ROA: Part 1, The Lone Tower

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fathom123
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"I'll leave the bodies to the priests, we can head to the city now where you can rest and we can take you in the morning. It will take a solid day, but it will shave of several days of your journey." He give a gruff smile. "I will be ready when you are."

He stands off to the side, waiting for the party to be ready.
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Kratimos stretched his shoulders out, "Let's do this, my little friend"
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Minather shrugs and says Very well.
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Let's do it. I'm curious what adventure awaits before us.
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Brokan silently follows the group.
Brokan Mok

O Divine Master, grant that I may not so much seek . . . to be understood, as to understand.
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Guy hangs back as the party proceeds to follow their new friend. He contemplates the still form of the creature they had battled... a battle he had contributed to not at all. He'd made himself useful in averting conflict with the gnomes, perhaps... but he wasn't trained to be a statesman. He was supposed to be a warrior, an instrument of the wrath of the Lord of Battles. He'd nearly dropped his blade twice in combat, and even when he didn't he had struck as if afraid.

And, perhaps that was the truth of it. He was afraid. Terrified. The first time his blade bit into the flesh of an enemy, he would irrevocably cross the line. No longer would he be a pupil, a trainee, a squire, whose only experience with a weapon was on the training lists at the Citadel. The moment he drew blood for the first time would be the moment he finally became a killer.

His stomach lurched. Surrounded by the corpses of innocent gnomes that had been killed by this beast, he realizes he is terrified by the idea of having something in common with a creature that would commit these kinds of acts. It is different of course... Protecting the innocent, righteous vengeance, the wrath of justice... but as he watches the flies descending on the bodies of innocent and monstrous alike, somehow those words seem a bit hollow.

He sighs, resigning himself. That was the sacrifice, wasn't it? Clerics were the good, clean, followers of their deity who focused on their good works and noble deeds. A Paladin was one who served their deity by being instruments of death and battle, as much an angel of death as a saint. He had chosen the sword over the mace, and now the reality had finally hit him. He had seen his father kill. He had seen the way Guy the Elder had given himself over to the violence and fury of battle and slain a small group of bandits that had threatened his family. What he did was necessary... but it was clear his father had enjoyed himself. He had felt a swell of both horror and pride in that moment, and had never forgotten it.

Perhaps that's what a Paladin was. A follower of deity who had, on some level, given up a part of his soul to protect the innocent. It is time for Guy to decide. Is he ready to make that sacrifice, or will he shy away, again?

His heart heavy, he follows his companions.
"He who takes offense when no offense is intended is a fool, and he who takes offense when offense is intended is a greater fool."
—Brigham Young

"Don't take refuge in the false security of consensus."
—Christopher Hitchens
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You follow the gnome called Ingruhn for several miles in the direction of the higher peaks. You eventually get to an entrance carved into the rock itself. A large draw bridge lowers and the metal bars behind them begin to rise.

The doors to the city
Spoiler:
Image
Brokan
Spoiler:
You notice that this seems distinctly dwarven in craftsmanship. Not normal for a gnomish community to have.

You walk through the massive entrance into a large hallway. You notice that there are thin slits in the walls every 5 feet or so.

((Roll a Spot check. If you get 13 or higher, you notice this))
Spoiler:
It seems you are being observed. If you didn't catch it, you would think you were looking through a dark slit. However, in the darkness behind these thin openings you notice a soldier standing at the ready, dressed in the similar garb that the soldiers on the road were wearing. In his hands, he holds a crossbow and stands at the ready. He's not aiming it at the party, though he is alert. He stands in total darkness and his eyes have a feint redish glow.
You walk for what seems like an eternity, those slits every few feet. Eventually you reach what seems to be the end of the hall. The stone below you seems to be replaced by several sheets of thick, sturdy glass.

((Roll knowledge (architecture) or if you are a dwarf you can roll your wisdom modifier to spot this. You have to roll 12 or higher))
Spoiler:
You notice the floor is a light layer of glass and above you, as wide as the hallway are four massive pillars of stone one behind the next. You know that this was built for a defensive last resort. If an invading army were to get to this point, they would simply flip a switch and those massive pillars would break through the solid glass forming a barrier that is roughly 20 feet of solid stone.
Once you exit the hallway, you are greeted by a subterranean village. Inside the rock are carved many caves with little wooden doors affixed to their entrance. These homes seem to go up the wall a few hundred feet. In front of the homes are a walkway that extends down the length of the homes from first to last. The number of homes ranges in the hundreds. As you approach what could only be the town center, you notice a plinth in the center. The plinth seems to radiate heat and light for the whole town. The inhabitants of the town seem to be a mixture of peoples. Mostly gnomes and dwarves.

((Roll knowledge (history), knowledge (dungeoneering), or dwarves can roll their wisdom modifier. 12 or higher.))
Spoiler:
You notice that this community is comprised of gnomes and dwarves. What most wouldn't notice is that mixed in with the gnomes and dwarves are the fabled deep gnomes (svirfneblin) and dark dwarves (duerger). Typically the Duerger are enemies to their surface kin, but for some reason, these duerger seem to be at peace with those who are around them.
Ingruhn guides you to a small inn located in the rear of this massive cavern. You find that the accommodations are hospitable and the people seem, if anything, jolly and good natured. Children are playing in the streets. They play hopscotch and marbles

((appraise check, roll 12 or higher))
Spoiler:
The marbles seem to be made of rare and expensive jewels. Something rumored to be common amongst subterranean peoples.
When you awaken the next day, Ingruhn guides you to a passage in the rear of the cavern. The set up is the same as the hall leading into the city, only in reverse order with the slits in the wall toward the end. There you are greeted by several strange gnomes with eyes that glow slightly red. They are mounted on what can only be described as massive boars.

((Roll a knowledge (dungeoneering) or knowledge (nature). 15 or higher.))
Spoiler:
The boars are covered in what look to be mushrooms. The mushrooms cover the creatures hide and form a type of armor. Their tusks are made of what looks like metal. These are the mushroom pigs, rare mounts found in the underdark. They typically live below the surface and are blind but can see via darkvision and a type of sonar that they emit from their snouts. They are known to be strong and sturdy mounts, quite capable of carrying you the distance needed to travel.
There, Ingruhn stands to bid you a fond farewell. He marks the location of the city on your map.

Newest Map
Spoiler:
Image
"Should any of you decide to come and visit, our hall will always be open to you." Ingruhn gives a slight bow of thanks. Those around him follow his lead and offer a bow of thanks as well.

((Hey guys, I hope this helps things along. Thank you for your understanding while life is a bit chaotic at the moment. You don't have to roll for every check mentioned above unless you want to. You can pick and choose as you see fit. If you have any interactions you wish to have with the city or it's peoples, please let me know. I fast forwarded it so that you guys can progress further into the quest.))
Jeremiah 20:9-But if I say, "I will not mention him or speak any more in his name," his word is in my heart like a fire, a fire shut up in my bones. I am weary of holding it in; indeed, I cannot.
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Kratimos kept relatively silent during his time through Daingean, but kept his eyes and ears open and his mind alert. He was taking in as much as he could.

Spot:
[dice]0[/dice]

Appraise:
[dice]1[/dice]

((I didn't roll for knowledge since I'm untrained in those fields, and the DC was all higher than 10. Is this correct? Or can I roll with just my int modifier?))

EDIT: Rolls for Knowledge, if allowed.:

Knowledge (architecture):
[dice]2[/dice]

Knowledge (history):
[dice]3[/dice]

Knowledge (dungeoneering):
[dice]4[/dice]
Last edited by ArchAngel on Tue Jul 24, 2012 9:23 pm, edited 1 time in total.
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RoA: Kratimos/Lycan
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ArcticFox
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ArchAngel wrote: ((I didn't roll for knowledge since I'm untrained in those fields, and the DC was all higher than 10. Is this correct? Or can I roll with just my int modifier?))
((Pretty sure you can roll them all untrained, so I did. If I'm mistaken, someone club me.))

Spot Check: [dice]0[/dice]

Knowledge(Architecture): [dice]1[/dice]

Knowledge(History): [dice]3[/dice]

Appraise: [dice]2[/dice]

Knowledge(Dungeoneering): [dice]4[/dice]

Guy struggles to reconcile the mix of those traditionally evil sects with the more common counterparts. Were they no longer evil? Were they merely tolerated? His hand had almost instinctively reached for his weapon several times, but in the end he had managed to remain peaceful.

He had not, however, slept very deeply.
"He who takes offense when no offense is intended is a fool, and he who takes offense when offense is intended is a greater fool."
—Brigham Young

"Don't take refuge in the false security of consensus."
—Christopher Hitchens
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Spot Check
[dice]0[/dice]

Appraise
[dice]1[/dice]

Knowledge History
[dice]2[/dice]

Knowledge Dungeoneering
[dice]3[/dice]
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Crimson Blade treads carefully through Daingean she kept her hand close to her dagger but made a point not to touch it unless needed. She whispered to her party Why do some gnomes have red glowing eyes?

At the inn CrimsonBlade ponders playing marbles with the kids...she's not just interested in the kids though
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"I'm not sure," Kratimos replies, "But I think I want some."

((Compliments on the map, fathom!))
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Deepfreeze32
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Minather casually flips out his locket and clicks it open. He references his scroll as well. Eventually, he puts them away and continues admiring the city.

Rolls:
Spoiler:
Spot
[dice]0[/dice]

Knowledge: Architecture
[dice]1[/dice]

Knowledge: Dungeoneering
[dice]2[/dice]

Appraise
[dice]3[/dice]

Knowledge: Dungeoneering
[dice]4[/dice]
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Spot:
[dice]0[/dice]

Knowledge Architecture (As Dwarf):
[dice]1[/dice]

Dungeoneering/History (As Dwarf):
[dice]2[/dice]

Appraise:
[dice]3[/dice]

-----------------------------

I search for a tavern.

-----------------------------

((Also, regarding skill checks. Some skills can be used untrained, some cannot. Knowledge for example, cannot. To see the full lise, look it up in the book or SRD. For now, Spot and Appraise can be used untrained, Knowledge can't.))
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ArchAngel
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((Yeah, I was looking at the SRD, and it said:
An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).
))
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RoA: Kratimos/Lycan
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