GM Lithrac |
A sudden flash illuminates the dark sky, revealing an imposing stone bastion that cracks the smooth horizon. Arcs of lightning dance across the rain-soaked heavens in concert with the booming drums of thunder. Thick drops drench everything they touch, and cause pools of water to puddle on the winding dirt road. This road abruptly ends at a looming stone staircase that climbs to a stone causeway leading to the bastion’s formidable walls. Caradoc Alazario waits, shackled within. Venture-Captain Adril Hestram’s familiar voice booms once more in your ears from several weeks ago in balmy Absalom.
“Friends!” exclaimed Hestram. “May I introduce Bartavious Vlade, a generous patron and collector of obscure artifacts.” As Bartavious stood, his girth squeezed out from his chair. His jowls quivered as he spoke.
“Greetings. Recently, I funded an exploration into the Sodden Lands to uncover astrological trappings from the Saoc Brethren. Although the mission failed to bare any such objects, what we did find was more interesting. Hidden inside the ruins of sunken Oagon, my expedition discovered a vile series of pitted bronze disks.” Bartavious’s face darkened, “Translating these disks revealed their gruesome nature. Dedicated to Urgathoa, these tableaus depicted obscene rituals. Knowing these disks represented evil, I intended to ask the society to secure them within their many vaults for safe keeping.” Whispering, Bartavious continued, “Urgathoa herself must have sensed the disks, for as our ship sailed back to Absalom, that bastard Chelish pirate, Caradoc Alazario, stole the cargo!” Bartavious squished once more into his chair; through gasps he offered, “I have spent a fortune and finally located the pirate, who now rots inside a bastion within the Sodden Lands. His own cousin, the Mayor of Egorian, placed a bounty on his head too rich to pass up. Now, our disks rest at the bottom of the sea inside Caradoc’s sunken ship. I provided your Venture-Captain with all the details.”
Adril Hestram smiled. “We have work to do—make your way to this bastion and break out the pirate Caradoc Alazario. Our ship can’t approach the bastion, so you’ll need to acquire another one in order to flee with the pirate. In exchange for his freedom, ask him to take you to the site of his shipwreck.” Hestram looked a bit sheepish as he continued, “It looks like you are all going for a swim—so go prepared.”
A crash of lightning banishes the memory, bringing chill winds and unrelenting rain. Up ahead, at the end of the stone causeway, the Chelish bastion stands resolute, hinting at calmer conditions within.
Maybe you made some purchases before you left Absalom? If so, I'll ask you to sort this out now. Moreover, please introduce and describe your character, please.
Atum Nakhti |
Atum marches into the room, his mithral armor imprinted with the ruby scarab of Osirion gleaming as always. He holds a polearm vertically at his side, another strapped to his back. He hardly seems to blink as he listens to the briefing. "Atum Nakhti the Constant, servant of the Ruby Prince, member of the sacred order of the Living Monoliths, and defender of the Laws of Man, at your service," he says to Bartavious Vlade. "Have no fear, we will recover your artifacts."
Still working on purchases. Potions of water breathing and such most likely. I'll note it on my previous chronicle sheet.
Faldoc Tisbane |
Faldoc walks in, his companion Boomer at his side as always. Artifacts? How am I not surprised.
I need to update my profile as Faldoc is now 9th level.
Terrill Mayern |
"Won't be the first time I've broken someone's chains," comments Terrill as he looks around the room, recognizing a face or two. Though he's a bit short for a half-elf, his arms and shoulders are corded with muscle. He wears a beautifully crafted breastplate of blackened steel, and a pair of graceful curving blades run across his back, their hafts rising above his right shoulder, while a stout, black bow can be seen over his left. It's clear he has fought many a battle for others' freedom, and he grins with anticipation for the upcoming outing, even if they're only rescuing a pirate.
He considers what he's said, then adds, "though it will be the first time I've broken someone out to take them swimming."
Osric Longstride |
Osric scans the group of familiar faces. The tall man does not possess the brawn of Atum or Terrill, but he seem very nearly as agile as Faldoc. The huge wolf who accompanied him at Adril Hestram's briefing is not here.
He has hi perpetually grizzled appearance. But his bow glows faintly with arcane power, and his huge woodsman's Axe has a razor edge. The armor concealed beneath his cloak appears golden, and hints of magic as well.
"Well met, all. My name is Osric. I am a hunter and slayer of demons and undead, as many of you no doubt remember. My faithful companion Grimtooth has remained behind. I still hope to prove a formidable ally."
Probably some potions for me as well. Need to sort out last chronicle, then will post.
Arnthoth Koortuskson |
A hulking man of Kellid decent enters the room and looks around, nodding to Osric and Atum. Following close behind him is a wolf matching Osric's in size, but a little more bedraggled coat of hair. The wolf's tail wags almost imperceptibly as its sniffs the rear of the other wolf, recognizing the other canid.
"I am called Arnthoth, and this," He says, nodding to the wolf. "is Volfie."
Working on purchases over the weekend.
Darius Swiftblade |
A stout looking human with silver hair enters the lodge.. He's not wearing any armor that you can see, but carries a pair of scimitars.. He nods to Osric, Arnthoth, and Atum.. "Good to see you boys so soon again.. Nice to meet you other fellas.. So were going for a swim eh.."
Osric Longstride |
"This assignment sounds both challenging and unsettling. I'm not to fond of working with pirates. But I think we can handle it. What kind of security can we expect at the prison? And what do we know about the pirate's nature, specifically?"
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Terrill Mayern |
Knowledge (religion): 1d20 + 4 ⇒ (9) + 4 = 13
Terrill considers what he knows of Urgathoa, and lets his mind wander a bit to see if any other useful associations surface from his experience.
Atum Nakhti |
KN (religion): 1d20 + 4 ⇒ (3) + 4 = 7
"Who the hell is Urgathoa? Another one of your damnable gods causing more trouble than they're worth?"
Darius Swiftblade |
Darius bursts out in laughter.. Bahahahahhaahh!!!!! "Atum my friend, you are a special one! When we get done here drinks are on me!"
Flinders Offendurr |
A tall man with Chelaxian features, but wearing the clothes of Magnimarian fashion enters the room and taps Arnthoth on the shoulder. "Sorry old chap! It seems you've been dispatched on another mission. I'm your replacement."
As Arnthoth gathers his belongings and bids the party good luck, the newcomer turns to the group. "Flinders....Flinders Offendurr, at your service!" He says with a bow. "I was brought up to speed before coming in. I have purchased a few things that might aid in the mission. Now what was the current discussion? Did I hear Urgathoa? Sodden Lands? How interesting!"
KN: religion: 1d20 + 13 ⇒ (12) + 13 = 25
KN: geography Sodden Lands: 1d20 + 12 ⇒ (17) + 12 = 29
GM Lithrac |
Ah, decent rolls! Here goes:
You also recall most landmarks sailors commonly use in the Sodden Lands. The most prominent one is the Eye of Abendego, a giant maestrom that was supposedly formed the day Aroden died, more than 100 years ago. Some ships enter the outskirts of the Eye when they don't have a choice - pirate ships seeking to elude their Chelish hunters for example. However, few are the captains that ventured there and lived to tell the tale. Alazario may very well be one of them.
The stone bastion looms over the cliff side, standing tall above the ships that sail under its impressive battlements. However, you come ashore a mile or so north of the bastion after a lengthy boat ride from Absalom and have to make your way down the coast to the prison. The ship that brought you to shore immediately sails from the waters around the bastion so as to not provoke Her Majestrix’s Navy. Rain and wind pound the bastion, and no visible entrance can be seen from the land side.
Atum Nakhti |
"How are we to get closer without being seen? Anyone handy with a rowboat? I suppose I can pull oars if need be."
Faldoc Tisbane |
Rowboats? Well, if it must be I suppose we could try it and see if we can move unseen. In this weather, shouldn't be hard.
-4 to ranged attacks, the news keeps getting better! :)
Atum Nakhti |
Yeah but I was just thinking of the best way to sneak in. Might be easier to spot on land depending on how we approach.
Darius Swiftblade |
Unless you have a wand of invis, which i just bought from the last scenerio.. Was kinda hoping others would buy it as well lol.
Darius will cast Extended Heroism and use a charge from his mage armor wand..
UMD: 1d20 + 20 ⇒ (16) + 20 = 36
"I have a wand on invis i can use to get us in.. After that i dunno.. Whats the deal with the guards? Kill em or knock em out?"
Flinders Offendurr |
"I have a spell that will create an area of invisibilty centered on myself. It should last just less than ten minutes." Flinders says as he tries to gauge the distance and best possible entrance.
Perception: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Perception: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
Perception: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
Terrill Mayern |
"While I'd prefer to avoid a swim, I'd guess that our prisoner is in some deep dungeon rather than kept right at the top of things," comments Terrill. "Then again, that's only a guess. I say we try Darius' idea - we all turn invisible in our various ways, and climb up."
He considers the bastion a moment, then adds, "At least that way, we'll start at the top and work our way down, and know we haven't missed anything in our search."
I can also cast invisibility, though would prefer to save the spell slot if the wand is an option.
Darius Swiftblade |
If he has Invis 10' radius I can go up on my own invis and drop a rope.. It should allow the rest of you to come up in the sphere.. Id rather not burn my wand up unless its neccessary..
How tough does the wall look to climb? Would a 22 climb taking 10 get up it? If not I can gain flight..
Osric Longstride |
So far this sounds good.
"alright, I'll put some knots in my rope here to make the climb a little easier. Once we're inside, let's just stick close together and avoid fighting the guards if possible, agreed?"
Also, we have an accurate description of our target, correct?
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Terrill Mayern |
"While we're considering our approach," Terrill offers, "we'd do well to think about our departure. The venture-captain said we'd need to secure a ship of our own to depart in. Let's take a look around for one before we go in. "
DM - any ships tied up at the bastion or anywhere else we can see?
Faldoc Tisbane |
Faldoc will go with whoever can grant him the ability to be unseen. He does not own that ability on his own... unless stealth is an option. He has no problem with the need to climb a rope to get where the party needs to go.
Terrill Mayern |
I believe the question is: when Darius studies the wall a bit, does it seem like he could climb it without too much risk (mechanically, would taking 10 to get a 22 suffice?) or would he be advised to fly to be safer?
Darius Swiftblade |
Darius pulls out a scroll of fly and uses it granting flight for 5 mins.. He then pulls his wand of invis and taps himself before moving to the top to secure a rope for his fellow travelers to climb..
Stealth: 1d20 + 35 ⇒ (7) + 35 = 42
Atum Nakhti |
Once the rope is secured, Atum will lead the way up.
T10 for 18 Climb
Yeah mithral full plate!
Darius Swiftblade |
I think there was going to be an invis sphere cast to cover the assent right? If not i can use my wand to make sure we get in undetected..
Once eveyone is up top Darius casts Detect Magic and scans the area below for magical sensors.. "Wouldn't doubt it if they had alarm spells active at this place.."
GM Lithrac |
Hold on a second, describing what Darius sees first.
As Darius flies over the bastion, he distinguishes the presence of several guards in the bastion, though their appear not to be very keen on doing their job. On the souhtern balcony, the magus can catch glimpse of a heavily-manned ballista. This large flat balcony faces the sea on three sides, revealing a commanding view of all seaward approaches to the bastion. Four grates cover evenly spaced squares on the west side while a gallows and two ballistae guard the east. Two doors, one to the west and one to the north, lead back inside the bastion while a long stairway along the southern edge of the balcony leads down to the causeway. Four human jailors clad in weather-stained leathers and wide-brimmed hats that strap around their chins and blow crazily in the wind man ballistae that point toward a hooded hanged man dangling from the gallows. Eagerly, each jailor awaits his opportunity for target practice on the condemned man—one ballistae bolt is currently protruding from the gallows just next to the hanged man while several more lie nearby. A fat dwarf laughs and encourages his men to mark their aim more carefully. A quartet of large dogs rest uncomfortably in the weather at the dwarf ’s feet. 1b on the map
By the way, as you can see on the map, the walls are 80 feet high. Is your rope long enough?
Terrill Mayern |
Terrill whispers very quietly to those next to him, "Let's start at the top and see what's in that little tower there."
He moves over to the door and listens at it and examines it closely before opening it.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21
Before climbing the tower, Terrill will have cast greater magic weapon, making his curve blade +2 for 8 hours. Spells left: 2/5/5
Atum Nakhti |
"Well what are we waiting for?" Atum whispers and readies to leap the final 10' down to take out the guards.
Osric Longstride |
"Perhaps continued stealth is in order. Fighting the entire garrison, out in the open, could give us trouble. But if we can catch a few at a time in tight places, maybe we can avoid killing. And we need to disable that ballistics if we plan to escape by ship."
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Faldoc Tisbane |
Faldoc will cast Longstrider on himself before making the climb and such. Seems I'll have to leave poor Boomer out of this one.
Flinders Offendurr |
Don't forget Grimtooth. Likely both are Large, I know Grimtooth is.
Flinders scales the rope, trying to keep everyone within his area of invisibility. Once at the top, he scans the area. "So what is the plan? We have about 8 more minutes. Do we try to enter without being noticed? Surely a confrontation outside would alert everyone in the bastion."
Osric Longstride |
I left Grim back at the Lodge. May be not totally appropriate, but with ships and diving it seemed like a poor place for him.
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Terrill Mayern |
Invis sphere has 10 ft radius, right? Terrill, I believe you're out of it now. Was that intended?
Most definitely not. I had said we should check out the door in the little place at the south end of the walkway, and I was just trying to convey the idea of the group moving toward the door. I've put him back.
If I'm still allowed the roll to move us along, did my Perception check on the door reveal anything? Got a 21.
Faldoc Tisbane |
Boomer is a medium creature but if we are going to be diving and all that stuff he likely would be quite useless, even with a dog-paddle feat.