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"Saki, can you put a flying spell and invisibility on Fin? I'd like him to scout the inside, and see if he can catch whatever that was we just saw. Otherwise, I think we should wait until Kal gets here."

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"I don't want to go in without Kalchine, but we can still do both. If that thing we saw was a sentry, then getting Fin flying up there may give us a chance to stop him before he can warn anyone. In the meantime we can move up to the gate, but we won't go inside yet. I'll want to inspect it for traps anyway. If nothing else, Fin can warn us of the layout inside the wall and any troops that may be waiting there."

GM_Almonihah |

Assuming you don't go haring off without him, Kalchine arrives without incident--it's not quite half a mile from the tent to the fortress, so it doesn't take very long.

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While we wait for Sakitu to agree to cast the spells on Findurel (or not), can we see the gate to the castle? Is it open or closed? If closed, what sort of barrier is it? (ie, portcullis, double doors, wood vs iron, etc?)

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So we can move forward, I’ll bot Sakitu as I’m guessing she wouldn’t object to casting the spells…
Saki casts improved invisibility and fly on Fin; he takes off flying above the castle to see what might await them on the other side…
Fly: 1d12 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 22 ⇒ (7) + 22 = 29

GM_Almonihah |

You can probably get an angle to see the gate--it looks like a massive slab of iron, you're not even sure if it opens from what you can see.

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Ah, so the only entrance is the gate and the fortress isn’t open from above like a castle, I presume?