Chapter 3: The Monastery at Dimwater

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coil23
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Re: Chapter 3: The Monastery at Dimwater

#181 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

I wonder if we should investigate the sprawled body right over there first. And if we want to to search the entire grounds, would it be better to save the church for last? Although crates of diamonds and churches do go hand in hand.
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Re: Chapter 3: The Monastery at Dimwater

#182 Post by Inferno »

P.T. Codswallop, halfling impresario:
coil23 wrote:Osprey Palearctic, elven fighter/magic-user
Although crates of diamonds and churches do go hand in hand.
"My point exactly!" exclaimed Phineas.
His mind wandered a moment...
Image
"Mmmm... Church diamonds..."

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

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Re: Chapter 3: The Monastery at Dimwater

#183 Post by ChubbyPixie »

Filled with a serene joy at the inevitable morning light, utterly banishing the darkness, Yon pipes in: "I am also of a mind to see what we can discover in the outbuildings first, before entering the main structure. Perhaps it would be best to enter that structure at twilight, the door of night? Just a guess."
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Re: Chapter 3: The Monastery at Dimwater

#184 Post by jdluna »

Luna - Lunaian Cleric

Luna looks over at Osprey and Phineas.I think you will be disappointed by Lunias modesty.
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Re: Chapter 3: The Monastery at Dimwater

#185 Post by Grognardsw »

Aric, barbarian

As the group prepares to leave the watchtower, Aric moves ahead to the body (at #3) and begins examining the grounds for tracks. He wants to observe the ground before others muck up possible foot prints.

Tracking [1d100] = 76
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Re: Chapter 3: The Monastery at Dimwater

#186 Post by Storm11 »

Hex the illusionist the halfling ponders the words of the poorly high priest. "That crook thingy is said to be in the dungeons or catacombs I believe, yes, no?" That seems to rule out several of the buildings as likely candidates. A quick look within each one might be wise however just incase, perhaps if we split into pairs we can peek into all the structures swiftly t see if anything stands out before committing ourselves to a specific spot?"

He grins his most winning smile and looks for a response from the others
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Re: Chapter 3: The Monastery at Dimwater

#187 Post by GreyWolfVT »

Kragg "I agree with Yon I think we aught to search and clear these outter buildings first before we go into the monastery it's self we already know there are enemies out here in these may as well get rid of them before they can come at us when we are in the monastery. Don't need enemies to be on us from all sides you know."
“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
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Re: Chapter 3: The Monastery at Dimwater

#188 Post by Inferno »

P.T. Codswallop, halfling impresario:
jdluna wrote:Luna looks over at Osprey and Phineas.I think you will be disappointed by Lunias modesty.
"Perhaps it's merely false modesty?" Phineas said hopefully.

If everyone was set on lots of foreplay before the main event, the miniature man of mighty mustache would acquiesce. After all, it was standard showmanship to build toward the grand finale.

He scanned the area with a non-poisonous arrow nocked while the barbarian sniffed around the corpse. "What's the first building on this morning's undercard?" he asked.

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

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Re: Chapter 3: The Monastery at Dimwater

#189 Post by Mant72 »

Looking at everyone's last post, these are the actions that where suggested or declared:

- Phin suggested that the group investigate the church (area 11) then agreed to check out the outbuildings.

- Osprey suggested that the group investigate the body (area 3) then the entire grounds, saving the church (area 11) for last.

- Yon suggested that the group investigate the outbuildings first, saving the church (area 11) until evening.

- Luna ?

- Only Aric specifically stated that he was going to investigate the body in area 3. See PM.

- Hex suggested that the group split into pairs and explore entire grounds.

- Kragg suggested that the group investigate the outbuildings first, saving the church (area 11) until last.

- Luna ?

- Wil ?

- Obviously you guys are free to hash this out, but I'll need to know exactly where everyone wants to go to proceed. Thanks!
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Re: Chapter 3: The Monastery at Dimwater

#190 Post by jdluna »

Luna is for investigating the outer buildings before entering the main building.
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Re: Chapter 3: The Monastery at Dimwater

#191 Post by Storm11 »

Hex the halfling prestigidator begins to head to the nearest buildings to the stable and the body and will peer within each briefly opening the doors ajar to see if he can make anything out from a cursory glance from the doorway, ready to slam the doors of needed.
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Re: Chapter 3: The Monastery at Dimwater

#192 Post by Grognardsw »

Aric, barbarian

Those looking in an easterly direction see Aric approach the body in front of the round structure. He glances at the body, examines the ground area around it, then picks up an item off the body and two spears. He walks back west 20', waves for others to come, and seems to be watching east toward the round structure.
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Re: Chapter 3: The Monastery at Dimwater

#193 Post by GreyWolfVT »

Kragg will assist in finalizing the stables search and not move on to any building there after alone he will go where the group goes.
“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

#194 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Osprey will walk to Aric after he beckons, curious to hear what was discovered.
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Re: Chapter 3: The Monastery at Dimwater

#195 Post by Mant72 »

Brother Wil:

Wil also joins the barbarian to see what he has uncovered.
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Re: Chapter 3: The Monastery at Dimwater

#196 Post by Inferno »

P.T. Codswallop, halfling impresario:

Happy to leave the bug infested stables, Phineas joins the others at the corpse. Perhaps they found some coppers in the dead man's pockets?

His ears listen to the barbarian's words as his eyes keep watch all around, often glancing hungrily at the large temple.

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

#197 Post by Grognardsw »

Aric points at the body and scene before him.
Mant72 wrote:While the group decides upon their next course of action, Aric stealthily moves out ahead to investigate the body before the others might heedlessly erase any tracks.

He approaches a small, round, stone structure (#3). Its walls are still intact; however, not much of its wooden roof remains, as it has begun to collapse in several places. Surprisingly, the door to the building remains intact and is slightly ajar. The body of some type of humanoid creature lies sprawled out on the ground just before the entrance.

The corpse is definitely humanoid, but it possesses a face that resembles something more canine. It has greenish gray skin, a dull yellow mane, and although it is humanoid, the joints of its knees angle backwards like those of a dog; it is wearing a few pieces of dented armor, a shabby leather vest, a moth-eaten fur cape, and carries a small burlap sack on its belt. A notched short sword and a couple of spears also lie nearby.

Aric recalls sitting around the campfire in his youth, listening to the village warriors exchange tales of valor. He remembers one such story involving a skirmish with vicious dog-men (gnolls). The creature before him looks extremely similar to those very dog-men the warriors spoke of.

The gnoll appears to have been killed fairly recently. Tiny puncture wounds cover its body, and it seems to have been drained of most of its blood. Aric also notices that on its right bicep it bears a tattoo that is identical to the one the bugbears wore that he faced in the Eldenhook Forest.
image.jpeg
Aric does see a few sets of prints and tracks, but they only seem to be around the front of the building. The night’s precipitation has erased all other traces.
"That which killed the gnoll may be in the round structure," says Aric. "Other gnolls may be about."

He empties the sack.
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Re: Chapter 3: The Monastery at Dimwater

#198 Post by Mant72 »

The group joins Aric and reconvenes about 20 feet away from the small, round, stone structure. Some members of the group recognize the building as a dovecote, where pigeons were housed and raised by the clergymen for food and eggs.

Aric recounts what he discovered while investigating the gnoll's body then unceremoniously dumps the contents of the creature's bag upon the ground. Out spills a rusty file, some gnawed rabbit bones, and 7 sp.

Hexalon, the halfling, brashly marches straight past the gnoll corpse and approaches the dovecote door. He proceeds to push it the rest of the way open, and as he does, five hideous winged creatures take flight from the many holes in the roof and attack.
image.jpeg
image.jpeg (95.07 KiB) Viewed 462 times
Actions!
- Hexalon Surprised by Stirges? [1d6] = 3 No

- Only those using missile weapons are close enough to attack this round.
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Re: Chapter 3: The Monastery at Dimwater

#199 Post by GreyWolfVT »

Kragg "Damn, now I really wish I had a crossbow." is Kragg's reaction again noting that he has a less than useful ranged weapon that is very limited. The dwarf takes out his scimitar and swings at any of the creatures that tries to get close enough to attack him.

Scimitar [1d20] = 1 to hit [1d8] = 4 dmg

well that is what I get for the OOC meme for a crit miss... :shock: :? :roll: :o
“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

#200 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Osprey raises his longbow to fire at the nearest creature. As hideous as they are, they still aren't as repulsive as the rot grubs.

To hit with LONGBOW [1d20+1] = 10+1 = 11; Damage S/M [1d6] = 5; Damage L [1d6] = 1
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