Breath of New Moon turns her head to look at The Shadow silently for a second before ignoring his (hopefully) jocular comment.
"We'd better get it out of the river at least, we don't want it floating downstream to town."
Using her glaive, she pushes one half up on to the nearest shore, assuming The Shadow will follow suit. She then proceeds to hack it into smaller chunks, hurling each chunk in a different direction into the woods. Once this is completed, she'll start moving on towards the Mountain.
Soon the creature is diced and scattered, and the party continues into the wilderness.
By following the stream, you are able to move through the woods at night without getting lost. It is a frightening and tense trek, but soon (d6=2) you reach the treeline without incident.
For the first time, you can clearly see the pulsing light shining from a rocky ridge above. The beacon is coming from a lighthouse-like structure that you can just barely see silhouetted in the moonlight. The direct path to the lighthouse is a final scramble up a steep, moonlit slope of loose rock and gravel. Alternately, you speculate you could take the long way, circling the edge of the woods until you reach the top of the ridge, and then follow the ridge-line.
Post by mushgnome on Sept 12, 2011 19:15:04 GMT -6
The party skirts the edge of the forest to the top of the rocky ridge. As you cross the undulating lunar landscape, you appreciate why the beacon can only be seen from certain vantage points (like the Aylesbury church tower). There are many contours and boulders, so (d6=3) you avoid detection and move to a hiding spot a stone's throw to the east of the light tower.
The beacon consists of a 30-foot metal tower ringed by an 8-foot diameter disk near its tip. On top of that is a skinny antenna that terminates in an ominous green light, blinking at 30-second intervals.
At the base of the column is a wooden structure like some kind of shed or garage. Dozens of large wooden reels or spools are stacked outside, coiled with thick metal cable that glints dully in the moonlight.
The hour is late, everything is quiet, and you see no sign of activity (human or otherwise).
Post by mushgnome on Sept 12, 2011 21:19:59 GMT -6
You have climbed the eastern "leg" of Trapezoid Mountain. The beacon/shed complex has a dominating view of the sloping face to the south-east (toward Aylesbury and the train). You have not yet crested the mountain to see what terrain lies to the northwest.
The shed has two entrances:
On the north (to your right) side of the shed: a large double-door big enough for an animal or vehicle... the muddy ground appears trampled or grooved.
On the east (near) side of the shed (nearest to you): a man-sized wooden door in the "dutch" style; the top half is open and the bottom is shut.
The shed stands between you and the beacon-tower; it is the nearest part of the complex to Aylesbury.
Inside the door is a small room that clearly occupies only a portion of the shed. (1d6=2) It appears to be presently unoccupied.
There are normal-sized wooden doors on the left and right walls. You cannot see the opposite wall because it is covered with hanging blinds. The floor is covered with worn and grimy gray carpet.
There is a wooden desk occupying the center of this small room. On the front of the desk is carved a large image of a trapezoid. There are a half-dozen small chairs in front of the desk and one large chair behind it.
Other features of note include a small sink/basin in the corner and a wooden cabinet next to it.
More that that, it is difficult to see in the darkness. The room is dimly illuminated by moonlight through the half-open door, but further investigation will require a light source...
Breath carefully opens the lower-door and enters the small room. She doesn't yet make any light, but moves around the desk to slowly lift the blind on the far wall and peer behind it. She's watching her footing carefully in the dim light, trying not to make any undue noise by stumbling over anything hidden in the gloom.
Last Edit: Sept 14, 2011 11:56:23 GMT -6 by kipper
Post by mushgnome on Sept 14, 2011 12:32:44 GMT -6
Breath tip-toes quiet as a ghost over the thick carpeting. Carefully lifting a corner of the blind, she sees a large glass window. Based on her spacial perceptions, this window must look into the main, central area of the shed. However the room on the other side is pitch black; nothing can be seen.
Post by mushgnome on Sept 18, 2011 15:34:46 GMT -6
Breath illuminates her head-lamp and begins to search the room. She looks around at the two doors, the shade-covered window, the sink, the cabinet, etc. but decides to start with the large "welcome" desk in the center of the room.
The desk is a sturdy, plain design (except for the large trapezoid logo) constructed from a cream-colored, soft wood. The top of the desk is worn smooth from heavy use. It is bare except for a pen-on-a-chain, a scissors, and a small pump-bottle.
The chair is large and looks like the most comfortable chair you've ever seen. You take a deep breath and cautiously roll the chair back on its wheels so you can get a better look under the desk. Thankfully, the thick carpet muffles any sound.
Under the top edge of the desk is a wide, shallow drawer. To the left is a filing cabinet. Both of these are made from thin metal, are bolted to the wooden desk, and have small key-holes. On the floor to the right is a small wicker waste basket.
Post by mushgnome on Sept 18, 2011 15:39:35 GMT -6
Meanwhile Shadow, Fated, and Pack Slave keep watch outside. [d6=6]
In the distance... GONG! GONG! GONG!
The great Church Bell of Aylesbury echoes up the mountainside to Trapezoid Peak! Not the complex rhythmical pattern you heard earlier when the Pastor was in the bell-tower, but a frantic, agitated tolling that can only mean one thing...
Breath hisses a curse at The Shadow's announcement.
"Maybe you and Fated'd better come in here in case someone comes out there," she suggests.
Whether or not they take up her suggestion, she then shuts the door again, so as to not let any more light out. She tries pulling out the shallow drawer. If it's locked, she'll try the wooden cabinet over by the sink. If that's locked too, she'll switch off her head-lamp.
Last Edit: Sept 19, 2011 11:11:17 GMT -6 by kipper
Post by mushgnome on Sept 22, 2011 11:40:30 GMT -6
Breath checks the desk drawer and file cabinet; alas, they are both locked. The metal however is thin, and you reckon you could easily pry it open with your glaive. (This would make a lot of noise, of course!) The sink-cabinet is not locked and contains various small vials, jars, and boxes, perhaps some type of medical supplies or cosmetics?
As Shadow steps inside, he is momentarily dazzled by a bar-like pattern of shadows across his vision. A light has switched on in the next room, beyond the window, and is shining through the horizontally-slatted hanging blinds. The bright light is accompanied by a loud grinding noise!
Fated to Die hesitates outside. From his vantage point at the rear of the marching order, he sees the large double-doors on the right-hand (north) side of the shed are noisily creaking open, and a bright light shines through!