D&D Solo Adventures
Whitebirch Ruins
You have arrived at whitebirch ruins
Choice
You have arrived at whitebirch ruins. You are walking along the main road of the town of whitebirch. There is a row of collapsed buildings on either side of you leading up to whitebirch fortress a little further in the distance. The occasional cloud of dust is kicked up by the wind on the road. To your surprise this place is completely unguarded, there are no hostiles in sight. The only audible sound you can hear is the harsh whistling of the wind around you. The landscape is very dark. The moonlight casts long dark shadows across your path. You see a few talon shaped columns of osbisidian rock jutting out of the ground, in and around the town ruins. They must have only just appeared in this place.
You move forward cautiously.
You pass through the town ruins without any encounters and are standing at the fortress entrance.. The portcullis of the fortress has fallen to gound on an angle, sometime in the past. At one end there is enough room to crawl through under the tilted portcullis.
You walk through the grey courtyard in the fortresses open air entrance way. You see more talon shaped rocks pretruding out from the ground as you have seen before. Tall weeds and grass once grew from every crack and crevous but is now dry and lifeless..There are a few collapsed walls on the exterior of the building, however the fortress itself appears to be a relatively strong structure despite its age.
You approach the braced front doors of the fortress. A magical lock has been placed on the handles of the door. A bright image flares infront of you, in magical blue light warding the fortress door. You notice on the floor that there is a black wooden tray decorated with silver runes infront of the door. The box is filled with black sand and a skeletal finger is resting next to the tray. You examine the magical ward on the door closely..
It is an outline of a duskshell, exactly like the one you found on the cultists early at olohands cottage, with a question mark next to it. You figure you must draw or write something in the sand to attempt to disable the lock..
Make an arcana check: (Roll Dice) Result
Make an Theivery check: (Roll Dice) Result
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What do you draw in the sand?