Dec 13, 2022 12:29 am
Day One. Early Morning. The Lowwater Road.
The rising sun brings about a new day, a day of adventure. Throughout the planning of the night, the group of adventures bent on looting the depths of the monastery of the Iron God had learned several key points of information. First, that the tombs contain Sacred Catacombs, which are deadly to those who enter without the proper reverence and rituals. Second, that the monastery itself was located nine miles up the Lowwater Road, a dangerous path that followed the coast of the Sinnar Ocean. It would take a day of walking to reach the ruins.
The morning travel is without issue, truly a blessed start to this expedition. Around high noon, a small troupe of minstrels pass from the opposite direction. They give a wide berth, but are friendly enough. Given the direction and armament of the group, they surmise that you are heading to the monastery and provide for you a cryptic warning to not attack the Guardian in Darkness. They also offer more advice at the cost of two gold coins per tidbit.
The day continues to pass as you trudge along, expecting (based on the reputation of the road) to cross paths with some danger, bandits or worse. But several hours after you encountered the minstrels, you pass only a mounted patrol of a bakers dozen soldiers. They question your intent, but determine that you are not bandits and continue on their way. It would seem they have more important duties to attend to, more dangerous foes to stand vigilant against.
Finally, as the day begins to come to an end, you find yourself at the base of a hill with a ruined cobble path leading to the site of what must have been the monastery. Not a tower nor wall was left standing, and the destruction is unnerving to see. You now have a choice. Do you camp outside the monastery for the night and venture forth come the morning, or do you head onward with weary legs? Either way, you suspect it will be dark as the darkest night within.
Day One. Late Evening. The Monastery of the Iron God.
The rising sun brings about a new day, a day of adventure. Throughout the planning of the night, the group of adventures bent on looting the depths of the monastery of the Iron God had learned several key points of information. First, that the tombs contain Sacred Catacombs, which are deadly to those who enter without the proper reverence and rituals. Second, that the monastery itself was located nine miles up the Lowwater Road, a dangerous path that followed the coast of the Sinnar Ocean. It would take a day of walking to reach the ruins.
The morning travel is without issue, truly a blessed start to this expedition. Around high noon, a small troupe of minstrels pass from the opposite direction. They give a wide berth, but are friendly enough. Given the direction and armament of the group, they surmise that you are heading to the monastery and provide for you a cryptic warning to not attack the Guardian in Darkness. They also offer more advice at the cost of two gold coins per tidbit.
The day continues to pass as you trudge along, expecting (based on the reputation of the road) to cross paths with some danger, bandits or worse. But several hours after you encountered the minstrels, you pass only a mounted patrol of a bakers dozen soldiers. They question your intent, but determine that you are not bandits and continue on their way. It would seem they have more important duties to attend to, more dangerous foes to stand vigilant against.
Finally, as the day begins to come to an end, you find yourself at the base of a hill with a ruined cobble path leading to the site of what must have been the monastery. Not a tower nor wall was left standing, and the destruction is unnerving to see. You now have a choice. Do you camp outside the monastery for the night and venture forth come the morning, or do you head onward with weary legs? Either way, you suspect it will be dark as the darkest night within.
Day One. Late Evening. The Monastery of the Iron God.
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