Jax Naismith |
Okay so we break the device and move on.
Jax: Disable device 1d20 + 10 ⇒ (6) + 10 = 16
Let us head to the gates. We'll have to go back out into the courtyard..Let us not bring lights with us and let the air elementals distract them. We have enough uniforms for everyone now.
Judge Tohram Quasangi |
We need to get to the top to disable any weapons up there. Once we break the blocking device that is. Catapults and ballista will do a number on the bugbears.
Jax Naismith |
They know we're here and will be organizing. Our job was to weaken them a little and then let the bloody bugbears in. We've killed or disabled all their captains, their mage, and their chief priest. Let's just open the damned gates instead of running around doing other small goals that take precious minutes. I don't know about you all, but I'd rather survive this ordeal and every minute we take here is another minute the commander and his soldiers can come swarm us.
Judge Tohram Quasangi |
We take out whatever artillery is above us, then hit the gatehouse. If we hold the gatehouse, we can attack any who seek to fire on the bugbears as they hit the main door. If there is no burning oil and catapults and crossbows firing on the bugbears, they will take down the main gate in little time.
Also, if we hold the gatehouse, we can drop ropes to allow bugbears to scale up and enter across the narrow walkway as well.
Edmin Al'Roth |
"Strangely enough, the Judge's recommendation is tactically sound. We disable the device, move upwards and destroy the rookery to prevent reinforcements, destroy that catapult, and then move to the gates."
Will be gone until late tomorrow. Taking the family to the Texas Renaissance Festival."
Douglas Muir 406 |
Well, Dren is upstairs in area 44, if that's the direction you want to go. Here's the description again:
Area 44 (upstairs from the Magister's floor... go on, look at the map)
This large hallway is where the stairs from below (Area 39.) allow access to the 4th level of the Keep. There are two large, ornate double doors to the west, and a smaller door to the south. A ladder leads up to a trap door.
This hall has rather lovely wood paneling. A tapestry on one wall shows the Tower as seen from a distance on a summer morning. It is lit by magical light -- two ever-burning torches are set in wall sconces on either side of the large double doors. (These are the first such that you've seen in the Tower.)
Dren of the Dark Tapestry |
Bless is now up on everyone once they get to the top of this area. Spell marked off. 5 minute duration.
Make sure there are no traps and check out the doors on this level? The double doors from the map seemed to indicate a possible planning room, a bedroom for the smaller door.
Xenfal |
1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Xenfall attempts to disable either the trap or the lock on the door
Douglas Muir 406 |
The lock on the double doors pops open. The doors swing free, admitting you to what appears to be a large meeting or council room (Area 46). It contains a large wooden table with a polished darkwood surface. Nine chairs surround the table. A banner hangs on the western wall – a Mitran sun crossed by sword and key. Opposite it is another, smaller banner with a rather striking motif: an arm emerging from a thicket of bloody thorns, grasping a branch that is blooming with flowers and nuts, beneath a Mitran sunburst.
In the north and west corners, tall narrow windows are shut with glass panes (the first you've seen here). Dim illumination (low light) is coming from another ever-burning torch; it has been equipped with a hood, which is mostly shut. You have to pause and peer around a bit as your eyes adjust.
Pushed into one corner of the room is a large stout chest of oak banded with iron.
Pushed into another corner is a small cabinet with drawers. Sitting on top of the cabinet is some sort of elaborate looking mechanism, made of shiny metal and small polished stones.. As the door swings open, this mechanism suddenly makes a whirring noise and then several faint chimes. Then it falls silent again.
Other than the windows (too narrow for any of you to squeeze through), the only other exit is a single closed, sturdy-looking door to the south.
Jax Naismith |
Jax eagerly heads to the chest and checks it for traps. 1d20 + 6 ⇒ (9) + 6 = 15 and opens it, unlocking it if need be. 1d20 + 10 ⇒ (9) + 10 = 19
Douglas Muir 406 |
Meanwhile, combat with the air elementals continues. The soldiers attack 1d20 + 5 ⇒ (7) + 5 = 12 1d20 + 5 ⇒ (17) + 5 = 22 hitting elemental #2 for 1d8 + 2 ⇒ (8) + 2 = 10 damage... ouch. Two soldiers on the walls, having reloaded their heavy crossbows, fire: 1d20 + 2 ⇒ (3) + 2 = 5 1d20 + 2 ⇒ (3) + 2 = 5 Nope, nothing.
The elementals then concentrate their attacks on the injured soldier: 1d20 + 8 ⇒ (15) + 8 = 23 1d20 + 8 ⇒ (6) + 8 = 14 One hits him for 1d8 + 2 ⇒ (7) + 2 = 9 damage. He is down to a single hp but is still standing.
Judge Tohram Quasangi |
The Judge looks over at the chiming device.
Anyone going to smash that thing? I really think that the time for casually searching the room is not now.
The Judge will then cast Detect Magic and scan the room to determine whether there are any magical auras in the room.
Xenfal |
Xenfal pops dancing lights in the room as Jax starts fiddling, so we can see clearly him get zapped.
Then he resharpens Della Full Round Action
Douglas Muir 406 |
The second thing that happens is that the magical trap on the chest starts to scream in alarm. EEEEEE OOOOO EEEEEEEEE OOOOO EEEEEEEEEEEEE OOOOO EEEEEEEEEEEEEEEEEE OOOOO EEEEEEEEEEEEEEEEEEEEEE OOOOO EEEEEEEEEEEEEEEEEEEEEEEEEE.
This is an insanely loud noise. It will certainly be audible throughout the keep and the courtyard as well.
Douglas Muir 406 |
Outside, combat with the air elementals continues. More soldiers are running out to help the two, but they won't arrive until next turn. So meanwhile, The soldiers attack 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (8) + 5 = 13 hitting elemental #1 for 1d8 + 2 ⇒ (1) + 2 = 3 damage... both elementals are now injured, but still attacking.
The elementals then concentrate their attacks on the injured soldier: 1d20 + 8 ⇒ (17) + 8 = 251d20 + 5 ⇒ (8) + 5 = 13. The soldier takes 1d8 + 2 ⇒ (4) + 2 = 6 damage and drops.
Magister Tacitus |
I think everyone is up here. Someone keep an eye on the stairs though in case someone moves up behind us.
The 'magister' and Grumblejack are floor behind the party walking up now, while examining a Fez.
In Giant
Can you use a shield to protect yourself mighty one? Do you need healing before the battle to come?
DM Spellcraft was 21, not sure if that's enough.
Douglas Muir 406 |
Can you use a shield to protect yourself mighty one? Do you need healing before the battle to come?
Grumblejack seems to have cheered up considerably. He's rumbling a little song to himself in Giantish. "Hi ho, hi ho, stomp a dwarf into bloody mush. Hi ho hi ho hi ho hi ho, hi ho, hi ho..."
"Naaah, no shield for me. Gets in the way. One of them dwarves nicked me, but it's nothin'."
Cуровую зиму |
Opposite it is another, smaller banner with a rather striking motif: an arm emerging from a thicket of bloody thorns, grasping a branch that is blooming with flowers and nuts, beneath a Mitran sunburst.
The Old Talirean name for a hazelnut was "aveline". This tree, common today, was an introduced exotic at first, and so became associated with nobility, especially the nobility of service. Several noble families have names derived from this plant, or make use of it in their coats of arms.
-- Cуровую зиму's Treatise on the Great Noble Houses of Talingarde that Will Bend the Knee or Will Be Brought LowJax Naismith |
1d20 + 7 ⇒ (17) + 7 = 24 for half
Jax curses and kicks the chest, hair standing on end. Well if you didn't want to go wandering aimlessly in this f$&%ing place, maybe my suggestion of going to the gatehouse ten bloody minutes ago wasn't such a bad one, yeah?
1d8 + 1 ⇒ (4) + 1 = 5 as he drinks his last healing potion.
Judge Tohram Quasangi |
The Judge shakes his head:
It is difficult to make most summoned creatures perform actions other than attacking foes. If I can speak with a creature, then I could summon a huge bat to carry one of us.
My spells are limited, but, if I summon Morsum, then I could give him the ability to fly and make him large. This will use two of my spells, but he should be able to carry almost 500 pounds while flying. We will risk getting shot at, but he should be able to carry two of us at a time.
The bigger question is whether we can disable the contraption below before we attempt to fly to the tower.
I can only summon small air elementals with Summon Monster III. I can summon Morsum, which takes a minute during which you all could attempt to disable the keep block thing the dwarfs were working on. I can then cast Evolution Surge to give him wings and then Enlarge Person to make him Large. He should be able to carry 266 pounds with light encumbrance and 512 with medium. I cannot find specific rules on how much a flying creature can carry, but there is reference in the Fly spell to speed being reduced with medium encumbrance which I interpret that he could fly with medium encumbrance which at 512 pounds is probably 3-4 trips. Edmin/Jax/Ragnar first for the combat troops. Xen/Dren/Judge second for healing/more combat. Then Grumbles/Cy at the end. Leaving Grumblejack with Cy to guard her, and with Cy having the wand from the top of the tower, she will be able to snipe if necessary.
If Jax used his Darkness ability on Morsum, then the archers in the towers would have a more difficult time shooting at us.
To do this, we will need to get to the roof as I think that the amount of time to climb out windows to a hovering not super skilled flying Morsum would be risky.
Cуровую зиму |
To supplement the Judges' plan
Cуровую has been keeping this plan quiet because every time she comes up with something the fort's men seem to have a contingency, and near omnipotent in their actions.
Cуровую can use a scroll of Fly (she only has one) on one of the strongest characters, who in turn carries another character, and Dren can Levitate the two heaviest characters and they in turn can hang on to the Flying character. Obviously there will be no aerial aerodynamics but it will at least ferry most if us as one group.
We can use this as a last ditch effort to escape, if the army thinks they have us trapped.
Two things to remember
1. We need to disable the mechanism now before we leave, we may not get another chance later as it will be well within the defenses of the inner keep.
2. Fly is one of our secret advantages, once we let that secret out we can not hide that advantage, I do not think the majority of the fort can fly, we should keep that secret and our mobility as hidden as possible. Let them believe we are hiding or Invisible.
Douglas Muir 406 |
Suddenly, the mechanism emits a series of loud, angry sounding chimes. Still glowing, it rises into the air off the top of the cabinet. (It appears to be some sort of complicated orrery or astronomical mechanism, between two and three feet across). Its glow brightens, and rainbow colors seem to dance and play around it. Then...
Everyone make a Will save, please.
Dren of the Dark Tapestry |
The block thing should be disabled already, GM said it was easy and I believe we already rolled for it.
I have levitate and depending upon the distance someone could try to jump it with levitate. The Fly with Morsum with Fly sounds like a good plan as well.
Willpower Save 1d20 + 6 ⇒ (7) + 6 = 13
Judge Tohram Quasangi |
I know that we are trying to push things forward, but Edmin has not posted since early yesterday before all the alarm stuff started to happen. The Judge essentially asked him whether we wanted to smash this noise making device. As our current leader, I think he should make a call and doubt that he would be just standing around.
Also, the Judge is looking out the window trying to determine what, if any, defenses are atop the gatehouse and the tower.
Perception while looking at the gatehouse/tower: 1d20 + 7 ⇒ (3) + 7 = 10