IC I

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Bigtaff
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Re: IC I

#181 Post by Bigtaff »

Elerik

"I assume we're heading on to continue with our mapping task? "
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GreyWolfVT
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Re: IC I

#182 Post by GreyWolfVT »

Nerith "Aye that's the plan. I'm good to go if everyone else is."
“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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thirdkingdom
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Re: IC I

#183 Post by thirdkingdom »

Yarthmont 12, AC 1000
Hex 25.22
Subhex 0704


The adventurers continue on, leaving the area labeled hex 26.22 and continuing west. Immediately upon entering subhex 0704 of hex 25.22 they espy a ruined building located amongst the trees at the top of a low rise. The path the adventurers have picked takes them right by the foot of the hill.

The building itself is low and squat, made of some greyish stone, and looks to measure perhaps one hundred feet wide across the visible face. An open entrance yawns blackly in the center of the wall, but at this point the companions are too far away to note any additional details.
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Re: IC I

#184 Post by GreyWolfVT »

Nerith suggests to the others "Lets two of us go closer to inspect the building ahead the rest of you be on the alert and stay back unless you think we should all move up to check the place out." having said that the outdoors-man decides to be one of the forward scouts to investigate the building and slowly moves forward to check the place out at least to determine if it is inhabited or was built by humans. Spear in hand he makes slow forward progress stopping every 25 feet to wait for whomever is going to follow him and to look around to make sure there aren't foes lying in ambush that he can see.
“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: IC I

#185 Post by Bigtaff »

Elerik

Elerik follows Nerith's lead and tries to be as quiet as possible, moving slowly behind his companion.
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Rex
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Re: IC I

#186 Post by Rex »

Drust

Drust readies his bow and prepares to cover the forward scouts if need be.
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thirdkingdom
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Re: IC I

#187 Post by thirdkingdom »

Yarthmont 12, AC 1000
Hex 25.22
Subhex 0704
11:00 am


Nerith and Elerik approach the building, slowly and with an abundance of caution, stopping once they get within twenty feet of it. It is made of laid stone blocks, greyish in color, and is old. It's impossible to tell at this point who or what may have crafted it, but it seems unlikely that it was built as a keep or a fortress. Save for the single entrance on the north face -- the one they stand before -- there are no other visible openings, and the building itself is perhaps a dozen feet in height. The woods come right up to and surround the building -- some saplings are visible growing on the roof itself, or perhaps from the inside of the building, through the roof -- and although Nerith searches the ground in front of the door no tracks are visible.
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Re: IC I

#188 Post by Bigtaff »

Elerik

Drawing his blade, Elerik looks for any more clues as to the buildings purpose.

"I'm wondering if this is some sort of burial building?"

He glances at Nerith, "What do you think, take a look just inside the entrance? "
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Re: IC I

#189 Post by GreyWolfVT »

Nerith nods "Yeah I'm thinkin lets go take a peak and see if anyone's home. Dunno if it's a burial home or maybe someone's country hunting cabin." spear in hand ready for a throw or melee attack he advances towards the building.
“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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thirdkingdom
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Re: IC I

#190 Post by thirdkingdom »

The two adventurers approach and peer through the opening, beholding a room thirty feet wide and thirty feet deep, lit dimly by the filtered sunlight streaming through the tree cover and into the open door. The back half of the room curves into a semi-circle, with a wood door set into the far end. The door is closed. The floor in this room is littered with years of what looks to be years, decades, or perhaps even centuries of dead leaves, decaying branches and mouldering dirt.

There doesn't appear to be anything else in the room.
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Darkmane
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Re: IC I

#191 Post by Darkmane »

Lothgar

This does look like a place that folks might use as a landmark, perhaps somebody buried some loot around the base. After the center of the building is cleared, Lothar will search around the base looking for any area of disturbed dirt. I'll also look for tracks, human, goblin, otherwise...
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Re: IC I

#193 Post by GreyWolfVT »

Nerith signals back to the others that did not scout ahead to move up. He will wait for the others to move closer before deciding if he will enter the building.
“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: IC I

#194 Post by Bigtaff »

Do we have a scout who can check the area for us ?
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Rex
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Re: IC I

#195 Post by Rex »

Drust

Drust moves up to the others. "I am most likely the best scout, at least inside. If we can swing the road by here it would make a great way station." Drust moves over and looks into the building, looking up to check out the ceiling. He also switches over to his sword and lantern.
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Re: IC I

#196 Post by Bigtaff »

Elerik

"Good idea of turning this into a possible way station. As long as there's nothing nasty hiding out in there."
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Rex
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Re: IC I

#197 Post by Rex »

Drust

"We are about to find out and if we can't deal with it, well you get the idea."
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Re: IC I

#198 Post by hammerHead »

Preacher Cardicus

The only good humanoid is dead humanoid. But what does undead care to reveal? On your guard, folks, says the preacher as he moves up!
Rules:
Midlands: https://lowfantasygaming.files.wordpres ... -10-16.pdf
Shroom: https://mega.nz/#!uSBHWIJD!vxDZlE_dOoua ... N1vbDqqu1E

Hradian the Rogue: The Midlands [LFG]
Ritbert the Bold: The Pod-Caverns of the Sinister Shroom (OSRIC)
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Re: IC I

#199 Post by GreyWolfVT »

Nerith agrees "Lets use caution here. But yes this would make a good place for the road to pass if someone should rebuild this place it would be a good waystation or inn."
“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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Darkmane
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Re: IC I

#200 Post by Darkmane »

Lothgar

Good point Nerith, this would make a good waystation or inn. We should definitely mark it on the map. Perhaps I'll take the rear, and watch our backs for humanoids.
Lothgar will get within the boundaries of the ruin, and find a good spot for cover, such that he can throw his spear at any enemies who decide to ambush us. He will have his axes leaning at the ready nearby.

OOC - I'm on training for the next 2 weeks and may not be able to get online as often, so my posting rate may drop off for a bit, please NPC me if I take too long to respond.
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