The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


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Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

That's unforgivable!...I doubt simple bandits are the responsible of that


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Oh crap. I don't remember where to find it but I think Lannet knew some trick about getting into the tower? It was before the break but I think we tabled it for later. We would have asked him about it before leaving I'm sure. Game time it was only 5-6 days ago, rather than 5-6 months :(


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien nods, squinting at the banner, "Aye son. I wager there's more to that than redecorating..."


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Never mind, found it. Seems Lannet didn't know how to access the lower levels either. Hopefully we can figure it out inside...probably would have done to ask Gethrame about them."


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

I tried to post that suggestion yesterday but my internet failed and I forgot later.

Jerrid starts scouting around the woods, very carefully staying in cover and looking for guards and patrols. Animals like dogs would be a bad thing.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat was just about to suggest that Jerrid scout the perimeter, when the gnome disappears into the underbrush , "Good, Jerrid will brief us on the condition of the keep. I would suggest, a frontal assault would be ill-advised." Kevezyat says dryly.

She eyes the evil banner, "A conspicuous declaration, even out here in the wilderness. Someone , I think, wants a fight. "


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

"Aye, lets hope the bandits still hold the outer layers at least. Lazy pricks the world over in my experience...might be possible to get the drop on 'em."


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna was silent as the group moved on. she was concerned about something and was looking for the right time or even the right words to say.

finally she just says what is on her mind, this banner to Orcus has me a little concerned. My friend in Bard's gate has been noticing signs of Orcus as well. there seems to be much more activity of these cults lately.


The keep is a stout, simple fortification. It lacks some of the features of a more sophisticated fortress, such as a proper gatehouse.

The drive approaches from the south, where the woods encroach fairly close to the front portcullis, a mere 15-20 feet from the tree line to the southern face of the edifice. On other sides there is more significant clearing, with 25-35 feet between the treelike and the walls on the east and west, and 50-60 feet of cleared space between the northern face of the keep and the woods behind it.

Bonfire pits ring the fort in the clear spaces on the sides and in the back. They are not currently lit, but they show signs of having been lit recently.

The outer wall around the courtyard is low and crenellated.

In the south-east corner stands the sole watchtower, three stories tall, also with crenelations.

In the north-west is the two story donjon, the most significant part of the structure, which probably housed the living quarters.

In the north-east corner the wooden steeple of the chapel protrudes above the crenelated walls, with it's flag-pole reaching as high as the watchtower.

No sentries can be seen posted on the crenelated walls.

Picture of the Keep

You can't see the steeple with the flag, you have to imagine it in the back right corner

Keep Map (overview)

Again here, you can't make out the chapel, it's in the top right corner in the ruined section.


Addt'l recon

-There is a makeshift back door round the back. Basically, in a crumbled section of wall, a big heavy iron door from somewhere else has been placed and filled around with debris and blocks from ruined wall sections. There is a big old padlock on this door. Something really strong had to set this up, the door and the blocks filled in around it are really heavy.

-Kind of visible through the portcullis and above the curtain wall from some angles is a huge birdcage type apparatus hanging on a rope and pulley system. The rope is tied off at the roof of the watchtower.

Perception DC 25:
The birdcage has three giant roosters with bat-wings inside it.

That DC is from the tree-line, if you fail you can sneak closer to get a peak.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

When he leaves everyone, Jerrid turns into a robed dwarf using his innate ability to disguise himself and then scurries around. Hopefully anyone spotting his sneaking will not connect him to the party.

Does it look like the iron door is used much? Is there a good trail away and around showing lots of footsteps or trampled grass? Or some kind of unused escape route perhaps? When the spell ends on Jerrid he will return to discuss everything with the party.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Perception: 1d20 + 14 ⇒ (8) + 14 = 22

He tries but fails to decipher the swinging cage.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

How high is the outer wall?

Damien takes in Jerrids report carefully, considering their options, "Sounds like we got lucky. With no one on the walls, that's likely our best bet. Come in around the back so we're shielded from the tower's view and hook a rope. With the shape of this place, we might want to hug the wall until we're close to the tower before scaling it. From there we break into the tower and clear it for lookouts. I'd rather keep off the ground until we know what set up that back door?"


It looks like the iron door has been used recently. There is indeed a recently used trampled path from the woods to the back door, looks like at least ten sets of bootprints, and at least two large sized humanoid creatures too.

Jerrid if you want to get close enough to see what's in the birdcage just throw me a stealth roll (in case anything is observing the clearings).


The curtain wall is about 15 feet high, plus crenelations.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Knowledge (engineering): 1d20 + 3 ⇒ (1) + 3 = 4

Are the bootprinst entering or leaving?


Jerrid can easily tell that the bootprints arrive at the homemade iron door from the tree-line but they also traffic all around the clearing, coming and going.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

We should wait to evaluate the situation and to see if a group of cultist let the place so we can ambush them - Leoven say with determination - I think, I mean, not sure - He hesitates.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna stays hidden as best she can. I agree with Damien as far as how to get in, but also Leo makes a good point, perhaps position ourselves around the keep at strategic locations and observe for guard patterns, and possible cultist activity. Perhaps we could identify what we are dealing with.

recalling the reports of larger footprints, and the fact that someone or something with great strength was needed. we could be dealing with giants of some kind, though I am afraid i am not very good at identifying the different kinds of giants. just that they are big, and a Cyclops only has one eye.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien considers for a moment, "That's not bad either son. Take a little longer but it's definitely the safer option...", he gives Leo a somewhat surprised look, "Fair enough. We'll want it to be dark before tackling the wall so there's nothing lost waiting till dark at least. Lets set up a little surprise within sight of their back door."

So the door is on the north side then? Where there's 50-60ft of clearing back from the trees?


Yup, it's almost centered in the north wall (around the back) where the big clearing is. The woods come up much closer in the front yard where the drive comes up to the portcullis.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

He nods to Janna, "Aye, so long as it's not an ettin we should do alright...two-headed pricks."

"Given the use of the back way, I'd wager the front gate is buggered but it pays to be sure. If we set up in the trees on the west side, we should be able to spot anyone coming or going by either way. Not to mention we're less likely to be surprised by a returning group."


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid listens and nods to Leo.

He points out a good route through the woods into an ambush site, close to the trail about forty or fifty feet away from the heavy door.

"Darkness may suit undead better than the living if you are not drow or me, you are better off seeing the enemy remember," is his only comment on the strange plan.

He leaves the group their and sneaks carefully across the clearing to get a closer look at that cage, using the firepits for cover. And his prescience to aid such a vital task.

Stealth: 1d20 + 15 ⇒ (4) + 15 = 19, reroll d20 Stealth: 1d20 + 15 ⇒ (9) + 15 = 24, Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Then slinks back with any news.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien shrugs at the gnome, "Aye, but for surprising bandits, the dark is much better. It'll make no difference inside the keep, where I'd wager we'll find Vortigern or our vamp."

He shrugs at Jerrid's suggestion of an ambush site, "Well, gate's probably screwed anyway...let's go."

So we lay in wait until the it's dark and the moon comes out?


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Kevezyat peers at the keep from where the group huddles in the underbrush, "I agree, it would seem the back entrance may be the best. I don't trust how inviting the front entrance appears. "


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Vhillish grimaces at Damien's comment about ettins;

"Bloody Ettins indeed sah! Double noggins and no mistake! Remember when we encountered a gang of the brutes in the Deadfoot Hills sah! Two ugly heads aren't better than one when each are chewing down on a supper of the 33rd!"

As the group discuss tactics, the veteran nods then offers his own take;

"If I may sah... A pincer movement may also work... Perhaps a token Forlorn Hope to trigger the interest of the denizens, whilst the bulk of our force enter the keep whilst eyes are elsewhere? After a strategic withdrawal the point men rejoin the group?"


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

"Aye, don't even know which bloody head to shoot...I usually just go with the ugliest one."

He considers the Deputy's advice, "Maybe. Sam, Jerrid, you think you could lose a hunting party?"

"Janna. You are in charge after all. What's your take?"


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid nods to the soldier, taking a moment to glance at Sam. He fingers his shirt a little to give his snake room to lick and taste at the old burnt shrew he holds.

Then whilst he listens the gnome keeps watch on the heavy door. The gnome scout mulls over the comments as he weighs the risks against the rewards. "Better be sure we can open that door first. But I have a scroll of Vorgya's mist now and can make us both move faster."


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

"So long as we control the courtyard by the time you get back, lowering a rope would work in a pinch."


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna is rather surprised that Damien actually is giving her the chance to make take the lead here.

She ponders all the ideas, and they all have merit. finally, I recommend we keep watch to see if we can identify guard routines. then under cover of darkness, some of our stealthy types create a diversion, hopefully drawing some of their number out, then the rest of us scale the wall near the back door, taking the remaining guards by surprise.

She looks to Damien for some sort of approval, or perhaps some refinement of the plan.


When Jerrid gets a closer look at the cage, he sees that it contains three chicken like creatures, with bat's wings. The cage is hung by a rope on a pulley, and the rope runs to the roof of the watchtower.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien nods, seemingly impressed, "Aye. Though I would scale the wall next to the tower instead. We'll want the diversion near the back door so we can be sure where they'll exit from and we don't want to approach anywhere near the diversion."

I think that about does it? We should be ready to execute. Sam and Jerrid are both up for diversion duty? Or possibly Jerrid alone. Up to you guys.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Knowledge check (nature)+5; (arcana)+6 1d20 ⇒ 19 re chickbats


Jerrid is familiar with these creatures, the namesake of Glarian's inn. The cockatrice is know for a petrifying bite that turns it's prey to stone. They are also frightened of weasels.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid purses his lips after passing that little titbit along. "Nasty if they get out of that cage. Maybe Sam and I should see about stopping that happening first?"


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam nods and follows Jerrid.
stealth: 1d20 + 13 ⇒ (2) + 13 = 15


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien furrows his brow, "From your description, sounds like taking the tower is the key. I'd suggest we stick to the plan as is, just make the tower our priority. They're not about to loose those damn things to go chasing after you and Sam. With attention elsewhere, the rest of us can secure the tower and ensure the cage stays closed."

What would your alternative plan be. You and Sam try to scale the wall and take the tower?


It looks like the rope and pulley that suspend the cockatrice cage above the courtyard is hung from the top of the watchtower. The watchtower could be scaled from the outside, and it presumably has a door on the ground level inside the courtyard (can't see it through the portcullis.)

Tower Features:

External Walls: Although of solid construction, the tower’s outer walls (DC 20 Climb check) have begun to deteriorate. Mortar between the great stone blocks has begun to flake away.
Arrow Slits: Chambers without windows have arrow slits. Arrows slits provide improved cover (+8 AC, +4 Reflex saves, improved evasion) and enable dim light (20% miss chance) to filter into the room.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

We have a rope and a grappling hook. I still suggest Sam and Jerrid create a diversion while the rest of us climb the wall by the tower and enter through the unseen door. From there, we can set Vhillish up at the top to provide ranged support while we deal with the remaining bandits not lured out by the diversion.


But first a stakeout, right?


If Jerrid and Sam climb the watchtower...

DC 15 Climb
40' to top of crenelated tower

3 stories.

The third floor chamber has barred windows, the first two floors have arrow slits.

Atop the watchtower:
Atop the watchtower a heavy horizontal iron bar extends out to hang over the courtyard. It is welded to a heavy vertical iron post on the watchtower rooftop. The rope runs along the iron bar to a pulley at the end, and the cage with the cockatrices can be lowered from here.

It looks like the cage has an unlocked gate and the only thing keeping the cockatrices from leaving is their elevation. There is a cage full of large rats on the watchtower roof, and some alchemical regent used to heat up the iron bar forcing rats placed on the bar to run towards the cage. It appears this is how the cockatrices are fed.

There is a wooden trap door centered in the roof of the watchtower.

Crenulations:The tower’s battlements provide cover (+4 AC,
+2 Reflex saves) against attacks originating from below. The crenulations make bull rushing an opponent from the roof difficult. A characters that is pushed far enough to fall from the roof can make a DC 10 Reflex save to arrest his movement in the square containing the wall.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien settles into the spot Jerrid suggested for the recon. Sitting with his back to a nearby tree, his bedroll behind his head, he looks at Janna, "Wake me when my watch is up. And keep a look out for anyone coming up behind...don't want to get caught with our britches down."


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Leoven awaits nervously. He pray a little to Tyr, but mostly he watch his companions to analyze their mood...they seem so calm...


Night falls and a flicker of light emanates from the windows in the third story of the watchtower. Someone has lit torches or candles.

So you guys are all camped out at the edge of the wood by the western wall, right?


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

I believe Jerrid found us a spot in the trees on the north side, just a little ways back from the trail that leads off from the newly installed back door.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Jerrid takes a morsel or two while he dozes then watches into darkness. He looks around for his friend and eyes narrow when he realises that Astor is gone. And he all alone with a bunch of people he has hardly known.
The introspection is blinked away as he begins to plan what spells to memorise.

While he sleeps, Jerrid wears the leather armour.


Ok cool.

From the north side you have a good view of the chapel steeple with the flag, and the heavy iron back door is in plain view. You can't see the portcullis on the south wall, but you can see the light from the third story chamber of the watchtower in the south-east corner.

A little before midnite you hear a creaking sound from the two story donjon in the northwest corner of the keep, then heavy boots tramping on stairs and muffled voices giving orders, sounds like rousing others to wake.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sam waits and talks to Lannet. If he isn't going in first, besides using the ring of climbing, he wouldn't mind having the sneaky cloak.

"Lannet, can I borrow the cloak for the climb. You can have my tumbling belt as collateral."


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien looks up from cold meal of nuts and jerky, just making out the faint sounds of preparation over the wind in the trees, he whispers to the others, nudging those asleep, "Look lively. Our friends in the keep are up to something."

Checking his gear, Damien keeps a close eye on the donjon.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Lannet's at home in bed!

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