Chapter One, Part Two: The Road to Brinewall

Previous topic - Next topic

SteveRogers

S'Vith, who has been uncharacteristically quiet for what seems like an age, nods solemnly and then adds, "Anything magical or of value is likely to be in yonder castle.  I think we need not fear possible ambush in the village because we are likely to face unspeakable, unimaginable trials in the castle itself.  One trial at a time, my friend."  He places his hand on Horcrust's shoulder, "We must keep our priorities straight, lad.  Lady Ameiko needs whatever help the castle may offer.  Let us not dally with hypotheticals in the village."

TheTick

As you travel west and north toward the castle, you can see through the trees several ruined buildings.  Some are little more than stone foundations with smashed timbers sticking up here and there, but there is one building that catches your eye - a glassworks, or what's left of one at least.  The resemblance to the Kaijitsu glassworks back in Sandpoint is unmistakable, despite the fact this one has been abandoned for many years.

The forest ends about 30 feet shy of the castle wall.  The main castle entrance is closed off by a gate.  Even from this distance, it looks beat up and rusty.  You would have to approach closer to see what's inside, if anything.  The forest approaches the walls to the east, while the castle backs up to a cliff to the west.  The castle walls have a tower approximately every 40 ft after the gatehouse area.

Spoiler: ShowHide
Let me know if you want to do anything at the gate, or explore further.  Consider yourselves in the forest just south of the castle entrance.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

SpamHead

Stealth Check 1d20+5: 14+5 = 19
Years of stealing finally paid off! :)

Lotofsnow

Faraway eyes the road leading up to the castle gate. Staying within the forest, he attempt to make out any sign of tracks or footprints on the path.

Perception 1d20+7 : 6 + 7, total 13

TheTick

The road to the castle does appear to be well worn.  You'd judge it to be used often.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

Lotofsnow

As Horcrust tenses as if to leave, Faraway places a hand on his shoulder.

"Careful sorcerer. This castle is occupied."

SpamHead

"I have got in and out of occupied areas more than once. However the risk may very well be too great if someone noisy comes along." Horcrust smiles, though does not leave if the druid does not let go.

Lotofsnow

Faraway lets his hand slip away from the sorcerer and fixes his gaze on the battlements and windows of the castle in an attempt to discern any reaction to his companion's approach.

Perception 1d20+7 : 6 + 7, total 13

SpamHead

Horcrust looks for anything of importance such as a way in (unlikely) or indication of who actually lives here. Once he has found out all he can, he comes back to report.

TheTick

Faraway sees no activity as Horcrust manages to get to the gate area without incident.  The sorcerer presses up against the wall next to the gate and looks in.  There is a second gate about 15ft in, closing this area off into a sort of gatehouse.  There are two odd looking creatures laying on the ground as well - they look like a cross between a crow and a man, about 5ft tall and covered in oily black feathers.  The two appear to be asleep.

Up close, the gate looks even more rusted and damaged, but does still operate.  The lever to open and close the gates are on the inside of the gatehouse, well out of reach.
Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception!

SpamHead

Horcrust returns: "There appear to be sleeping creatures in there, I could use magic to pull the lever I found on the other side of the gate, though that would likely wake them. I think we can squash them, but I would need everyone's approval. Also I could summon aid beforehand." (the aid would consist of the eagle being summoned at the same time mage hand pulls the lever)
If  everyone else want's to go along with this, Horcrust uses mage hand to pull the lever and start combat (probably, Faraway/Owen would probably want diplomacy as the first option)

Lotofsnow

Faraway looks to Owen, waiting to see the Paladin's decision before agreeing to Horcrust's plan.

Phil

Owen furrows his brow and answers "Very well.  I would ask that you not harm the creatures but to defend yourselves.  If they interpret your opening the door as aggression and attack, it cannot be helped.  We are getting into that castle one way or another."

Lotofsnow

Faraway swings his shield into position and draws his scimitar.

SpamHead

Horcrust goes over and pulls the lever with the spell (is 6lb enough to pull it?).

if necessary: Stealth Roll: 1d20+5: 15+5 = 20