Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


1,951 to 1,953 of 1,953 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>

>> horn level 1 << -- Way of the Wicked

1-23 Capture Cell:
This chamber is a mess. there's a cage made of stout iron bars that run floor to ceiling. it looks like a pit trap above would dump people into the cage here, below. But now everything is in disrepair. The pit trap's cover is gone, leaving just a chute up, and the lock has been broken beyond repair, so the door to the cage here simply swings open.

over by area A, three heavy iron rings are set in the wall. perfect for hanging manacles to hold prisoners, but there is nothing there now.

1-24:
This room is empty. Ash notices a long dried spray of blood in the southeast corner of the room.

1-25 torture chamber:
the room lies in a tanlged and neglected pile of metal and splintered wood, though it looks like it used to be a grand torture chamber. about 6000lbs of metal and wood here, ruined. it looks like if it were properly replaced, this would be a great place.

there's rules notations here. if you want to look rebuild the torture area, it can be done

1-26 holding cell:
A stout iron door with a small barred window controls empty to this plain stone cell. The once-fine lock is smashed. Inside the room are metal rings set in the wall that could secure manacles enough to restrain either 14 medium prisoners or 10 medium and one large.

rolls:

Ash: 1d20 + 9 ⇒ (20) + 9 = 29
Edwin: 1d20 + 10 ⇒ (3) + 10 = 13
Forsythe: 1d20 + 12 ⇒ (7) + 12 = 19
Leo: 1d20 - 4 ⇒ (15) - 4 = 11
Neji: 1d20 + 10 ⇒ (2) + 10 = 12
Piety: 1d20 + 0 ⇒ (17) + 0 = 17
Saio: 1d20 - 2 ⇒ (5) - 2 = 3
Temperance: 1d20 + 0 ⇒ (14) + 0 = 14


>> horn level 1 << -- Way of the Wicked

i'll pause there in case you don't want to explore here more, and want to go up the chute or something.


>> horn level 1 << -- Way of the Wicked

it takes a few hours, exploring all of these rooms carefully. but the place seems deserted.

1-3 Western Guardroom:
Another empty guardroom, adorned only by an L-shaped stone bench in the southwester corner.

1-4 Lower Storeroom:
this room once held many months of provisions in case of a siege. A minotaur lies impaled in the floor, a spear protruding from his body, looking as though he died yesterday, but covered in dust. He bears a mark upon his arm, a tattoo of a white horse skull with three burning green eyes.

1-4 : DC 20 spellcraft:
a faint aura of transmutation magic remains here. you think it likely the area is under a preservation spell to stop food from spoiling. it has likely acted to preserve the minotaur's corpse. the spear impaling him is a normal nonmagical spear.

1-5 pillaged quarters:
this room probably quartered a dozen people, though it was ransacked, and seems to have changed little in the last eighty years, besides gaining a coat of dust and countless cobwebs.

1-6 blasted room:
there's nothing here but ash, blast marks, and a few bits of refuse. looks like the remnants of a very powerful fireball or equally destructive magic.

1-7 pillaged quarters:
this room once quartered eight people. though ransacked, you take your time searching and manage to discuver a small coin purse that was missed, with 31 gp and an elixir of truth.

1-8 wrecked room:
this room has space for a dozen, with broken bunks and moldering personal effects. nothing of value.

1-9 The Death's Head Tavern (west wing):
in not-terrible shape. though this place looks ransacked, the sign still hangs, and it doesn't look like much fighting took place in this section. you're not builders, but it seems like it would only take a few hundred gold worth of common supplies from Farholde to make it a working tavern. there's even a fireplace!

1-10 The Death's Head Tavern (north wing):
the bar and a small grill are in this wing.

1-11 quarters:
this wrecked room once housed a dozen or so people. now its full of broken bunks and moldering personal effects. there's nothing of value here.

1-12 quarters:
another wrecked room. nothing of value

1-13 quarters:
ransacked and abandoned like the other rooms. you manage to find with careful searching, what looks like a poorly scribed journal of some sort, written by a Brother Zander Trask. It would take about three hours to carefully read through the journal. not being too pressed for time, you have a long read. Forsythe sets up his gear in the tavern and does some crafting while three or four of you pour over the journal.

  • There's something unusual about the southeastern pillar of the lower temple area (1-27) I suspect its hollow, though I haven't ever found the secret entrance to it.
  • I've heard rumor that two powerful daemons , Hexor and Vexor, guard the upper levels. I haven't found out where they're stationed, but I desperately want to get a look at them some day.
  • Today i saw something odd. A priest, who thought no one was present, sat upon the throne and mysteriously vanished. could be the throne in area 1-27 A

1-14 quarters:
ransacked and abandoned, there's nothing of value or note here.

1-15 quarters:
full of broken bunks and moldering personal effects, the room looks like it once housed a dozen people.

1,951 to 1,953 of 1,953 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Seraphimpunk's Way of the Wicked All Messageboards

Want to post a reply? Sign in.