
DM Fflash |

When you say tower, you mean the Windsong Tower out over the water or the top of the lighthouse?
You have plenty of range on DDoor and duration on airwalk and invisibility to make this happen. Neither tower had a visible "landing point" on the outside other than the roof. You can see the multi-colored light radiating from the lighthouse, so there may be some sort of window, but at this range, it's really hard to tell. Alternatively, you could attempt to state an exact distance and angled direction and blindly teleport inside either area. Recommend everyone read the rules on that if that's what you wish to do
Ready to proceed with whatever plan you wish to execute

Gemel Valdemar |

A couple of questions.
1) I see another group of giants on the map, at the northern area. You havent' marked them with X's but they have been dealt with, right? (" proceeds to move to the north set of houses and murder the third patrol" )
2) Given we have floor plans for the abbey, including the top level of the bell tower (presumably what's labelled the Pharis Pharasmae on the map), and can see the outside of said structure, can I pick a target point "10 inside the outer wall and 10 ' below the top of the roof" and expect to be inside the top room of the Pharis Pharasmae? (we may end up falling 5 or 10')

DM Fflash |

1) Yes, dead
2) Its a range and a vector from where you are currently as I have always read dimension door. Different from teleport. You can get close with your information (assuming its accurate to perfect tolerances) and your visual acuity. Depending on where that is, there is a non zero chance that you get shunted. How would you like to get Vuloo in?

Gemel Valdemar |

Yeah, a bad roll shunting us sideways into a 150 fall would, and then being exposed in the middle of the courtyard would be bad... So I think maybe we need a different plan. Can I safely drop us on top of the gatehouse?

Gemel Valdemar |

"That's the plan then - Vuloo scouts invisibly and signals us. Vuloo, I would check the top of the gatehouse first. You'll be out of range of my message cantrip that far away, but I currently have see invisible up, so use a blanket from your bedroll as a flag when you find a good spot, and I will pop us in right beside you..."
Yeah, lets get moving. Unless Vuloo objects, let's go with that...

Vuloo |

Vuloo puts on a brave face and nods his head. "I'll do it."
He puts on his ring of invisibility and casts air walk. He then works his way up to the top of the gatehouse.

Relan* |

Be careful Vuloo. I'd limit my scouting to finding a good place for us to regroup. Some of the enemies in there are really good at spotting and shooting down small hard to see flying things.

DM Fflash |

Vuloo goes invisible and spends a couple minutes walking out to the Abbey.
I've switched maps. Note this map is HUGE so zoom out first. Vuloo's token is just past the gatehouse over the courtyard. Squares are 10 foot.
The gatehouse appears to be 3 floors above the ground. While the abbey is half-destroyed by something, ostensibly the rumored assault you've heard about, the ground floor of the buildings appears to be made of large, well-squared sandstone blocks similar to the surrounding cliffs and appears quite sturdy. The stone walls rising from the foundations have just a few arrow slits opening here and there, while the timber-framed structures atop were once abundantly windowed with stained glass, but most have been smashed out from the inside.
The surviving pitched roofs of the abbey are tiled in terra cotta and topped by a forest of decorative steeples and broaches, which rise on slender pillars from the underlying stone structure. The roofs are fitted with an efficient gutter system to collect rainwater.
Immediately Vuloo can hear the murmur of the wind whistling eerily throughout the complex below. It makes things difficult to concentrate. (-2 penalty on any Perception rolls made)
The main entrance to the abbey opens into the middle of an enormous gatehouse. A monumental archway, twenty feet wide and almost as tall, allows passage under the bulk of the structure into the abbey courtyard to the west. The great wood and iron outer gate has been battered down, one massive leaf partially open, the other unhinged and lying on the stone-paved floor. Fragments of stained glass lie scattered over the ground.
Past the gatehouse proper is a large, stone-paved courtyard is dominated by a 150-foot-tall tower constructed of pure white marble. Other than a set of white double doors set at the tower’s base, the structure’s walls present no windows or openings except for at the peak, which is constructed after the fashion of a lighthouse. The immaculate tower makes a stark contrast with the devastated appearance of the courtyard, whose pavement slabs are cracked and disconnected on the south and covered with ash and soot to the northwest where the great thatched roof of the guesthouse was consumed by a huge fire. Vuloo can spy some creatures moving around within the rubble, a short redcapped female carrying a massive scythe accompanied by a couple of batwinged diminuative humanoids. (Will need to get closer to identify)
To the southwest along a second floor balcony, four redcapped, white bearded old men about 3 feet tall carry on and joke, waving massive crossbows around and apparently telling stories as they aim up in the sky, caper, prance and cackle. They wear oversized boots shod with iron.
The Bell Tower or Pharus Pharasmae has a room at the top visible through thin, immaculate walls windowed with large, colorless glass panes. In the middle shines a huge iridescent sphere, whose dazzling colors are magnificently refracted through the windows.
Stealth: 1d20 + 18 + 5 ⇒ (4) + 18 + 5 = 27; If you can make a DC27 Perception Check, there may be more.

Vuloo |

Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Vuloo will look to see if there is any safe way of accessing the gatehouse through the remnants of the roof or the smashed windows.
From the description, I'm guessing there's no roof top access to any of the structures?

Gemel Valdemar |

Nice maps. The squares are 10 X10...
Gemel waits patiently, keeping watch for Vuloo's signal to dimension door to him (or Vuloo's return with a report). He tries to keep himself out of view as much as possible, behind the edges of the gap in the outer wall...
Nibbly is safely picketed outside the outer wall, with some rations to keep her quiet.

Vuloo |

At the gatehouse Vuloo checks if any of the windows look into empty rooms.
Vuloo then moves closer to the bell tower to see if there is any external way of accessing the room at the top. He checks if any of the windows are cracked and possibly could be kicked in.
Vuloo will then air walk over to the portion of the keep overhanging the water, to the south, to see if there are any entrances or windows.

DM Fflash |

Vuloo gets closer to the gatehouse and peers in.
Gatehouse
The first floor has arrow slits only on either side of the gatehouse, no windows to look through.
The second floor of the gatehouse contains
The third floor of the gatehouse contains 5 redcaps, one of which is apparently berating the others while standing on an overturned apple crate. Vuloo can make out some of it in Common with heavy accent.
"Th’ Auld Swallertail isnae gonnae anywhaur as lang as we keep an yak oan 'at lighthoose, but he wulnae come it onytime suin. Ricle is a win’poke nae big enaw tae blaw aff 'at shiny hut. An' Auld Swallertail main gie his scran an' bevvy frae Flappy Lassie, th' a body he is aye blaitherin' abit."
He pauses for a moment and then looks directly at Vuloo, "Aye, mae wuid ..." the rest devolves into some sort of babble.
"Ya see something movin' out there?"
In response, the other four turn and look at Vuloo as well.
Perception: 1d20 + 19 ⇒ (16) + 19 = 35
Gatehouse 3rd floor added to map
Redcap image loaded to Journal
Bell Tower
Vuloo moves to the top of the Bell tower and finds the windows to be completely unblemished and for a second he thinks they might not actually be there given his inability to see anything other than slightly refracted light. A touch reveals a perfectly smooth surface, surprisingly room temperature to the touch given the outside temps. He suspects magic.
As he is getting ready to leave, he spies movement inside the bell tower and he sees a thin and tall blue-eyed elf with a receding chin, and a broad smile. A handsome elf with luxuriously red hair, shows some signs of wrinkles on his face, attesting to a great age for an elf.
He sits at the top of a set of circular stairs that lead down into the tower.
Belltower top floor added to map
Image uploaded
Windsong Tower
The stained glass windows on the bridge and the Tower are still preserved and as such Vuloo cannot see through them well enough to make out any details.

Gemel Valdemar |

"Good scouting Vuloo. Now we know the 3ed floor of the gatehouse is one big empry room, and I can use the arrow slit on the face as a reference (marked on the map with a red box) , I can put us 10 ' inside (red dot), marked positions to appear in on the map with purple writing with dimension door. If Vuloo is skinny enough to wiggle through that outside arrow slit, that puts us all together, in a surprise attack on the 5 redcaps in that room. Take them, clear our way down to the ground floor in the gatehouse. Then maybe the crossbowmen in the courtyard... but lets not get too far ahed of ourselves.
Did vuloo attempt that DC 15 religion check? Also, what is under the language spoiler - Vuloo has tongues continuous (speaks all languages)... Also, this would be a good time for some pre-buffing.

Relan* |

I can haste the party right before we go. And do not put me too close to the enemy if you can help it. Relan offers. He will use his Warrior Spirit ability to add Fey Band and Shocking to his Cold Iron ranseur.What do we know about red caps? I have forgotten. And are we sure Vuloo can get in? I would bet not.

Gemel Valdemar |

What do we know about red caps? I have forgotten. And are we sure Vuloo can get in? I would bet not.
With regards to the 2nd, that's why I'm asking if Vuloo can wiggle through the arrow slit; if not we will have to re-think a bit, but he is a halfling... and presumably that's a human size arrow slit.
"Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy stories abound concerning rituals and the cultural significance of their blood soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle, but it is known that the caps make them more violent and aid them in healing quickly. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards but their fey strength and skill allows them to wield oversized weapons with ease. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run. They are versatile with their boots able to kick as part of an attack routine or even jump in on someone else's fight, get a good face stomp in and then jump back out before they can be subject to any reprisal."
They hate cold iron and holy symbols, so have a holy symbol displayed.

Gemel Valdemar |

FFLash Can Andel start his bardic performance before we DimDoor? Also, with regards to buffs, let's not forget Andel has Flagbearer now. He also has Heroism to throw around, and it lasts 90 minutes.

DM Fflash |

FFLash Can Andel start his bardic performance before we DimDoor? Also, with regards to buffs, let's not forget Andel has Flagbearer now. He also has Heroism to throw around, and it lasts 90 minutes.
You can certainly do any buffs you wish prior to Dim Door, yes.
Andel needs to see and identify the redcaps before his "performance" takes effect.Just waiting on one or two of the others to verify the plan and I'll adjudicate it
Vuloo through the arrow slit with an appropriate Escape Artist check, yes

Relan* |

Vuloo appears to be untrained in escape artist. Perhaps grease, alchemical grease and/or Liberating Command could help? Or maybe Vuloo can be effective through the arrow slit?

Gemel Valdemar |

Vuloo appears to be untrained in escape artist. Perhaps grease, alchemical grease and/or Liberating Command could help? Or maybe Vuloo can be effective through the arrow slit?
I don't have grease, nor alchemical grease, nor liberating command... It's pretty possible that Vuloo could be effective through the arrow slit. He can certainly summon monsters on the other side of it... I don't think he'll be able to have his standing lifelink(s) though - because "This bond continues until ... the distance between you and the other creature exceeds medium range..."; the initial dimension door will break such a link, as we will move much farther apart. It might be better positioning, if Vuloo is going to stay outside until the initial fight is over, for him to start the position labelled Vuloo Alternate...
"Ok, I think we are agreed we will buff here, while Vuloo airwalks back to the gatehouse. Put yourself in a position to see what's going on inside Vuloo, and if there are no major changes, wave your cloak. Once you wave, I will dimension door."

Gemel Valdemar |

While the others are buffing, Gemel will pull out one of his symbol of mirroring planchettes, use spirit gum to attach it to the inside of his shield, and then pull the paper cover off of it. It will only affect those who are displaying the appropriate combination of symbols (the necklaces I distributed earlier)
Everyone gets 1 mirror image, ie a 50% miss chance, that will renew every round.
It's also time, I think, for a init check:
init: 1d20 + 6 ⇒ (7) + 6 = 13

Gemel Valdemar |

Current Buffs, for convenient reference
Group : Symbol of Mirroring (Gemel), Haste (Relan), Bless (Vuloo), Flagbearer (feat, andel)
Personal
Gemel: See Invisible, Mirror Image
Vuloo: Invisibility, Airwalk
Relan: Warrior Spirit (Fey Bane Shocking)
Braelax: Resinous Skin, Cat's Grace
1) If I've missed something, fill it in folks...
2) Fflash Is Andel casting anything?

DM Fflash |

With a plan in hand, and buffs in place, the party executes their surprise assault.
Ya wie bastid! Surprise Round
Init: Party for now
Roll initiative for Round 1
Vuloo moves up to the gatehouse and is ready to act when the others appear.
Gelan casts his spell and spends a moment in disorientation as Andel, Relan and Braelex explode through the dimension door. The redcaps are certainly surprised, but they react instinctively as if born to a life of combat.
Single surprise round action from everyone else. Only have Gemel's action above. I added the grid for the fight. It's slightly off, but should work. I'll remove it once the combat is over.
Redcaps Init: 1d20 + 8 ⇒ (4) + 8 = 12
Roy Flaxbeater Init: 1d20 + 10 ⇒ (13) + 10 = 23

Relan* |

Init: 1d20 + 4 ⇒ (9) + 4 = 13
Symbol of Mirroring
Haste
Bless
Flagbearer
Heroism
Warrior Spirit (Fey Bane Shocking)
Holy symbol of Desna worn openly, Relan and his single mirror image partial charges the closet of the redcaps. But instead of attacking for damage the weapon swipes at the fey's legs attempting to trip him. Assuming Flag bearer is +1/+1? Not sure if it goes up or not.
+1 Fey Bane, Shocking Cold Iron Ranseur (Trip): 1d20 + 37 ⇒ (13) + 37 = 50
When the fey is tripped Relan takes advantage of the foe and attacks him while he is prone.
+1 Fey Bane, Shocking Cold Iron Ranseur: 1d20 + 28 ⇒ (15) + 28 = 432d4 + 12 + 9 + 2 + 1 + 3d6 ⇒ (1, 4) + 12 + 9 + 2 + 1 + (3, 3, 4) = 39

Andel Gessaran |

Init: 1d20 + 4 ⇒ (12) + 4 = 16
Andel will attempt to identify the redcaps so that he may use his naturalist ability.
Knowledge Nature: 1d20 + 14 ⇒ (10) + 14 = 24

DM Fflash |

Surprise Round Continued
Init: Roy, Braelex, Andel, Vuloo, Gemel, Relan, Redcaps
Braelex fires at the closest redcap and strikes it while it is still reeling from your sudden appearance. The bolt rips through the fey creature, burning its skin even before the acid hits and causes follow-on caustic damage.
Relan then roars forward sending the same little old man tumbling and following up with a strike that makes the fey scream in agony.
Andel is able to start calling out their weaknesses (most of which you're already aware of) and Vuloo blesses the group. (haste and the speed up portion of blessing of fervor don't stack, but all the other options are available. Be sure to make your choice each round)
Round 1
The leader responds quicker than all the others and he screams in anger and frustration, "Ya bet'n git em deyd!" before he devolves off into his odd speech which is a litany of curses and insults in multiple languages.
He rushes forward with his scythe leaping into take a swing at Relan, his sudden speed and wariness not allowing the warrior an opportune opening, strikes once with his viciously cold scythe and then leaps back. Relan parries the blow, but feels the necromantic energy pouring off the blade as it skitters near his throat.
To hit: 1d20 + 18 ⇒ (4) + 18 = 22; miss
At Braelec and the rest of the party before the other redcaps get a chance to go. They are all still flatfooted. I also downsized their icons to be smaller, which is appropriate for 3 foot tall old men with big boots and hats ... can't forget the hats..

Relan* |

That one can spring attack. He is a priority for the rest of upi as he can bypass my reach. And that blade he bears, I can feel the necromancy from it.
Waiting on Braelex before I go again. Also forgot Expertise. Got lucky. Will use it from now on. :)

Gemel Valdemar |

Gemel drops a Euphoric Cloud (the purple circle on the map - 20' radius)
DC 19 Fort save or be fascinated. Blocks vision like a fog cloud (the victims currently can't see each other - thus hostile acts to one of them will not break fascination . Note that I am on 13 in the init - everyone but me will get a round with unobscured vision. Also, anyone who stays in the cloud will need to save every round; which should minimize spring attack shennanigans...

Relan* |

This will prevent me from taking AOOs on enemies as they stand for now though. Sort of my thing. And we do not want them retreating...Hmm. Looks like we can move through it at half speed as long as we are not there when your turn rolls around?