| Dungeon Master S |
Map, I believe, is up to date.
-Posted with Wayfinder
| Ferox Kerr |
I thought we were on the first floor, in that area next to the Star Tower. I clearly remember going through those double doors.
| Dungeon Master S |
Ferox is right. Check the Ground floor map.
| Ferox Kerr |
OK. Looks like we have the first floor mostly complete. I think we pick either the spiral staircase or the staircase just north of that to continue on the second floor.
| Morkeleb the Mighty |
Ok, so from the 2nd floor...I'm still a bit confused. I thought the courtyard where we fought the dragon was an open-air courtyard--is that true? From the map it looks like it's not...that we can go across (east) to the door in the northeastern corner of that room
But if it IS open...I can't see any other area/door we haven't seen. Wtf?
| Ferox Kerr |
I think there are staircases from the first floor that lead to unexplored areas of the second.
| Ferox Kerr |
Added blue arrows to show staircases where I don't see the egress on the second floor from what we've explored. I think if we take either of those, we'll be in new areas.
| Dungeon Master S |
I lifted it for the side rooms near the demilich as they don't include anything of note.
| Dungeon Master S |
1d100 ⇒ 10
The party carefully traverses the spiral stairs up to the 3rd floor and beyond. It eventually spills out into a tiny minaret high above the rest of the castle. Gargoyles slit about, but none take notice of you.
1d20 + 21 ⇒ (6) + 21 = 27
Gaius catches a lever at the top. One pull would slam the stairs down into a slide with razors popping out to make the trip down more... red.
| Ferox Kerr |
Doesn't look like there's a way off the minaret.
Can we see the rest of the roof from the minaret? Are there areas we think should be accessible?
I saw we hit that other staircase I pointed out.
| Dungeon Master S |
Gaius fails to work the trap, but is sure he can get it You'll mishap only on a 1: 10d20 ⇒ (13, 5, 12, 9, 20, 17, 10, 20, 6, 7) = 119
He eventually works towards disabling it. [b]XP: 500 each[/ooc]
Ferox sees that there's a lot left of the third floor that's unexplored, as well as the second floor.
You haven't actually seen that other stairwell through. Your view on the minaret leads you to think that's likely the way in.
| Ferox Kerr |
XP: 113,381
For future reference:
XP Spreadsheet by Sandor
| Gaius Lirsiiv |
| Dungeon Master S |
The party makes their way upstairs to a large room. all that remains though are bits of broken weaponry and armor, and perhaps a trio of battered target dummies.
Second floor map updated.
| Dungeon Master S |
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (11) + 22 = 33
Perception, Grym: 1d20 + 15 ⇒ (20) + 15 = 35 +2 underground, +4 urban
Perception, Bucho: 1d20 + 11 ⇒ (6) + 11 = 17 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (8) + 18 = 26
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (5) + 20 = 25
| Dungeon Master S |
The door opens to a wind swept parapet. Though the sun is visible, it is muted and weakened. The intangible pall about the castle extends even here. In the corner you open a door to an ancient armory. Once likely filled to capacity with weapons and armor, it is now completely empty save for the occasional empty and toppled weapon rack.
| Dungeon Master S |
Your pogs are correct on the second floor map. I revealed a room outside that the door is open to for expediency.
| Morkeleb the Mighty |
OK then. Door we're at, current placing good.
Ferox, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 22 ⇒ (13) + 22 = 35
Perception, Grym: 1d20 + 15 ⇒ (13) + 15 = 28 +2 underground, +4 urban
Perception, Bucho: 1d20 + 11 ⇒ (1) + 11 = 12 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (10) + 18 = 28
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (6) + 20 = 26
| Dungeon Master S |
The party opens the door to a short hall, and eventually into a smithy. Once incredible tools now sit rusted beyond repair. What once fueled the machine of war now shows the decay of the haunted castle.
Eventually the party clears the battlement, finding nothing of note...
Map is updated (currently Second Floor.)
| Sandor Stouthammer |
The party opens the door to a short hall, and eventually into a smithy. Once incredible tools now sit rusted beyond repair. What once fueled the machine of war now shows the decay of the haunted castle.
Eventually the party clears the battlement, finding nothing of note...
Map is updated (currently Second Floor.)
Sandor enters the room with a loving and gentle touches examines the smithy. With a small misting in his eyes he turns and exits the room with a small backwards glance.
| Dungeon Master S |
Gaius finds a stairwell down that empties out close to where the dragon was felled. As he's about to report back to the party, he finds a secret door to his side, leading into the tower. Curiosity gets to him and he opens the door. Soot stains the walls and floor of this ancient guardpost, and the smell of sulphur hangs heavy in the air. Open doors to the north and east lead into other chambers, while two flights of stairs (one leading up, the other leading down) stand to the northeast.
2d20 ⇒ (7, 19) = 26
| Gaius Lirsiiv |
If the party joins me, I'll move to the closer of the two doors, flank the frame and peer inside.
I'll move slowly and keep my eyes peeled. Scorch marks mean either an old battle or traps.
Stealth:1d20 + 16 ⇒ (17) + 16 = 33
| Dungeon Master S |
1d20 + 12 ⇒ (19) + 12 = 31. You peak your head into the room next door and spy a trio of fiery looking canines, each the size of horses. Their breath is what stinks of brimstone. They don't seem to notice you...
| Dungeon Master S |
I'll give it to Mork with a -4 on his check for being second hand information...
Nessian Hellhounds! These big bad dogs can breath fire and bite a farmer in half with a single bite. +1 for every 5 over.
| Dungeon Master S |
1. Cold
2. Bite and breath weapon (both are fiery.)
3. None
| Dungeon Master S |
Where is this conversation taking place?
| Morkeleb the Mighty |
Gaius backed up the stairs a bit..in any case we're not where MOrkeleb can even see them, as they were described to me. :-)
I have very little in the way of cold attack spells. However, some of my other powers may work quite well...often beasts are weak-willed and I may be able to subdue or incapacitate one, or even all, of them, allowing for easy slaughter.
Morkeleb pulls out one of his wands, ready to move.
I'll start out with slow, and try to Daze them as well. No guarantee any of it will work, but it's worth a shot...
| Dungeon Master S |
Go ahead and roll your chance to sneak up...