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King's Posts are waypoints along the roads that are staffed with the
King's soldiers. In theory, the King's posts keep the roads free of
highwaymen, and are a safe place to rest while travelling.This King's
Post, however, is in sad shape. It appears to be unmanned, and there
are signs of recent battle.Broken weapons and bloodstains are scattered
across the charred ground outside the Post, and the heavy oaken door
is ajar.
Outside:
SKILLS |
Search |
0 |
Nothing to be found |
Spot |
0 |
There are no traps |
Track |
10 |
The ground is a disaster. The defenders were definitely
against a mounted enemy. Fire was used by the defenders. |
|
14 |
The enemy were mounted on Worgs. You suspect an Orc
attack, and a *large* one. |
ITEMS |
There's nothing you want. No, really. It's all crap. |
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Downstairs:
SKILLS |
Search |
16 |
You discover a secret panel in the wall. It is locked. |
Spot |
10 |
(On the panel) There are no traps. |
|
13 |
(On the passage) There is a dart trap triggered by
a tile in the floor. |
Pick Lock |
12 |
(On the panel) You succeed. The panel opens to reveal
a short passage, with a chest at the end. |
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22 |
(On the chest) The chest springs open, to reveal
three scrolls (Colour Spray, Cure Light, Transmogrify [Cursed]),
a short sword (+1), and a black wand with arcane writing (Draconic).
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ITEMS |
Colour Spray |
This is a vellum scroll, much like any
other. It contains Colour Spray. |
Cure Light |
This is a vellum scroll, much like any other. It
contains Cure Light Wounds. |
Transmogrify |
This is a vellum scroll, at first glance, much like
any other. It contains Transmogrify. What it *doesn't* tell you
is that using it turns the caster into a toad. |
Short Sword |
This is a beautiful piece of work. Single edged,
with a basket hilt, the whole of it done in an almost chrome-bright
metal. The sword is beautifully balanced and you feel more skilled,
just holding it. (Sword is +1) |
Black Wand |
This is a pointy piece of wood, about 18in long,
with curling hematite smoke painted on it, along with a few phrases
in Draconic. (Read Draconic: Summon Monster II / Guaranteed for
badgers, every time! / Frobozz Magic Co, Eastwick.) |
Roof:
SKILLS |
Search |
00 |
Nothing to see. |
Spot |
06 |
(After the Monks) You see a flash of white armour
in the trees. You know these are not the Orcs from the earlier attack. |
Listen |
10 |
(After the Monks)You hear hoofbeats. From the sound,
they are running. |
Notes:
-
Dropping the chest off the roof will open it. The
wood of it is magic, but the lock's just a really good Dwarvenmade,
which doesn't hold up to the impact, and springs open.
- The dart trap is just a sleeping dart. If you are hit, you will be
out for 1d4 hours. Normally, this would be long enough for the guards
to find you, but not anymore...
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