#128 Post by jdluna »

Luna stands guard in the courtyard again, looking around for any symbolism that may give us some clues.
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Re: Chapter 3: The Monastery at Dimwater

#129 Post by Grognardsw »

Aric slides his whetstone along the blade of his sword, sharpening it for future victims. The barbarian waits until dawn casts her light.
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Re: Chapter 3: The Monastery at Dimwater

#130 Post by Mant72 »

Luna stands guard in the courtyard and scours the area for any leads that might assist the party with their exploration. He finds nothing of note.

Watching attentively from the threshold of the tower, Aric sharpens his blade and scans for any possible dangers.

Phineas nocks his bow and climbs the stairs of the watchtower. He strategically positions himself at the window to take aim at any potential foes.

Wil leaves the confines of the watchtower to join Kragg and Yon in their exploration of the building beyond the stables. Kragg draws his scimitar and cautiously enters the dark building with his weapon at the ready. The trio moves into what they suspect to be a former infirmary.

Just as Father Halbrick stated, tending to the sick was a fundamental principal of the monastery during its days of prosperity, and it was here, in the infirmary, that this care was administered. The building that once helped tend to the ill is now filled with refuse. Trash, debris, and old bedding litters the floor, and a long row of cots rests against the west wall. A couple of skeletons of former occupants recline on two of the cots, and some scattered bones and skulls lie beneath a row of cabinets and shelves that line the southern wall. A large brass basin sits in the southeast corner, and a fireplace, now choked with fallen bricks, is built into the center of the west wall. On the northern wall, is a set of closed double doors.
_______________________________________________________________________________

Hexalon, the wandering illusionist, returns from his mysterious disappearance and begins scouting around the stables.

Osprey carefully opens the stable door and peers into the interior. He sees that the place is mostly in shambles, and in some places, the building looks rather unsound. Collapsed beams and timbers are haphazardly strewn all about, and the majority of the room is covered in some strange cocoon-like substance.

Decomposing straw and animal bones litter the floor, along with rotting pieces of harnesses, saddles, and bridles. A few rusty horseshoes and some blacksmith tools are also scattered about.

A number of dried animal husks hang suspended from the cocoons that crisscross the room, and a few of the larger carcasses are shockingly recognizable as birds, possums, raccoons, rats, and bats.

In the southwestern corner of the room, an exceptionally large shape is swathed in the cocoon substance. It sways and dangles from the rafters. Upon closer examination, and to Osprey's revulsion, he notices what looks to be a hoof protruding from the bundle.

Just as this horrid revelation presents itself, an immense grub-like creature pounces down from the top of the interior door jamb and onto the intruding elf.
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The vile insect measures about three feet in length; it is a pale yellowish-white in color and scuttles along on 6 spindly, segmented legs. It has a blood-red head, with no apparent eyes, and two jagged, black mandibles make up the thing's mouth. Its rubbery grub-like body ends in a long stinger that curls up and over its head, similar to that of a scorpion. Some type of viscous liquid drips from horror's tail-spike.

Actions!
- Osprey Surprised by Bloodgrub? 1/3 [1d6] = 5 No.

- Only Osprey, Hex, and Phineas can attack this round.

- Phineas can fire from the tower; however, he runs the risk of hitting Osprey, as the elf is engaged in melee.

- Everyone else is too far away to attack unless they use missile weapons, but the risk of hitting Osprey also applies.
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Re: Chapter 3: The Monastery at Dimwater

#131 Post by Inferno »

Phineas T. Codswallop, halfling impresario:

Phineas nocks an arrow and takes aim. If Osprey disengages, then Phineas will open fire.

"Hmm," the little entrepreneur said to himself. "Bug infestation. We'll need to fumigate after we take possession."

DM:
Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

Completed Games:
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Re: Chapter 3: The Monastery at Dimwater

#132 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Revulsion can wait. Instincts take over and, breathing through his nose, the already drawn long sword swings up to tear into this bloated monstrosity.

To hit with LONGSWORD [1d20+1] = 12+1 = 13; Damage S/M [1d8] = 8; Damage L [1d12] = 7
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Re: Chapter 3: The Monastery at Dimwater

#133 Post by Storm11 »

Hex - Halfling prestigidator

The halfling hears the struggles and rushes to the doorway daggers ready.

If there is a chance to fire at the bug without risking hitting Osprey he will throw two at the creature.

"Here, to the stables, Osprey is attacked!" the halfling says, long top knot and rainbow robes billowing around him
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Re: Chapter 3: The Monastery at Dimwater

#134 Post by GreyWolfVT »

Kragg heads back out of the former infirmary and back over to the stables to see what is being discovered there. "Definitely nothing in here and I want no part of fighting more skeletons just yet." the dwarf states to Wil and Yon as he hastily closes the door behind himself.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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

#135 Post by Grognardsw »

Aric's keen ears pick up sounds of conflict.

"These fey folk, always getting into trouble," grumbles the barbarian as he gets up, stretches, and jogs out to see what the trouble is.
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Re: Chapter 3: The Monastery at Dimwater

#136 Post by jdluna »

Luna will close the gap with the battle. If there is room, he will engage and offer his face to the beast and attack (next round I assume). If not, he will cover the backs of those currently engaged.
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Re: Chapter 3: The Monastery at Dimwater

#137 Post by Mant72 »

Bloodgrub Battle: Round 1

Osprey struggles with the giant insect as it clambers onto his shoulder, its stinger poised to strike. The pointed tip glistens with venom as it rises and falls, jabbing between the links of the elf’s chainmail, penetrating through the leather jerkin beneath, and sinking deeply into his shoulder (2 HP damage and save vs poison, please).

Osprey screams in anguish, yanks the hellish worm away, and throws the thing to the ground. He stumbles from the effects of the sting then quickly recovers enough to expertly slice the bloodgrub in two. Green ichor oozes from both sections of its bloated body as it writhes and twists in its death-throes.

The two halflings, Hex and Phineas, can only stare in shock at the scene before them, refraining from using their missile weapons out of fear of striking their companion.

Hearing the sounds of conflict, Aric ceases sharpening his blade and sprints out from the tower to discover what new danger has been uncovered.

Luna also closes the gap between the courtyard and the stables to assist the embattled Osprey.

Kragg, Yon, and Wil return to the stables just in time to see three more of the wretched insects spill out from the doorway.


Actions for Round 2!

- Initiative: Party [1d6] = 3 vs Monsters [1d6] = 5 Bloodgrub wins.

- Bloodgrub Attack: [1d20] = 17; Damage: [1d4] = 2 Hit. Save poison, please.

- Everyone is now free to attack.
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Re: Chapter 3: The Monastery at Dimwater

#138 Post by jdluna »

Luna attacks with his flail

[1d20] = 5
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Re: Chapter 3: The Monastery at Dimwater

#139 Post by Storm11 »

Hex the halfling the halfling quickly fires off a pair of daggers at the nearest blood grub as it moves towards them.

[url=http://www.unseenservant.com/default.as ... macid=7950]Thrown daggers [1d20+3] = 4+3 = 7 : [1d20+3] = 6+3 = 9 damage [1d4]

He will then back away carefully to let the more martial characters enter the stables.
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Re: Chapter 3: The Monastery at Dimwater

#140 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

save vs poison (14) -->[1d20] = 13


Starting to feel the poison's effects and worrying what they will be he wipes then sheathes his sword and backs up. Drawing his longbow he nocks an arrow and fires from distance. If I'm about to fall down, I may as well not do it right in front of one of these things.

To hit with LONGBOW [1d20+1] = 9+1 = 10; Damage S/M [1d6] = 1; Damage L [1d6] = 3
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