Book 1: Chapter 4 - The Crow: The Lower Levels

Eberron is a world of pulp noir where swashbuckling and intrigue run rampant. The Last War is over, the war to end all wars, but many say the fighting has simply shifted from the battlefield to the shadows.

In the wake of a long and terrible war, a world struggles to find its destiny. Will it descend once more into brutal conflict and end in spectacular annihilation, or will the world emerge at last into a new era of peace and prosperity? One group of heroes hopes to make Eberron a better place. The Grey Company, formed by a collection of heroes recruits new members to their growing ranks -- you among them.

Run by the Dragonmarked Heir Vardaen
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Scout89
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Back in the Dungeons

Post by Scout89 » Wed May 27, 2015 3:55 pm

"Lets at least take a look at it. Check if it's stil there. Maybe its 'owner' moved it while we were gone."
A.K.A. Tvrod.

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Back in the Dungeons

Post by Eilandor » Wed May 27, 2015 4:16 pm

Fletcher nods at Helion's suggestion, then looks to the others, "Okay, let's get a move on." With that he begins to lead them to where the Sinspawn is hopefully still caged.
Number Two: "You are number six."
Number Six: "I am not a number, I am a free man!"
Number Two: "Muh ha ha ha ha!"

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Torture Chamber -- Sinspawn

Post by Vardaen » Wed May 27, 2015 5:35 pm

The group decides to see if the Sinspawn is still there. So the trip is west down the passage past the carcasses of the spider crabs and the cells there. Then south into the torture chamber.

Stairs descend into the room from the north, a heavy stone door blocks passage to the west, and a eastern corridor exits between cells blocked by doors of rust iron bars (leading to the healing basin). Scattered about the room are a number of instruments of torture from bygone days, now mostly gone to rot and ruin.

The northern cell's occupant is still present. A deformed, vaguely human shaped monster. When you arrive it throws itself in s fury against the door howling and banging just like before with mindless rage.
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Torture Chamber -- Sinspawn

Post by Eilandor » Wed May 27, 2015 5:46 pm

Fletcher stares at the Sinspawn, flailing itself into the cage in a fit of rage at the site of them. "Still here! Okay, what do you say we bring out the shard and see where it takes us."
Number Two: "You are number six."
Number Six: "I am not a number, I am a free man!"
Number Two: "Muh ha ha ha ha!"

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Torture Chamber -- Sinspawn

Post by ManWithDoor » Wed May 27, 2015 6:58 pm

Zeevan gulps, drawing his swords and taking a few steps away. "So ... yeah, that's a thing. We're, well, not just going to let it die of old age? Or get buried for future generations to deal with, like some sort of Ancient Legend?" He shudders. "That is one horrifying piece of work."
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Torture Chamber -- Sinspawn

Post by Scout89 » Wed May 27, 2015 7:02 pm

Helion grabs the shard and concentrates on it to find the next piece.
A.K.A. Tvrod.

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Torture Chamber -- Sinspawn

Post by Vardaen » Thu May 28, 2015 2:19 pm

Helion takes the shard and begins to focus on it, like before it pulls downwards, not horizontally. That suggests its still below you! There could very well be more levels below this one. The question is where to now, through the door to the west, or back to the kitchen area and what might be left of the centipedes.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Torture Chamber -- Sinspawn

Post by Scout89 » Thu May 28, 2015 3:56 pm

"I think we should head west through that door. We need to find a way of reaching the lower levels because that's where the next shard is."
A.K.A. Tvrod.

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Torture Chamber -- Sinspawn

Post by AdamDaBomb11 » Thu May 28, 2015 4:33 pm

"I have no intention of going through that centipede infested area unless I have to, so west it is!"
Detect Magic on the door. Best not to start off our journey with a trap to the face.
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Old Barracks -- Stairs Down

Post by Vardaen » Fri May 29, 2015 2:08 pm

I can just hear some cartoon character shouting

TRAP TO THE FACE!

Hitting you with a pie and running away. :)
Oloven searches for magic on the door, and finds none. Your new scout type gives it a look and finds it isn't locked or trapped with a mundane trap so Fletcher opens it and steps into the hall beyond. Like most of The Crow the passages are massive, designed with both Giants and Elves in mind it is tall dark ceiling and only the light spell from Oloven giving you illumination. Old cob webs and dust are all about, but they are old webs, and the spiders you find along the way are just a few little "dwarven longlegs" and are of threat to you or anyone unless you are a fly.

You pass through a few empty chambers, perhaps training rooms, perhaps party halls, its impossible to tell all these centuries later. After a search south you end up in a large room. It seems to have once served as a guard barracks, but the beds and other furniture here have long since crumbled into also unrecognizable ruins.

A hall way moves to the east, while a long set of stairs in the south heads down down down...
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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