Chapter 3: The Monastery at Dimwater

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Mant72
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Re: Chapter 3: The Monastery at Dimwater

#381 Post by Mant72 »

Luna turns to Osprey and responds to his suggestion about the pendant, "There is wisdom in your words, friend elf."

Kragg and Hex remain outside the garden gate while the others decide to proceed inside. Entering the garden, the group sees that it is completely overgrown. Shrubs and trees that once were shaped into fantastical pieces of topiary now grow without restraint, their limbs and roots spreading as they will. The few fruit trees, edible plants, and herbs that remain now compete with weeds, briars, and thorns for space and sunlight.

Wil recognizes some of the species of ornamental trees and shrubs, for they are of the same variety that were cultivated back at his own monastery. Yon, Aric, and Luna identify some of the flowers and herbs as having medicinal properties. They see: Maiden Cap, Starflower, Shade Tongue, and an orange, trumpet-shaped flower that they are unfamiliar with.
Maiden Cap:
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Starflower:
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Shade Tongue:
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Unknown orange, trumpet-shaped flower:
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- Aric, Yon, and Luna see PM for plant properties.


Although the garden is now unkempt and choked with foliage, the party can still make out the remains of a covered walkway that meanders through the trees and bushes. It ends in front of the cat statue, which the group can now see is actually a fountain carved to resemble a large sitting cat. One of its ears has been broken off.

A small ramshackle shed sits off in the northwestern portion of the garden.
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Re: Chapter 3: The Monastery at Dimwater

#382 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

With recent door jamb experiences still fresh in his mind, Osprey is immediately leery of the covered walkway and reaches up to brush the back of his neck before realizing what he is doing.

Putting away his bow and drawing his sword, Osprey carefully begins to make his way into the garden. He uses the sword to check dark patches and possible hiding places.
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Re: Chapter 3: The Monastery at Dimwater

#383 Post by Storm11 »

Hex says to Phineas, "Shall we check out the building overthere whilst they explore yes?" nodding to building 15.
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Re: Chapter 3: The Monastery at Dimwater

#384 Post by Grognardsw »

Aric the barbarian gathers up the herbs except Shade Tongue. "I have heard stories of that dangerous herb."

He looks about the paths and before the covered walkway for any tracks.

DM can roll for Tracking.
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Re: Chapter 3: The Monastery at Dimwater

#385 Post by GreyWolfVT »

Kragg looks at Hex confused "It was just the two of us that stayed out here. Pretty sure Phineas went into the overgrown garden."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Chapter 3: The Monastery at Dimwater

#386 Post by Storm11 »

"oh my my stars, where is my mind. Yes indeed. Kragg, I meant, Kragg yes yes indeedy!" says the muddled Hex shaking his long topknot ruefully.
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Re: Chapter 3: The Monastery at Dimwater

#387 Post by GreyWolfVT »

Kragg "We might as well but lets hope trouble doesn't find us again Hex we've both been almost dead since we began searching these buildings."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Chapter 3: The Monastery at Dimwater

#388 Post by Storm11 »

Hex nods at the dwarfs wisdom. "Perhaps one of looks whilst the other gets ready to fire. We can always see if there are Windows to look through rather than opening doors maybe, hmmmm?"
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Re: Chapter 3: The Monastery at Dimwater

#389 Post by GreyWolfVT »

Kragg "Sure, looking can't hurt as much right? Lets go. Maybe we'll get back before they are done milling around in the overgrowth."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Chapter 3: The Monastery at Dimwater

#390 Post by Storm11 »

Hex gives the shadowblade a thumbs up and carefully moves off towards building 15
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Re: Chapter 3: The Monastery at Dimwater

#391 Post by ravenn4544 »

Wil stays sharp and approaches the shed. He'll walk around it and listen before looking to open any door he may find.
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Re: Chapter 3: The Monastery at Dimwater

#392 Post by GreyWolfVT »

Kragg follows along with Hex to take a peak at the building 15 on the map
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Chapter 3: The Monastery at Dimwater

#393 Post by Mant72 »

Osprey warily eyes the covered walkway that leads to the cat-shaped fountain, checking for any places that might hide enemies or serve as spots for ambush.

Aric collects all the herbs except for the Shade Tongue and warns the others about its harmful effects. He then begins to scour the area for tracks. He concludes that the place has not seen any traffic for quite some time.

Wil branches off from the others to investigate the shed to the north of the fountain. He listens intently for any sounds coming from within, but the monk hears nothing.

Waiting outside the garden gate, Hexalon grows curious about the building in the northwest corner (building 15), and he suggests that it should be inspected. Both he and Kragg move off to do so.

They see a two-story building that is in deplorable condition. Most of the second floor has collapsed and is now exposed to the elements. Four large pillars stand to either side of the double doors marking entry, and a thick moss has completely overtaken the building's façade.
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Luna clutches the pendant of Lunia in one hand and his flail in the other as he cautiously makes his way down the covered walkway leading to the fountain. He stops before the base of the fountain and stares up the 12 foot tall cat sculpture. It is badly cracked and chipped, and the fountain itself has long since gone dry. The various phases of the moon are embossed around its base. Luna reverently moves closer and removes the pedant from around his neck. He steps on the rim of the fountain to place it around the neck of the cat statue, and as he does, something juts forth from the fountain bowl.
Snake 1.JPG
Snake 1.JPG (75 KiB) Viewed 1235 times


To the acolyte’s horror, an enormous serpent latches onto his leg. He screams in agony and stumbles back to the ground as the snake sinks its fangs deeper into his thigh. The massive reptile coils about Luna like an iron spring, attempting to squeeze the life from the priest. Luna is rendered unconscious (2 HP damage from bite; 6 HP damage from constriction).

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Re: Chapter 3: The Monastery at Dimwater

#394 Post by Storm11 »

Hex nudges the dwarf as they come upon the crumbling structure. "Impressive is it not, hmmmm?" he says looking at the columns, seeing if there is a way to peer within without climbing up its broken walls.

"What do you think it was used for, hmmmm?" he asks, before a scream splits the night.

"From the garden, the good brother Luna of Luna is it not, yes yes yes!" he hisses before rushing back across to the entrance of the tangled foliage.

"Are you ok, what is happening in there?" he calls urgently, daggers in hand, keeping a wary eye on the current surroundings incase the clerics cries bring something else lurking within the monestary grounds to the company.

If possible he will try and find some cover from those outside the 'garden' ;)
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Re: Chapter 3: The Monastery at Dimwater

#396 Post by GreyWolfVT »

Kragg shrugs "Not sure sorta looks like an old barn hay loft." then after hearing the startled cry of Luna the dwarf rushes off following Hex.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Chapter 3: The Monastery at Dimwater

#397 Post by coil23 »

Osprey Palearctic, elven fighter/magic-user

Osprey rushes to the constricted cleric and swings his sword. Rather than targeting an area where he will be worrying about hitting the cleric, he swings hard at the part of the snake not wrapped around the cleric so he can focus on the blow and trying to lop off part of the enormous serpent.

To hit with LONGSWORD [1d20+1] = 10+1 = 11; Damage S/M [1d8] = 5; Damage L [1d12] = 7
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Re: Chapter 3: The Monastery at Dimwater

#398 Post by ravenn4544 »

Wil quickly dashes over to Luna and seeing the deadly snake launches forward with a blinding kick:

To hit with Open Hand [1d20] = 9; Damage S/M/L: [1d3] = 3
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Re: Chapter 3: The Monastery at Dimwater

#399 Post by Inferno »

P.T. Codswallop, halfling impresario:

Momentarily mesmerized by the forbidden Shade Tongue, Phineas snaps out of his larcenous ruminations when he hears a cry.

The dashing dramatist races forward gallantly and stabs at the giant serpent with his 'legendary' blade and misses!
"I think we've discovered the shedder of the scale," he says.

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Current Games:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery

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Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

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