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Scene 4: Hellwinter.

Posted by The DirectorFor group archive Z
The Director
GM, 163 posts
Tue 23 Jan 2018
at 01:36
  • msg #1

Scene 4: Hellwinter

[OOC suggested soundtrack: World of Warcfraft, by Jason Hayes]

At the height of 2000 metres, exactly on the top of Hellwinter Peak, stands a solitary watchtower made of grey stone and bathed in an eerie silence, solely torn by sudden hailstorms.
Dark clouds gather over the area, as if to warn you to turn back as soon as you can and leave this sorrowful place.
The eastern ledge of the peak looks out to the borders of Baron Grayson’s fief over a vast vale dotted by solitary and mossy stone boulders and sparse shrubs.
Sir Roland Halfstaff
player, 120 posts
A stiff-necked
hard-nosed sob
Tue 23 Jan 2018
at 01:47
  • msg #2

Re: Scene 4: Hellwinter

The Director:
[OOC suggested soundtrack: World of Warcfraft, by Jason Hayes]

At the height of 2000 metres, exactly on the top of Hellwinter Peak, stands a solitary watchtower made of grey stone and bathed in an eerie silence, solely torn by sudden hailstorms.
Dark clouds gather over the area, as if to warn you to turn back as soon as you can and leave this sorrowful place.
The eastern ledge of the peak looks out to the borders of Baron Grayson’s fief over a vast vale dotted by solitary and mossy stone boulders and sparse shrubs.

With narrowed eyes, Sir Roland takes one look at the tower in the distance, and licks his lips nervously. "There is an ill-favored look about this place. The very atmosphere is tinged with an evil feel. We shall not tarry but quickly finish what we came here for."

He turns back to look at his comrades. Everyone is worse for wear after the harrowing climb. We could do with some food and rest.

OOC - @Director: Are there any boulders, trees, or any form of shelter where we can make camp for the night? If not, guess we gotta camp inside the Tower.
The Director
GM, 166 posts
Tue 23 Jan 2018
at 01:58
  • msg #3

Re: Scene 4: Hellwinter

There is not that much on top of Hellwinter Peak, but at least the Tower, maybe combined with some bigger bounder, can provide some protection from cold winds, hoping they won't change direction too often.
Sir Roland Halfstaff
player, 121 posts
A stiff-necked
hard-nosed sob
Tue 23 Jan 2018
at 02:10
  • msg #4

Re: Scene 4: Hellwinter

The Director:
There is not that much on top of Hellwinter Peak, but at least the Tower, maybe combined with some bigger bounder, can provide some protection from cold winds, hoping they won't change direction too often.

A quick scan of the area nearby reveals no sign of anything that can remotely serve as a shelter against the cold cutting wind. "Friends. We have no choice but to camp within the Tower for the night. It's either that or risk freezing to death out here in this god-forsaken weather."

"Let's go."


The knight leads the way cautiously towards the Tower.

OOC - So the plan is to enter and perhaps scout out the Tower alittle to make sure it is safe to camp there. Then just spend the night at the 1st level.
Garl Ligoosh
player, 68 posts
Turn that ofal down!
Tue 23 Jan 2018
at 02:17
  • msg #5

Re: Scene 4: Hellwinter

Garl follows warily.  The tower gives him a feeling of ill-boding, but anything is better than climbing.
The Director
GM, 167 posts
Tue 23 Jan 2018
at 02:26
  • msg #6

Re: Scene 4: Hellwinter

You approach directly the tower but entrance to the tower’s courtyard, in front of you, is secured by a rusty iron gate, chained from the inside.
The gate is placed in the middle of the path, some 10 meters before the tower, firmly hinged to a stone archway dappled by moss and scrubby pale bushes.
Rorn
player, 28 posts
Humble farmer's son
SK 7 SM 05/14 LK 10
Tue 23 Jan 2018
at 04:00
  • msg #7

Re: Scene 4: Hellwinter

At the height of 2000 metres, exactly on the top of Hellwinter Peak, stands a solitary watchtower made of grey stone

Once they had reached the top Rorn's spirits had risen immensely and while the scene was grim, the youngster was smiling.

"So, Sir Roland, er, the lack of a welcoming committee means your fellow knight isn't here?  How was this tower built, anyways??  By magic?  I didn't see a road for wains or any constructors."

Magic, it was probably magic.  Rorn was very grateful for the witch-elf's scaring away of the goblins, and very grateful too for rope tricks.  I wonder what else he can do?  Fly?

entrance to the tower’s courtyard, in front of you, is secured by a rusty iron gate, chained from the inside.

"Well, that's a good sign, I mean, it's not broken and wide open right?"

Now that they were close, Rorn scans the Watchtower for any movement in a window or battlements.  Just their luck to get a face-full of arrows before they could explain that they were the Good Guys.


Questions Three
1: Is there an outer wall that the gate sits in, or just a fence?  If so, how high is the wall/fence?
2: Has Rorn recovered any stam. since the pit?  Currently at 5 out of 14  (eeeps)
3: Are there windows or battlements?  Awareness roll to spot a watcher?

This message was last edited by the player at 04:01, Tue 23 Jan 2018.
The Director
GM, 168 posts
Tue 23 Jan 2018
at 04:41
  • msg #8

Re: Scene 4: Hellwinter

OOC In reply to Rorn (msg # 7):

1) It is a wall, tall at least thrice as much as you. Not the easiest way, but you may make some attempt with a rope.
2) See link to a message in this game msg #32
3) As far as you can see, there are just arrow slits. Of course you can roll for Awareness, as always, if you want.

This message was last edited by the GM at 04:41, Tue 23 Jan 2018.
Sir Roland Halfstaff
player, 122 posts
A stiff-necked
hard-nosed sob
Tue 23 Jan 2018
at 04:47
  • msg #9

Re: Scene 4: Hellwinter

Sir Roland stops a good distance from the gate/wall and looks around...

OOC - 12:44, Today: Sir Roland Halfstaff rolled 4 using 2d6.  Awareness. vs 9.
Doesn't Sir Roland have the key or something to the gate?

Garl Ligoosh
player, 69 posts
Turn that ofal down!
Tue 23 Jan 2018
at 20:33
  • msg #10

Re: Scene 4: Hellwinter

“If necessary, I can probably use the same spell I cast on the rope on that chain.  Might get us in a lot quicker.”
Rorn
player, 29 posts
Humble farmer's son
SK 7 SM 11/14 LK 10
Tue 23 Jan 2018
at 20:56
  • msg #11

Re: Scene 4: Hellwinter

Rorn also scans the tower, in case there was light, or movement, or anything strange like an unrecognised pennant flying from the flagstaff.

Meh, 11.  Still, my character has +2 Awareness and Hawkeye, if I understand, so 7+5  = 12 target number? Is that correct? If so, he only fails on a nat 12?

2:53, Today: Rorn rolled 11 using 2d6.  Awareness, scan the tower.


Since the young hunter assumes the Sir Knight has the authority to open the gate, he waits ... unless the witch-elf can just magic it open, of course!!
The Director
GM, 169 posts
Wed 24 Jan 2018
at 01:30
  • msg #12

Re: Scene 4: Hellwinter

From your point of view, looking at the tower from the south, you can't see or hear anything alive apart from birds.
The rusty iron gate doesn't seem exceedingly heavy and maybe you can open it with your strength or you could try piking the lock, if you have this "noble" skill, however, Garl is quite confident he can open it with a rope trick.
Sir Roland Halfstaff
player, 123 posts
A stiff-necked
hard-nosed sob
Wed 24 Jan 2018
at 08:00
  • msg #13

Re: Scene 4: Hellwinter

Garl Ligoosh:
“If necessary, I can probably use the same spell I cast on the rope on that chain.  Might get us in a lot quicker.”

Sir Roland turns from his careful survey of the walls, the gate, and the tower. A look of discomfort...and perhaps alittle fear...shows in his azure blue eyes as he gazes at his Elven comrade. Licking his lips, he replies testily. "Quietly then friend Garl. If you can."

Drawing his blade, the knight motions for his comrades to be ready to quickly enter and fan out to secure the courtyard once the gate is opened. Right in the front, Larson is to enter quickly with himself. Rorn and Galendra are to follow alittle bit behind the 2 warriors. And Garl is to come last.

Once everybody is ready, he nods at Garl then turns back to the gate...
Garl Ligoosh
player, 70 posts
Turn that ofal down!
Thu 25 Jan 2018
at 03:30
  • msg #14

Re: Scene 4: Hellwinter

22:30, Today: Garl Ligoosh rolled 5 using 2d6.  Cast Animate on chain.
The Director
GM, 171 posts
Thu 25 Jan 2018
at 03:36
  • msg #15

Re: Scene 4: Hellwinter

The gate opens with little effort and you can enter the tower’s courtyard.
Once inside, from the windswept courtyard, a desolate view of the surroundings is shown to you. Only the howling wind and the squeaky caws of the crows may be heard from here, as there’s seemingly no sign of human presence.
An old stone well lies in the courtyard’s centre. There’s a rope hanging from a pulley shaft.

[OOC see the game map for a better view of your surroundings.]
This message was last edited by the GM at 03:50, Thu 25 Jan 2018.
Sir Roland Halfstaff
player, 124 posts
A stiff-necked
hard-nosed sob
Thu 25 Jan 2018
at 04:01
  • msg #16

Re: Scene 4: Hellwinter

His blade up and ready, Sir Roland enters cautiously but quickly, stepping into the courtyard of the small keep, then fanning out to the right (ie: south) flank. His gaze runs over the whole inside of the keep, especially areas which are shrouded in shadows, watching for presences, threats, and traps.

EDITED...

He gestures silently to his comrades, indicating the small stone building to the side, then carefully but quickly moves towards it. As he passes by, he peeks a look down the well.

OOC - Sir Roland indicates towards #1 and moves towards there.

12:01, Today: Sir Roland Halfstaff rolled 10 using 2d6.  Awareness. vs 9. FAILED

This message was last edited by the player at 04:16, Thu 25 Jan 2018.
The Director
GM, 172 posts
Thu 25 Jan 2018
at 04:08
  • msg #17

Re: Scene 4: Hellwinter

Sir Roland can't see the bucket at the end of the rope. Either there is no bucket or the bucket is hidden in the darkness, as it is sunset.

[OOC The whole thingy is a tower. Room #4 is just a part of the tower (hem... the stables...)
If you want to have a better look to the various rooms, please let me know in detail which room you want to visit.]

This message was last edited by the GM at 05:14, Thu 25 Jan 2018.
Garl Ligoosh
player, 71 posts
Turn that ofal down!
Thu 25 Jan 2018
at 16:46
  • msg #18

Re: Scene 4: Hellwinter

“Be careful, Sir Roland,” Garl calls out.  “You never know what you’ll find, looking down an old well.”
Sir Roland Halfstaff
player, 126 posts
A stiff-necked
hard-nosed sob
Thu 25 Jan 2018
at 16:56
  • msg #19

Re: Scene 4: Hellwinter

Garl Ligoosh:
“Be careful, Sir Roland,” Garl calls out.  “You never know what you’ll find, looking down an old well.”

Sir Roland gives a single nod. He signals for Rorn and Galendra to light torches, then pauses where he is and looks around warily while waiting for them.
Rorn
player, 31 posts
Humble farmer's son
SK 7 SM 11/14 LK 10
Thu 25 Jan 2018
at 19:20
  • msg #20

Re: Scene 4: Hellwinter

He signals for Rorn and Galendra to light torches

Assuming someone gives Rorn a torch, he lights one.  He also peers down the well in case there was something unexpected down there.

Rolled a 5, noice :)
11:16, Today: Rorn rolled 5 using 2d6.  Awareness, look in well.


He's also interested in the stables, figuring you could tell a lot about any inhabitants from what was going on in there, or if it was deserted.  Rorn also points out the stables were a good place to bed down for the night.  "It might smell, but at least you can count on the roof not leaking!"

Rorn asks Sir Roland: "The fellow who lives here, Sir-What's-'Is-name .. did you and he ever meet, as in, you would recognise him if you saw him?"
This message was last edited by the player at 19:22, Thu 25 Jan 2018.
Sir Roland Halfstaff
player, 127 posts
A stiff-necked
hard-nosed sob
Thu 25 Jan 2018
at 19:46
  • msg #21

Re: Scene 4: Hellwinter

Rorn:
Assuming someone gives Rorn a torch, he lights one.  He also peers down the well in case there was something unexpected down there.

He's also interested in the stables, figuring you could tell a lot about any inhabitants from what was going on in there, or if it was deserted.  Rorn also points out the stables were a good place to bed down for the night.  "It might smell, but at least you can count on the roof not leaking!"

Rorn asks Sir Roland: "The fellow who lives here, Sir-What's-'Is-name .. did you and he ever meet, as in, you would recognise him if you saw him?"

Sir Roland nods in approval as he sees Rorn light the torch with quick and quiet efficiency. "We will make a soldier of you yet."

At the mention of Sir Gallaharn, the knight turns to look at Rorn, a stoic impassive expression on his face. "His name is Sir Gallaharn. For years we were comrades. Brothers in arms. Knights in the service of Lord Grayson." He speaks no further on the matter, but gives the village youth a strange look of regret and bitterness, before turning back to the task at hand.

As Galendra lights and holds aloft the other torch, the knight beckons the party to follow him. "We will rest soon. But with these torches, let's take a look see around 1st. Before bedding down for the night." He leads the way to the low building.

OOC - Building #1. Ok for everyone?
Garl Ligoosh
player, 72 posts
Turn that ofal down!
Thu 25 Jan 2018
at 20:37
  • msg #22

Re: Scene 4: Hellwinter

As they enter the building, Garl sticks close to (and a bit behind) Sir Roland.  He doesn’t want to end up in a brawl with hobgoblins.  And before they enter, he glances back at the well to make sure nothing is crawling out.
This message was last edited by the player at 20:38, Thu 25 Jan 2018.
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