| Ta'de-win of the Gale |
Ta'de-win begins to search the area, keeping an eye out for any traps, tracks or other signs of danger.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Survival: 1d20 + 14 ⇒ (15) + 14 = 29
| Bregor Rowain |
"If the area is clear, we should move on. Once this place is cleared out, we can send in a team or two to map and search this place fully.
Merick? Please take the front again."
| Merick the Defender |
"You got it. " Merick, a bit more warily, walks onward, keeping his axe and shield ready. "Say, who's in charge here? I never caught that. "
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| Norton Ambrosi |
"Unless we find something very useful we can spare the looting for a later time, is not like we are going that far for once, we get these tunnels clear and then we can clean up properly. Besides, I think those we have just re-killed were Brarim family, he might want their things back."
"And Merick, that is quite a good question, for now I think we take turns, depending what we are doing."
"So, shall we see if there are other undesired guests hereunder?"
| Merick the Defender |
"Right then. I'm not too keen on taking charge. I don't know enough for that. Just tell me what to do and I'll do it."
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| DM Bloodgargler |
You travel on for quite some time. You find little, and gradually less.. until there are again, no signs of passage for years.
It is difficult to tell how far you have gone, but it is well over a mile before you see the wall in front of you. Large stacked oddly-shaped stone which is perfectly placed like a jigsaw puzzle wall blocking the path. There is a single rock missing the size of a fist near the ceiling.
A slight draft seems to come from this hole... and the imperceptible cracks between the stones.
| Bregor Rowain |
"This looks like a good place to investigate a bit more.
I shall stand guard, and I think Merick will join me while the rest of you search."
| Ta'de-win of the Gale |
"Let us be about this then." Ta begins to search the area as she has many times before, not just for tracks but any other signs of danger. "This underground, it is like a snakes nest. I feel ill at ease down here."
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Survival: 1d20 + 11 ⇒ (2) + 11 = 13
| Ta'de-win of the Gale |
Ta'de-win turns to the others. "Beyond the wall, fresh air and campfire. It seems this may be the exit. Can you hear us?" Ta calls out, expecting Kesten and the others outside.
| Bregor Rowain |
"Hmmm...the dwarves did not mention a wall did they? If they were the ones who made it, they would surely have done so.
Can we dismantle the wall? I looks pretty sturdy."
| DM Bloodgargler |
What command are you giving the bird?... The hole in the wall is about 7 and a half feet up. The bird can fit through the hole.
With the additional light as Furiel illuminates the bird, you see the wall a little more clearly. Though the rocks fit tightly, there is nothing binding them together. A strong shove should topple it.
| Merick the Defender |
"Hey, this wall isn't sturdy at all. It's more of a stack of rocks, really. Can I just shove it over?"
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| Bregor Rowain |
"Let the rest of us step back first, and make sure you are ready to jump back so you don't get anything on you."
As soon as everyone steps back, The Green Man gives Merick the nod.
| Merick the Defender |
"Alright, step back. Here we go."
Merick slings his axe on his back and braces his shield against the wall. With a grunt, he throws his weight behind his shield and jumps back.
STR: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
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| Merick the Defender |
Wow. Just wow.
Merick shoves against the wall, but he was a bit too eager to get out of the way. His push did little more than carry him away from the wall. Sheepishly, Merick mumbles and steps back up for another go at it.
Taking 10 and then 20 on STR this time around.
Reflex: 1d20 + 4 ⇒ (3) + 4 = 7
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| DM Bloodgargler |
The wall falls... Merick steps back in time to avoid most of what tumbles down, and luck allows the first falling rocks to miss him.
Beyond the wall, the tunnel widens to over twenty feet for about 60 feet before it ends in a walled off alcove. This wall is made of the same stone blocks as the tunnel. A hole has been chipped through which is wide enough for an average human to squeeze through, but beyond are iron bars.
Furiel is likely small enough to fit through both.
You all smell the fresh air and campfire now.
In this chamber are two armored corpses. One dwarven, and one likely human. Both are missing their hands.
You also now notice the rocks which made up the jigsaw wall, are carved on this side with many runes.
On the wall to your left - where the corpses are "seated", there is etching... similar to what you saw before, but ordered and neat. The language appears to be Dwarven.
| Bregor Rowain |
"Let's go, it may be our companions waiting outside. If it is, then we can ask the dwarves to translate this text for us.
I am wondering if this "wall" was some sort of seal to keep the undead in here?"
The Green Man will advance towards the opening with Merick.
"You, outside! We're coming out!"
| Kesten of House Garess |
This time you hear a response... it takes a few moments, but you hear movement, and a little sliding rubble beyond the last wall. Kesten calls back "Green? Is everyone uninjured? No sign of anything on this end. There is an iron gate. We can probably bust the lock, but there is a wall there too..."
| Bregor Rowain |
"We will dismantle the wall, but it doesn't need to be now.
Since you have seen everything on your end and we have been through the tunnels, I suggest you retire to the fort again.
In the morning we can make plans for dismantling the wall and replace it with a real door and some camouflage so it cannot be easily found.
We will meet you back at the fort."
Turning to the others, The Gree Man grins.
"We've done well, but I don't think we should dismantle this wall until we have had someone read the runes to us, just in case..."
| Merick the Defender |
"I'm not sure how I feel about these dead guys. Or gals, I suppose. I wouldn't know how to tell."
Merick steps toward the corpses and dings one on the head with his axe. Not hard enough to disturb it, but not terribly gently, either.
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| Brarim Broadhammer |
Brarim meets you at the door to the escape route with "fresh water, and stronger..."
He looks serene... breathing in the dust from your foray into the tunnel turned tomb.
"I'd like to take a team in immediately... we will take care of this for you. We will finish the job." He takes a look inside. "If I should find anything particularly dear to me, I hope you will consider a generous offer... a more than generous offer. For the rest... will we will certainly offer you more than some shady dealer, but you have earned the rights to whatever is found. I find I would rather revel in the moment than hear myself speak."
| Bregor Rowain |
"Go to master Broadhammer, we will speak after you are done, just record the writing you find for us.
And if you wish, I can perform a ritual to help speed the spirits to their final rest afterwards."
| Norton Ambrosi |
After the group has returned to the fort Norton takes the opportunity to try setting their next moves.
"Guys, I feel like we, pressed by the circumstances, rushed to deal with the stag lord and left behind land exploring. We decided to settle here, and I guess everybody has great plans for the future, but, to be honest, we don't even know where 'here' is."
"I suggest spend our next days exploring the land around here and between here and Oleg's."
Then he seems to remember something.
"Ah, I also took the liberty to send a letter to Oleg's with sir Chawdair, saying the stag lord is no more and people are invited to come here and celebrate on the new moon. So we should also put our mind to that, if we are lucky a few people will show up."
| Bregor Rowain |
"Yes, I agree, while I technically don't think we HAVE to fulfil that part of the contract after Restov "cutting" their ties with us, WE should still map all of what surrounds us.
Not just the lands we claim but the area around it too.
Eventually we will have claimed all land there is, but it helps to know what that land is.
Maybe we should travel to Olegs, get a lot of supplies and do a methodical zigzagging motion until all land is covered?"
| Bregor Rowain |
"Heh, a few days? I think it will take the better part of two months or so to be fully done with it.
But you make sense Ser Ambrosi, better to do the essentials first or risk overreaching."
Hmmm, once this place becomes more lively, maybe one could recruit a scout/mapping party?
| Ta'de-win of the Gale |
"There is much to explore and we do have responsibilities here now to continue. Even a couple months may be a light estimate depending on how nature treats us. I agree we should explore our surroundings first if we plan to settle here. People who come may desire to set up farms, and we do not even know what the threats they may face are."
Have we fully explored this hex even?
Let's see, 35 hexes still remaining on the charter map. 2-4 days to explore a hex based on that exploring time in the corner. We need to spend a week in town each month. I'm seeing lots to keep us busy for awhile!
| Brarim Broadhammer |
Brarim returns to report the findings of his team later that evening...
"Remarkable and chilling... The chamber at the end was where my brother, and the Ashmoor's mercenary holed up. Apparently the Nugrah trapped his own man down there with the builders... a madman sorcerer with korred blood... turned nercomancer Maschlosh. When my brother's forces arrived, they were frozen in fear by a skeletal linnorm with a head dripping with maggots. My brother and the sellsword saw through the illusion, but too late to shake his men from their absolute limb-locking terror. The laborers came as zombies with no hands, and tore off theirs with their teeth."
"My brother made the wall to protect them... and covered each stone with a ward from Magrim. He then carved in the wall all which had come to pass, and his visions and words of Magrim during his last days... all this with two stumps of protruding bone. Each stone is a blessed artifact for us, and the words of Magrim... Incredible. We would like to relocate these stones. We will discuss what is to be done with them, but they should not remain where they would be kept from those who would value their worth."
"If you would be willing to provide us land to erect a temple to Magrim, and gift us four of the armors for an honor guard to the temple, we are prepared to offer you a stipend of resources from our clans several holdings."
"Consider the rest of the valuable trappings discovered yours, but we will match what you would get from a merchant."
Items requested by Brarim
(4) +1 Ghost touch scale mail armors
(2) +1 Heavy Shields
Runed stones (unknown worth... no known use)
remaining identified items
+1 Ghost touch breastplate
+1 Ghost touch studded leather
+1 Shocking Light Hammer
+1 Light Hammer of Return
(2)+1 Greathammers (Earthbreakers)
+1 Feybane Warhammer Urlindagh
+1 Heavy Shield
Ring of Improved Jumping
Bag of Holding type1
remaining unidentified items
Crossbow
Boots
Heavy Shield
Maschlosh Headband
+ Spider Clasp (on headband, and also magic)
Wand
Bone Rod
Ioun stone
(2) translucent grey beads
| Bregor Rowain |
"Tell me, does this lance look familliar to you, it is inscribed with the name of "Firebiter" on it, that was the name you mentioned before was it not?
As for the items you requested, I will need to confer with my companions, but I believe I can already say that you will get them."
| Ta'de-win of the Gale |
"The tale of your brother is truly inspiring. Such heroics should indeed live long. I agree that we should consider this offer."
| Brarim Broadhammer |
Brarim steps over to inspect the lance. "Yes... Firebiter. He was an ally of the Jackdaw Prince Nugrah before he turned evil... The story is that Firebiter and his fellow warriors of the wood charged into a trap. The terrain looked steady, but Nugrah had magicked it into a pool of mud into which the forces charged. They were decimated by lightning and arrow while vulnerable in the muck."
"The one down below - holed up with my brother, was Firebiter's avenging squire... I fear I do not recall his name. We will be sure to divine his identity before he is laid to rest."
| Brarim Broadhammer |
Brarim walks with you up to your common room, where Nogmil the Elder builder has blueprints laid out.
"Not sure what all yer lookin for, but you have some room to play around with here... If you wanna keep your costs low, here is what I suggest. We start with three teams working on one... the outer wall. Team two... reinforce foundation, flooring base, and sewer system if yer lookin for it. Want it done right.. right now, if yer gonna do it.
Third team sets out workin on individual rooms in priorities as you see fit."
"This will all take one month if we can get the rest of the clan, and some middlin skill workers."
"Month two... we make sure we already have these rooms where we want em, and build around em. With all three teams repurposed, by the end of month two, we are down to a few finer details to see to ."
In addition to
2 Armories, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1
Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route,
1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory,
1 Office, 1 Sitting Room, 1 Stall, 2 Storages
...you have 120 squares (room unit of size) to add to your castle)
You may have any number of squares around your castle... (ie.. If you want your Owlbear assisted living surrounding the castle it doesn't eat up castle space)
| Furiel |
Furiel bring his gnome friends to the meeting.
"These clever gnomes can help and will be making clever things as soon as we set them up a workshop. Here is what I need at the back of the castle: a magic repository that leads to a greenhouse with a bath. Eventually a bird hatchery will sit on the roof of the greenhouse. From the magic repository you walk to a printing room that prints up things for the kingdom."
| Bregor Rowain |
"To keep a place like this running will take a lot of servants, we will need more room to house them, and more bedrooms for us as well.
And storages to keep supplies for that many...
I hope there is enough room to build all of these things..."
"And we will need to have a throneroom built, and probably a trophy room.
It is expected."
I'd say we build two more storerooms and two more bunks, and eventually we should upgrade on of the store rooms to a vault.
The Throne room is pretty big, and that has to be INSIDE the Castle.
I guess we could build the bunks and the storerooms as separate buildings out back.
| Norton Ambrosi |
When reading closely the different kinds of buildings one can see that the castle is a fortification, and I don't think is intended as ruler house, that would be the Palace. If you check the downtime system, where each building lists the rooms it has, Palace has a throne room in it (and a trophy room as well). So I would say, we stick with the castle as per rule book, then we slowly build the palace (I don't think we can build one right away.)
| Brarim Broadhammer |
yes... a throne room would take up at least half of the customizable space of your castle anyway.
"I would suggest saving your grand throne room, and other such things for when we construct your palace. It is certainly up to you, but we strongly suggest you keep the primary purpose of your castle to be one of defense."
| Bregor Rowain |
"Yes, I can see the sense in that. If so, the storage and the rooms to house the servants should be inside, in case of a siege.
At such a point we need to have everything inside the walls to sustain ourselves."
"On a...personal note, I'd like a word with you in private master Broadhammer...Once we are done here of course."
| Furiel |
Furiel examines the large amount of unidentified items. "I have a problem with carrying capacity, so the bag of holding and other ways to make my load lighter are appreciated. The wand that enhanced illusions definitely can be sold--I will never use it."
in order on the spreadsheet
spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12
spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12
spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23