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20:15, 28th March 2024 (GMT+0)

Ch08 - The Haunted Tower of Sowell.

Posted by FritzholmFor group 0
Holly
player, 863 posts
Protect the Land
to protect your Children
Wed 18 Feb 2015
at 10:42
  • msg #559

Re: Ch08 - The Haunted Tower of Sowell

Holly looks over at Erma as the bear says "haunted" and considers for a moment. "I want to get out of here as well, but without releasing anything else into the world that could harm it!" Holly is fully aware of her role in releasing some potentially devastating enemies onto the tribes, and is aware that she has no idea of whether Erma is actually a friend or foe.

Holly bangs her head for a moment, thinking of the possible consequences, before adding, "Well, if Erma was evil our ghosts would likely have taken her with them or found some other way to use her against us. I suppose we better accept her for the moment, and get away from this place. Another night like last night and I may never want to sleep again!" Holly shuddered as her thoughts returned to her nightmare. "Glumr, Farden, lets get this gate open so we can check out the boats and hopefully get out of here before more undead attack."
Sunna
player, 284 posts
Wed 18 Feb 2015
at 20:20
  • msg #560

Re: Ch08 - The Haunted Tower of Sowell

After a few moments of consideration Sunna nods. "You're right, we should get out of here." If needed Sunna would help Farden and Glumr with the gate.
Fritzholm
GM, 1741 posts
toss the dice
and have fun
Wed 18 Feb 2015
at 21:33
  • msg #561

Re: Ch08 - The Haunted Tower of Sowell

Just to be clear, are you taking all of the potential treasure, leaving it all here (for now or for good), just taking some of it?
It's a lot of stuff and not trivial to carry around.


Our heroes make their way out the exit and down a tunnel.  There's a light breeze that blows in and back out of the tunnel that smells of the sea.  You pass a few old empty cell with very badly rusted iron bars along the way.  There doesn't look to be anything of interest, so you continue onwards.  You come to a square room, smaller than the cavern, with a flat, carved stone floor.  This room is empty now other that a portcullis and a large device for raising and lowering the gate.  There's plenty of space to the sides of the room to stack crates, barrels, etc to be loaded and unload to and from boats.  In fact, beyond the portcullis you can see sunlight, a few boats, and a small set of docks.

Glumr tells you that he couldn't work the gate device by himself, but wanted to give it shot now that you have more muscle.  With Farden and Erma's help you shove the stubbornly sticky levered wheel around enough to slowly lift the metal gate.  A ratchet in the mechanism keeps it from dropping back down.  It's hard work, but eventually you get the gate fully lifted.
Sunna
player, 285 posts
Thu 19 Feb 2015
at 08:05
  • msg #562

Re: Ch08 - The Haunted Tower of Sowell

Sunna would prefer to have a way out cleared first and then carry the treasure to the gate - and possibly to the boats. Well, taking some choice items with them to the gate won't hurt, so... the gems are a must to take with her. The painting has to wait until a path is clear...
Leaving the things in Kelneys chamber for a later return doesn't feel like an option. Better to leave it at the gate if it's too much to bring on a boat.
Glumr
player, 1078 posts
  Woodland
  Ninja
Thu 19 Feb 2015
at 15:24
  • msg #563

Re: Ch08 - The Haunted Tower of Sowell

"We should move everything to the gate, separate everything of worth, then see if anything else is magical.   I dont want to leave things in here, like the jewels... who knows what could happen in this cavern now that Kelsney is gone.   Besides, there is space down there to store everything while we try to find a boat."

Glumr gestures at all the goods he uncovered.

"I like this coat and belt.  Do you ladies think it would make me look handsome?  I feel like there might be something special about them to keep so well."
Fritzholm
GM, 1742 posts
toss the dice
and have fun
Thu 19 Feb 2015
at 16:35
  • msg #564

Re: Ch08 - The Haunted Tower of Sowell

Everyone but Erma pitches in on hauling the loot to the gate.  Even with 4 people it takes a while to move everything.  Some items are large and or heavy.  Other items are fragile and require extra care.  Very little of it has been scrutinized in any but the most cursory fashion.  None of it has been appraised.  Only the painting has been examined with the use of spells.

Summary of loot:

large painting of riders *
4 buckets full of silver coins **
engraved brass ring
6 books (One worthless and one about the sprit realm/ item enchanting)
tarnished silver cups, bowls, etc  **
9 sealed bottles
2 wooden lock boxes
limitless candles
4 sets of manacles and keys
brass gong
13 small stone fetishes
2 dresses
leather coat
2 maces
flail
morningstar
mirror
jeweled chain shoulder pads **
jeweled circlet **
belt
glass chimes
5 flasks
4 vials
2 potions **
clockwork horses
nesting dolls
buckler
horn

* Known to be magical
** These items are treasure for sure!
Erma
player, 14 posts
bear
Fri 20 Feb 2015
at 18:23
  • msg #565

Re: Ch08 - The Haunted Tower of Sowell

Erma sits on her haunches.  None of this really concerns her.  She watches them with a lazy bored look, occasionally scratching behind her ear in a lazy fashion.

It was amazing that humans evolved to be the dominant species of the land.  Really what the hell did they have going for them, aside from... you know... thumbs.

o.O
Fritzholm
GM, 1743 posts
toss the dice
and have fun
Sun 22 Feb 2015
at 08:47
  • msg #566

Re: Ch08 - The Haunted Tower of Sowell

Out on the docks there are two boats you deem seaworthy.  There's another beached nearby that you could get into the water with some effort.  You're relieved that any of them are in good enough shape.  There was still a nagging worry that all the boats would be hopeless wrecks.  Parties of treasure hunters, not unlike yourselves, had gotten these boats here in one piece and the elements had not had time to destroy them yet.  It looks like you might make it back without having to meet Jergen and the other Harix followers on a raft out on the open sea.

There was still a little work to be done.  You'd need to pick a boat, scavenge or improvise 4 or more paddles/oars, and load up the whatever treasure you planned to bring.

Boat 1 - docked, small, condition good.  This boat would be easiest to control but a tight fit for 4 and a bear.  You might want to leave some gear and/or treasure behind.

Boat 2 - docked, medium sized, condition poor.  This is the biggest of the 3 options.  It's not in great shape, but you only have to limp one crummy trip out of it.  It's floating now and would be big enough to comfortably hold everyone and everything.  This boat might be tricky for your unskilled crew of four to control.

Boat 3 - beached, medium sized, condition fair.  It's not quite as large as boat 2, but should still be big enough.  You'll have to think of a way of getting it into the water. It'll be harder to man with just 4 people than the small boat.
Holly
player, 864 posts
Protect the Land
to protect your Children
Mon 23 Feb 2015
at 10:08
  • msg #567

Re: Ch08 - The Haunted Tower of Sowell

Holly looks over the boats, trying to remember anything about her early childhood, and wondering whether they should take to the water in something already afloat or try and move the best boat. Looking quizzically at Erma, Holly says to the others, "The best boat is this one on the beach, but I don't know if we would get it out to sea without our new partner giving a significant helping hand. Otherwise the only option really is the biggest boat. We need oars and paddles, but they should get us out of here."
Erma
player, 15 posts
bear
Mon 23 Feb 2015
at 21:13
  • msg #568

Re: Ch08 - The Haunted Tower of Sowell

Erma gives Holly a lazy look, obviously one of the more intelligent humans, since she considered Erma a partner and not a floor rug.

Erma gets up off her haunches, in no particular hurry, she lumbers over towards the boat by the beach.
She waits around to see what they're going to do with the boat.  Why Erma had a lot of muscle she was missing things like thumbs... If bears had thumbs they would obviously rule the world.  They were stronger and more practical than a hairless monkey.
Glumr
player, 1079 posts
  Woodland
  Ninja
Tue 24 Feb 2015
at 12:58
  • msg #569

Re: Ch08 - The Haunted Tower of Sowell

Glumr looks at his friends and the boats.  "Let's try to move the boat on the beach into the water.  Maybe we can convince this bear to lend us its strength and do some pulling." he suggests.

Glumr is puzzled about the bear, but not understanding magics, he doesnt worry about it too much.  Perhaps it's a blessing from Ehlonna and he should just value the aid it offers instead of worrying about how and why it was here.  And if it seems not to be useful then perhaps the bear could feed them and it's furs keep them comfortable on cold nights.  Either way, a divine gift it is.
Fritzholm
GM, 1744 posts
toss the dice
and have fun
Tue 24 Feb 2015
at 17:53
  • msg #570

Re: Ch08 - The Haunted Tower of Sowell

Farden lets this talking bear go ahead.  He wants to keep an eye on it.  It might look like Ebony, but something is very different.  It's clearly not articulate or conveniently knowledgable like Reynard.  That would be very useful.  The bear settles down next to the boat Holly picked out.  This did seem like the best boat.

Farden looked down the short gravelly beach, and back to the docks, thinking it through.

Farden winced.  His right side hurt badly.  It was still severely burned.  He had tried sleeping on his left side.  A good night's sleep would've done wonders. Farden had always healed quickly.  But the night hadn't gone well for anyone.  They were sore and injured and tired.  If anything hit them now they'd be in real trouble.

"We don't have much beach to work with and the water gets deep fast, so we can't pull the boat very far.  Let's just try to get the boat to here," Farden says, scraping his boot across a place where the gravel has changed its shade of tannish grey.  "The water should eventually rise enough to do some of our work for us.  We can cut the mast off this boat and one on the dock and roll it on those.  There are no sails anyhow.  We wont need the masts.  Does anyone have an axe?  Glumr, can you rig up the ropes for pulling it?"
Erma
player, 16 posts
bear
Tue 24 Feb 2015
at 21:24
  • msg #571

Re: Ch08 - The Haunted Tower of Sowell

Erma sits and watch, nothing was asked of her, which was a skill set she was perfectly willing to make us of as often as needed.

Sniffing about, she wonders if there were anything edible about, berries... fish... small critters of a tasty variety.

If she werent careful she'd waste away to nothing, and then where would she be?
Holly
player, 865 posts
Protect the Land
to protect your Children
Thu 26 Feb 2015
at 14:43
  • msg #572

Re: Ch08 - The Haunted Tower of Sowell

Holly starts to look for oars and paddles, aware of where Erma had moved to and the suggestion from Farden. "Perhaps we just try pushing it first, then see if we need rollers. I'd rather not have to stay around to cut anything up." Holly looks ominously around for undead.
Fritzholm
GM, 1745 posts
toss the dice
and have fun
Thu 26 Feb 2015
at 19:27
  • msg #573

Re: Ch08 - The Haunted Tower of Sowell

OK, if you wanna try to brute force the boat into the water I'll need everyone shoving/pulling at once and 2 successful DC18 STR checks.  Also, if Glumr can manage a DC15 rope use check I'll give him and one other PC, of his choosing, with thumbs  a +2 on the STR roll.

I'll start with Farden.

14:23, Today: Fritzholm, on behalf of Farden, rolled 19 using 1d20+3. STR check.

Wheeee!  One down.  One more success and the boat's in the water.
Holly
player, 866 posts
Protect the Land
to protect your Children
Fri 27 Feb 2015
at 11:43
  • msg #574

Re: Ch08 - The Haunted Tower of Sowell

Holly saw Farden move forward and exert his strength against the boat, and Holly quickly moved in to help. As she gave it a good shove, she found her feet slipping on the beach and she nearly found herself flat on her face. Swearing under her breath, Holly stepped aware, and considered again helping out in the pushing.
Erma
player, 17 posts
bear
Fri 27 Feb 2015
at 16:01
  • msg #575

Re: Ch08 - The Haunted Tower of Sowell

Erma watches the humans with interest.  She lingers around the back of the boat to put her shoulder into it to nudge it along but lack of thumbs is making it difficult for her to get leverage on the boat to nudge it along properly.

11:00, Today: Erma rolled 5 using 1d20. Strength Check.
Glumr
player, 1080 posts
  Woodland
  Ninja
Fri 27 Feb 2015
at 20:46
  • msg #576

Re: Ch08 - The Haunted Tower of Sowell

Glumr pulls his rope out and starts tying what appears to be random knots in the length of it.   After a bit, he attaches part of the rope to the boat and feeding bits through itself.  Soon enough, he has set up some elaborate rigging which looks like it should help pull the boat through the sand.

Glumr rolled 30 using 1d20+11. Rope Rigging.

"I tied some rope to things...  I think it will make pulling easy.  Farden let's see if we can move this."  Glumr says with a grin.

Glumr rolled 19 using 1d20+2. PUUUUUULLLLLLL!!!!!!!!!!!!!!!!!!!

Glumr pairs of with Farden and they give a mighty heave in tandem.  The boat starts to move.
Fritzholm
GM, 1746 posts
toss the dice
and have fun
Fri 27 Feb 2015
at 21:08
  • msg #577

Re: Ch08 - The Haunted Tower of Sowell

Glumr and Sunna pull the ropes while Erma, Farden and Holly push.  At first there's frustration and little if any movement, but you coordinate your efforts a little better on the second try and the boat moves!  Once you get it sliding it's easier to keep it going.  You shove it past the point Farden marked off.  Glumr and Sunna swing to the sides of the boat and help sling it even further.  Soon after, the boat splashes into the water.  You've got it in deep enough water for it's full, unloaded draft.  Glumr and Sunna tug it over to the docks and tie it off.

Holly has scrounged up three real paddles and one make-shift paddle.

You can now load in all of the potential treasure, if you'd like, board and leave this forsaken rock.

Is there anything you want to do before going?
Erma
player, 18 posts
bear
Fri 27 Feb 2015
at 21:33
  • msg #578

Re: Ch08 - The Haunted Tower of Sowell

Erma snuffles at the boat as it bobs in the water.

It looks at best dubious... and at worst a floating deathtrap.

Stepping into it, with her 'dainty' weight was bound to capsize the boat.  So instead she hops as 'lightly' as she can from the dock, aiming for the center of the boat.  Paws out stretched to belly flop on the boat, to spread out her weight as much as possible.
Sunna
player, 286 posts
Sat 28 Feb 2015
at 15:01
  • msg #579

Re: Ch08 - The Haunted Tower of Sowell

Sunna glances back at the entrance of the tower and sighs. "Maybe someone should put those creatures in there to rest some day." She goes through all the rooms they have traveled through mentally, checking for something they might have missed, but comes up with nothing. Well, except for Augustine and Kelney now able to leave of course.
She helps with loading the treasure onto the boat.

With a last glance backwards Sunna enters the boat carefully.
Holly
player, 867 posts
Protect the Land
to protect your Children
Mon 2 Mar 2015
at 12:45
  • msg #580

Re: Ch08 - The Haunted Tower of Sowell

Holly drops her paddle as she sees what Erma is about to do, and when the bear hits the boat she cannot help herself from bursting out in laughter! She holds onto one of the piers posts as tears roll down her face as the tension is broken from their time in the misty tower. "Oh, I'm sorry Erma, but that was probably not the most elegant way of getting on board the boat, but it looks effective! Maybe we should teach some of my other cousins that method when they go out raiding!" Holly slowly recovers her composure, and move on board the boat and takes up her position with her paddle to be ready when the others want to go. Looking out from the boat, Holly feels a little happier to nearly be away from the tower and the undead.
Fritzholm
GM, 1747 posts
toss the dice
and have fun
Mon 2 Mar 2015
at 21:28
  • msg #581

Re: Ch08 - The Haunted Tower of Sowell

Farden and Glumr climb into the boat and you push off.

Everyone is nervous about this relatively short trip.  There's not a skilled boatman among you, and vessel is a bit too large for crew of 4.  The eldritch mist is as thick as ever, making navigation nearly impossible.  Then there's the fact that none of you have any navigation experience.  On top of all that, the eerie green glow above the tower is gone.  This could be seen as good news, but it's bad news for wayfinding.  Once you're out of sight of land, which happens quickly, you literally have no frame of reference.

However, Holly feels a very vague tug.  The gossamer thread that connects her to Moonlight gives her some sense of where to go.  To your surprise, Farden turns out to be rather competent at adjusting and holding course.  Sunna and Glumr take up the job of propelling the boat while Holly and Farden guide it.  It isn't pretty, or fast, but you make it out of the mist and head towards land.

Too much early zeal exhausts you quickly.  You drift on the currents for a while while you rest.  The party is all still badly injured and sleep deprived.  Glumr has developed a wheeze and is subject to occasional fits of coughing.  He says that it tastes bad when he coughs.  You can check him out more thoroughly once you're ashore.  Holly takes of his paddling duties once everyone is rested.

It takes much longer than expected, but a few hours later you are within sight of the boathouse.  You get closer and closer until finally you wade out into the surf and drag the boat to shore.

The Harix followers are shocked to see you back alive.  They are sure to want to hear how you managed it.

"The gods must really have blessed you," says Jurgen who seems genuinely impressed.  "None among us expected to see your return, save for your visitor, that is."

You look at one another.  Visitor?

Jurgen laughs at your puzzled silence.

"Looks like his arrival is as much a surprise to you as your return is to us.  Follow me."

Jurgen leads you over to a man sitting at your old campsite.
Adiel
player, 5 posts
Bardic Sage
Tue 3 Mar 2015
at 00:44
  • msg #582

Re: Ch08 - The Haunted Tower of Sowell

A Triplefang young man with nearly shoulder-length hair strums his lyre, sitting cross-legged on the ground. He looks to be about twenty years of age, and he wears a sort of armored tunic, as well as a longsword girded about his waist. A pack and a quarterstaff lie on the ground beside him. When he sees Jurgen and the group approaching, he stands and smiles.

"The Triplefang adventurers. I have heard much about you, and it's good to meet you at last. I am Adíel Triplefang," he says, looking at each person in turn. There is something piercing about his gaze. When it lands on Sunna, his smile widens slightly. "Sunna. It's a pleasure to see you again, cousin."

"I've pieced together many of your reasons for coming to this place," Adíel continues simply, "And I would like to join you. I think you'll find my expertise helpful, particularly if you encounter any magical items in your quest." The high likelihood of the adventurers' having found magical items in the tower does not escape him.
Fritzholm
GM, 1748 posts
toss the dice
and have fun
Tue 3 Mar 2015
at 02:59
  • msg #583

Re: Ch08 - The Haunted Tower of Sowell

...and with that we wrap chapter 8.  Here are your experience awards:

 250 Countering the wail (Sunna)
 338 Skeletons and Zombies cliff battle
 600 Grey Spirirts
1000 Grey Spirits and Hellhounds
 400 Augustine
 500 Recover Celestial Needle
 1500 Fight Kelney and 6 skull spirirts
 500 Find Avaldamon's jewels
-----
4838 for Farden, Glumr, and Holly
5088 for Sunna

EXP
Holly 9095 + 4838 = 13933
Glumr 9200 + 4838 = 14038
Farden 8105 + 4838 = 12943
Sunna 6980 + 5088 = 12068

Everyone advances to level 5.  :-)
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