DM Tadpole |
Callan raises his woolly eyebrows at Pyotr’s suggestion.
“Sounds to me like a weak excuse to do some adventuring,” he grizzled old guard says with a smile “Gallivanting two nights in a row, eh? Seems like you’re getting a taste for it. Now I might point out the tower you’re talking about is due east, whereas the last orcs we saw were west. I might also ask myself if Master Ironcoffer directed you so, why’re ya tellin’ me, and not him. But I ain’t a killjoy. I think my lads and lasses have got things covered tonight. Just make sure you’re around when trouble starts, and don’t let too many people see you sneaking off.”
The aroma of Crinkles’ broth drifts across the camp. It’s the same as the previous night’s, except that somewhere Crinkles found some cheese to add. The result certainly makes for an interesting taste, and although it would be difficult to call the resulting concoction good, it is, at least, different.
Dierik retires shortly after dinner, although a glimmer from around the edges of his carriage door suggests he is still awake. Many remain awake though, lolling around in whatever comfortable spot they can find, chatting idly or listening to Crinkles playing a gentle melody on his fiddle.
A couple of important questions: what time do the adventurers depart? Are they going on foot or by horseback (as mentioned before, it’s about a mile’s travel to nearest keep)?
Assuming the PCs continue . . .
The dying campfires of the laagered caravan recede behind the four adventurers are they head out into the darkness. They pass Crooked Callan, slouched comfortably on a fallen block of stone, his bow in hand, his glittering eyes carefully inspecting the night shadows. He diplomatically pretends not to notice them as they pass.
They have only been travelling a short while when Harchrist’s Blockade crumbles down into another long breach. With the wall collapsed, there’s no shelter from the mournful winds howling out of the Hold, and they tug vigorously at hair and clothing. Somehow, the darkness beyond the stunted foundations of the broken fortifications appears somehow blacker and more menacing as they look out into the night shrouded Hold of Belkzen.
The wind is just beginning to chill when they reach the end of the breach, and Harchrist’s Blockade climbs back up to its former heights. The adventurers pass an open, crumbling, narrow staircase without a balustrade leading up to the top of the battlements. Some ten minutes later, a darker shape looming in the night sky indicates their arrival at the keep they saw at dusk.
The keep is diamond shaped; the points of its horizontal plane abutting the line of the wall, except that to the east the wall has collapsed completely. The keep has probably four stories, one level of which stands higher than the wall. Surmounting this is a squat, square turret rising from the point of the diamond which looks out over the Hold.
Three clear entrances to the keep are visible. On the Lastwall side, a thick, stone staircase hugs the flank of the tower, leading up to a postern entering at the second level. The wreckage of a bent and twisted portcullis can just about be seen, protruding from the mouth of the postern like fangs. The tower can also be entered from the west. Where the parapet running along the top of Harchrist’s Blockade (easily accessed via the wall-stair the PCs passed before arriving at the keep) abuts the keep, an open, gaping doorway is visible. If a door or portcullis once barred this entrance, it is long gone. An identical portal can be found on the opposite side of the keep. This still retains a heavy door of timber, but due to the destruction of the connecting length of wall, this doorway hangs in space, about three levels up! However, torn protrusions of stonework still protrude where the two fortifications used to meet, so it would be possible to climb up to the lonely doorway. A particularly skilled climber might even make it all the way to the battlements of the keep and enter from the roof (it’s about forty feet up from ground level).
At the bottom of the keep, on the western side of the diamond facing in towards Lastwall, you discover that grey lines of lichen have formed in the cracks of a well-concealed secret door.
Two main things to consider here; finish any roleplay back at the camp (do they speak to anyone else, manner of leaving etc.) and what they’d like to do on reaching the keep – principally, which of the various entrances to investigate.
I will also start working on a map for the keep, hopefully available tomorrow or the next day.
Other options of course welcome though!
Delkaneth |
While excited by the idea of exploring one of the Blockade's keeps, the misadventures from his previous side trip keep Delkaneth subdued about the evening's plans. He does carefully check his gear including the trail rations stored in Harika's saddlebags. Not getting caught like that again... He hopes his luck holds out and he is left alone until the crew is ready to head out - better to avoid questions than answer them.
--------------
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
As they arrive, Delkaneth sits on his horse looking up at the four-story structure. He's tempted to send his lights floating higher around the keep but thinks better of it. No need to announce ourselves to the upper floors just yet.
"Main door seems easiest. Doesn't look too hard to get in, and unlikely it's trapped against people entering from the Lastwall side." He glances over to Bonegrit. "Anyone been around here lately? And can you tell if something is living in there??"
Pyotr |
"Main door seems easiest. Doesn't look too hard to get in, and unlikely it's trapped against people entering from the Lastwall side." He glances over to Bonegrit. "Anyone been around here lately? And can you tell if something is living in there??"
Perception Check: 1d20 + 1 ⇒ (3) + 1 = 4 +2 to find hidden objects
Survival Check to look for tracks or evidence of creatures passing: 1d20 + 4 ⇒ (13) + 4 = 17
"The postern does seem the obvious choice. But, it will be obvious to any creatures sheltering within. However, as I do not relish scaling the walls, I only see one reasonable alternative, and it's as likely to be guarded." Pyotr indicates the door opening onto the parapets.
Pyotr will recommend that we leave immediately, and that we not take the horses, both for their safety while we're inside, and to avoid drawing too much attention.
Bonegrit |
Not attempting to stifle the recommendation that we leave the horses, but Amiro's shaping up to be my animal companion and as such Bonegrit views him more as "one of the boys" than a means of conveyance. He's got a decent bit of stealth though, so it should be okay.
Bonegrit slurps down his helping of the broth in short order, sopping up the remnants of the bowl with a stale hunk of bread. As the low whine of the cook's fiddle begins hanging over the camp, Bonegrit steals away to where Amiro is tethered and begins quietly saddling up the horse behind the considerable bulk of a sixbull. His hands are practiced and calm as he sets to the business, and Amiro obliges his master's wish for privacy with a quiet nuzzle. As the others begin mustering to leave the caravan for the night, they find the ranger waiting for them atop his horse, nodding to each as they approach.
Stealth Check: 1d20 + 8 ⇒ (15) + 8 = 23
Anyone been around here lately? And can you tell if something is living in there??
Survival Check (Tracking): 1d20 + 8 ⇒ (13) + 8 = 21
"Aye." Bonegrit dismounts and stoops down to peer at the ground, giving a few pronounced sniffs every now and then as he goes. Let's see what tale the ground has to tell tonight, yeah? Though his nose is still a touch leaky from the vapors of the potato-jerky-cheese broth, he still tries to discern any unique odors that may have passed through the area in recent history (and looking for physical tracks, obviously). As he sets to picking up any nearby trails, Bonegrit notices the presence of the secret egress. He runs his hand along the cracks before turning to wave the others over to investigate it.
Perception Check: 1d20 + 9 ⇒ (17) + 9 = 26 (+1 more to avoid being surprised).
"Don't know much about how they built these things. Could be a way in or could be a way out, yeah?"
Pellius Fullonna |
"Don't know much about how they built these things. Could be a way in or could be a way out, yeah?"
Pellius is excited to be exploring in places where the Lastwall soldiers stood strong against the orc hordes. The magus dismounts and leaves Signior nearby; he doesn't tie him down but asks the horse to stay close.
He inspects the secret doors and nods, quietly speaking, "I think we ought to explore this first."
I'm traveling so my posting will be spotty for a couple of days.
DM Tadpole |
So it seems everyone has gone on horseback. I’m sure Pyotr can muffle or remove his bells for the occasion (or maybe ride with someone else). To keep things simple (and considering you leave the camp just after dinner), I’ll handwave that although several people notice the PCs depart, all of them are run-of-the-mill drovers or drivers who simply assume the adventurers are doing something they were told to do.
Also (and forgive me for sounding like a stuck record), from what I’m aware Signior doesn’t know the ‘stay’ trick, so Pellius would need to make a DC 25 Handle Animal check to be certain he’ll stay put. In all likelihood, he’ll stay close to the other horses and not wander (assuming the others are, at least, is tethered), but there’s no guarantee.
The secret door is quite large, of sufficient size that, as long as he dipped his lance, a fully armoured and mounted knight could use it fairly easily. However, there seems to be no way of opening the secret door from the exterior – there are no visible hinges, not sign of a keyhole or cleverly concealed pullring, in fact the only evidence the door is there at all stems from the faint crease of its outline.
Pyotr doesn’t notice them at first, but keen-eyed Bonegrit points out faint but clear boot prints on the stairs leading up to the postern. The muddy tracks are probably only a day or two old, and made by a man or man-sized creature.
The half-orc’s keen nose quickly picks up the stench of carrion, unfortunately quite familiar following his experience at the battlefield by the Ghostlight Marshes. The smell is definitely stronger closer to the keep, though Bonegrit can’t determine an exact direction.
The wind keening over the battlements almost masks it, but you briefly hear a howl, as if uttered by a man wrought by great despair, drift out from the upper reaches of the keep.
A little late, but on further to Delkaneth’s knowledge check on General Harchrist, I can reveal the following.
Harchrist was one of Lastwall’s great heroes. His tactical genius and inspired leadership were instrumental in putting a halt to the orc threat in 4230s. All this is common knowledge in Lastwall of course, but some stories of the famous general have spread further afield than his homeland.
One interesting tale that Delkaneth has heard relates to the Shield and Sword Marks borne by the men and women of Vigil. This tradition was begun by General Harchrist following the completion of his blockade. The general, along with several leading members of his command staff, all received marks of justice from the clergy of Iomedae, swearing oaths never to leave the wall whilst it was under attack, on pain of a powerful curse. This act inspired his men, many of whom followed suit with their own marks and oaths (although many of these aesthetic without any divine sanction). The trend culminated in the formation of the Swords of the Allure*, a small (and decidedly fanatical) sect of Iomedean knights whose marks of justice prevented them leaving Harchrist’s Blockade under any circumstances at all.
*The allure, beyond its more common definition, is a term given to the wall-walk atop a wall or castle battlement.
Unless you have some ingenious way of getting through the secret door, I think you’ll need to agree on a different means of access.
Delkaneth |
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
After examining the door and not finding an entrance, the booted footprint attracts Delkaneth's attention. After a moment of looking at the bootprint his gaze wanders to the open gateway at the top of the wall.
"Only a few days old? Pyotr, any chance the Swords of the Allure are still active on the Blockade? Exploring an abandoned keep is one thing, but bursting in on a faction of knights isn't quite what I had in mind."
Pyotr |
Perception: 1d20 + 1 ⇒ (9) + 1 = 10 +2 to find hidden things.
"Only a few days old? Pyotr, any chance the Swords of the Allure are still active on the Blockade? Exploring an abandoned keep is one thing, but bursting in on a faction of knights isn't quite what I had in mind."
Pyotr blinks in confusion. "The Swords of the Allure? You mean soldiers who patrol the battlements? Harchrist's Blockade fell centuries ago. No knight has walked the allure in many years."
"The print undoubtedly belongs to some footpad or highwayman clever enough to avoid the local patrols. Or some wayward orc, far from the horde."
"The door will not likely open to anything less than a battering ram. Our options have dwindled. If we still intend to enter," Pyotr draws his greatsword, "it appears the postern is our portal."
Bonegrit |
Bonegrit curls his nose for a moment in a near-wince before spitting. "Urgathoa's teets! Phew!" He draws his right forearm across his nostrils and takes a step back to look up at the crumbling keep. "Had my fill of that stench at the battle site. Wonder if somethin' big crawled in there and died?" The blank stares of his companions reminds Bonegrit of the fact that most don't share quite as accute a sense of smell as he does. "Ah, that is... I smell a bit of rot somewhere in there..."
Perception Check: 1d20 + 9 ⇒ (16) + 9 = 25 (+1 more to avoid being surprised)
"...what was that!?" Bonegrit's ears twitch slightly and he swivels his head up to steal a glance at the higher levels of the keep. "Didn't reckon on finding carrion and cries in here. Think I'm even more curious now..." The half-orc's words trail off into barely a whisper, but his gaze doesn't leave the exposed upper levels towering above him. "I can climb up and have a look if ya like. Can't say I like the sounds or smell of this place, though."
Delkaneth |
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We're talking five centuries ago Del, so it's probably unlikely! Although from what I wrote that's not necessarily obvious!
Oh c'mon.......a secret society that's existed for 500 years that not still walks the ruins with an agenda warped and twisted from its original intentions.............sounds like a lot of fun to me!
Delkaneth |
Trusting Bonegrit's senses and instincts Delkaneth draws two axes from his belt. "Postern it is then. Just like they want...."
Examining the wall under the 'floating door', how difficult does the climb look?
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Delkaneth |
guards, schmards
Delkaneth cautiously examines the first few steps and slowly starts the ascent.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7 to check for traps etc
oh, come ON!?!?!?!?
Pyotr |
guards, schmards
oh, come ON!?!?!?!?
I believe the appropriate response is, "traps, schmaps". =)
Pyotr carefully grips the silver bell hanging from his hilt of his sword, silencing it. He ducks cautiously under the hanging remains of the postern's portcullis, and into the darkened interior. With his sword at the ready, he lets his eyes adjust to the darkness.
Stealth Check: 1d20 - 4 ⇒ (3) - 4 = -1
Perception Check to spot enemies: 1d20 + 1 ⇒ (7) + 1 = 8
Pellius Fullonna |
The magus draws his blade and lets the more savvy of his companions check for traps and unseen enemies. His eyes strain trying to pierce the darkness ahead.
Just a little 'I'm here' post
DM Tadpole |
Forgive this very cursory summary, I’ve spent too much time this evening drawing a not very effective map!
Also; Pellius, see my note above(and the others for that matter); will you be tying up your horse(s) or leaving them to wander?
Delkaneth’s careful survey of the staircase leading up to the postern gate reveals no sign of any traps. Pyotr confirms this conclusion without triggering anything untoward, although he does stumble over a step, causing the bell on his greatsword to jingle sweetly.
At the postern he pauses. The only sign of the doorway that once stood here are the sockets for the hinges, but the portcullis remains. It has been broken open from the inside, so that its jagged bars now twist out towards the half-orc. The passageway through the thick wall is about twelve feet across. A level ceiling, no more than ten feet high and pierced by three cobwebby murder holes completes the postern gate.
Beyond lies a room of considerable size, perhaps once a hall or a space to muster troops. It’s almost bare of furnishings, although a foot high ledge does run around its perimeter. In the centre of the room a large spiral staircase leads both up and down, and in the western wall sag a pair of double doors. A couple of pillars support the ceiling.
The stench of rot that Bonegrit remarked on now catches in Pyotr’s nose as well.
Pyotr |
Pyotr will tether Torshen's Hammer.
Pyotr, now intimately familiar with the smell of decay, hesitates at the threshold. The beautiful sound of the silver bell echoes surprisingly loudly in the narrow chamber. The murder holes hang ominously over his head in the ringing silence.
With a slight effort of will, Pyotr pushes himself across the eave and into the chamber.
Pyotr will move to approx. H-21, V-21 on the map. (Assuming nothing untoward happens in the interval.) Perception Check: 1d20 + 1 ⇒ (4) + 1 = 5
On a side note, I have been rather impressed with your cartography. My map-making efforts usually involve the phrase, "Now, you'll have to kind of use your imagination..." =)
Delkaneth |
On a side note, I have been rather impressed with your cartography.
No kidding, very nicely done!
Delkaneth creeps along the wall of the passageway until he reaches the room. If the smell or the murder holes affect him it certainly does not show. He moves to the left of the doorway as he scans the room for threats.
Move to approx. H-20 V-24
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Pellius Fullonna |
Pellius has tethered Signior before entering the Keep.
The magus wrinkles his nose at the stench of the carrion in the air. He sees the murder holes in the roof and gives them a wide berth as he examines the room.
With his 'lighted' feather stuck behind his ear and drawn blade, the scout looks around.
Assuming nothing jumps out at him...
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
The magus nears the spiral staircase in the middle of the room trying to pierce the darkness.
Bonegrit |
Bonegrit remains silent towards the rear of the band, attempting to rest softly on the soles of his well worn boots as he advances. As the bell affixed to Pyotr's massive blade begins calling out its greeting to the failing stronghold they all find themselves in, however, the ranger is forced to confront the fact that their presence is no doubt known by now. His eyes peer about the murder holes in wary wonder, but the reverie's malaise soon lifts as he recalls the signs of someone having passed this way only recently. Trusting that their vanguard is equipped for any lingering threats herein, he turns his gaze to the ancient floor, intent on learning what tale the stones may tell.
Stealth Check: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Check: 1d20 + 9 ⇒ (2) + 9 = 11 (+1 to avoid being surprised)
Survival Check (Tracking): 1d20 + 8 ⇒ (16) + 8 = 24 (Another +2 vs. Orcs, just in case)
DM Tadpole |
The adventurers pass nervously under the murder holes, but they disgorge nothing. As they enter the large room, shaped like half a shield, they are all aware of the smell of something dead. A thick layer of grimy dust covers everything within, but the passage of something has left trackways back and forth across the room, most of them leading from the spiral staircase to the postern gate.
The tracks match those Bonegrit already identified on the stairs outside, and the most recent lead up the spiral staircase.
There seems to be a strange inconsistency in the footprints, vague as they are. There are some prints of a left boot, but none can be found of a right. There are also scuff marks which suggest a staff or stick used as some kind of walking aid.
Beside the entrance to the room, a series of holes puncture the stone. Presumably, these once fastened a now disappeared ladder to the wall, which lead up to a tiny stone door, barely large enough for a man to squeeze through, above the passageway through the postern. This door must provide access to the murder holes.
As the adventurers move into the room their attention is drawn to a noise coming from behind the shaft of the spiral staircase (out of view from their current positions, approximately from H31/V30 or their adjacent squares). It’s a scuffling noise, as of something being dragged clumsily over the floor, and is punctuated by occasional bursts of ratlike squeaking.
Delkaneth |
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Blissfully unaware of anything going on around him, Delkaneth continues to creep along the western wall as he tries to get a glimpse of what is causing the noise.
Move to H-20/V-29
Another Stealth: 1d20 + 6 ⇒ (4) + 6 = 10 argh!
Pyotr |
Survival (tracking) Check: 1d20 + 4 ⇒ (8) + 4 = 12
Survival Check: 1d20 + 4 ⇒ (8) + 4 = 12
Pyotr begins following the tracks towards the foot of the staircase, when the sounds from behind the stairs draws his attention. Delkaneth moves to get a glimpse of the source, while Pyotr holds his position at the stairwell.
Pyotr will double move to H-28, V-23. Perception Check (looking up the stairs): 1d20 + 1 ⇒ (15) + 1 = 16
Pellius Fullonna |
Survival (tracking): 1d20 ⇒ 7
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Alerted by the noise from behind the shaft of the spiral staircase, the magus ducks out of sight (H30/V23) and tenses in anticipation of trouble.
He slips his magical feather into his armor partially dousing the light.
DM Tadpole |
Pyotr glances up the stairway. The tight curl of the spiral staircase prevents him from seeing far, but the short section visible is empty. Pellius is beside him, neither of the two Iomedeans can see what Delkaneth can see.
However they do see the Chelaxian step on something.
“Eeek!”
This sudden squeak comes from Delkaneth's feet. With his eyes on the trio of rats behind the stairs, he failed to notice a fourth rat, quietly and contentedly chewing on a hunk of rotten meat in the shadow of the ledge. Contentedly chewing that was, until Delkaneth stepped on its tail.
The giant rat bites ineffectually at Del’s leg, (attack roll: 1d20 ⇒ 11) then scurries across the room to join its companions.
I’ve added a map link to campaign info page for ease of reference. I’ve not plotted the PCs positions yet as despite Delkaneth’s little incident, I wouldn’t say combat has broken out yet.
Delkaneth |
As the rat scurries away, Delkaneth begins to back up along the wall. If he's not interested in me, Im not interested in him! He keeps his eyes on the four creatures to make sure they do not change their minds and try for a fresher meal.
Pellius Fullonna |
Quickly moving up beside him, Pellius asks, "You OK, Del?"
The magus slips part of his magical feather out of his vest's pocket illuminating the area but takes a hint from the bard and doesn't engage the large rodents. "If that's all that's here maybe we should go up the stairs. Did you see anything Pyotr?"
BTW, I'm assuming that a feather with a light spell cast on to it can be momentarily doused by putting it inside a leather pocket but let me know otherwise,
Pyotr |
Pyotr keeps his voice low, and his sword at the ready. "Nothing, save the wall ahead."
If the rats do not attempt to eat Delkaneth, Pyotr will begin moving cautiously upstairs. Stealth Check: 1d20 - 4 ⇒ (3) - 4 = -1
Perception Check: 1d20 + 1 ⇒ (12) + 1 = 13 + 2 to spot hidden things (like traps or passageways!)
Edit: Clearly Pyotr is not the stealthy type. Del or Bonegrit may wish to take the lead at some point, so I don't awaken the whole tower...
Delkaneth |
"Fine. Feel stupid for almost tripping over a rat, but fine."
He again tries to be quiet as he follows Pyotr up the stairs.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 4 ⇒ (14) + 4 = 18 to spot traps or anything unusual
DM Tadpole |
Leaving the rats to their repast, Pyotr leads his companions up the stairs. The steps are smooth and worn, and slightly uneven in their height in relation to one another. The big half-orc stumbles on the third step, his greatsword clangs against the wall, then jingles as Pyotr is forced to use the hand that was stifling the bell to steady himself.
The staircase leads up to the third level, opening onto a wide, bare passageway that appears to ring the stairwell. Directly facing them to the south are the remains of a door. The door remains in its frame, but long ago someone or something hacked a man (or orc?) sized hole straight through its heavy oaken boards. The light from Pellius’ feather is sufficient to illuminate a little of the room beyond, which appears quite large. Wooden pews are piled haphazardly in the entrance, many atop each other and most of them broken or smashed.
The passageway encircles the stairwell, so it’s likely there are other exits leading off it (unseen from the adventurers’ current position). The spiral staircase also continues upwards to the level above.
The tracks that Bonegrit identified continue leading up the staircase.
@ Pellius, your assumptions regarding your feather are correct.
Pyotr |
Perception Check through the door: 1d20 + 1 ⇒ (20) + 1 = 21 + 2 to spot hidden items
Pyotr edges to the hacked open door, and studies the room.
Survival Check (tracking): 1d20 + 4 ⇒ (15) + 4 = 19
Pyotr |
The light from Pellius’ feather is sufficient to illuminate a little of the room beyond, which appears quite large. Wooden pews are piled haphazardly in the entrance, many atop each other and most of them broken or smashed.
"The chapel? A shame that the proud soldiers of Harchrist's Blockade died barricaded in a tower, rather than atop fine steeds in the open field." Pyotr whispers.
If nothing is threatening, and nobody objects, Pyotr will enter the room through the hacked open door.
DM Tadpole |
Pyotr leads his companions into the chapel, ducking his tall frame through the broken maw of its portal. The room is T-shaped; or more accurately sword-shaped. Small side chambers, perhaps serving as robing rooms or quiet areas for meditation or prayer, extend on either side of the door like a sword’s crosspiece, whilst the blade of the room stretches away from them to a window in the southern wall. The window is open to the night outside, and actually consists of five vertical slits cut through the thick outer wall of the keep, not one slit being wide enough to allow an attacker to squeeze through. Broken shards stuck in the narrow frames and shattered on the floor below show that these verticals once held stained glass panels.
One the other side of the barricade of pews is a pile of human skeletons, their bones clear testament to the great cleaving blows that slew them. Absolutely nothing else lies amongst these remains, no broken weapons, no scraps of armour, not even the rotten remains of any clothing.
Beyond them stands a twisted and deformed icon to Iomedae. The sword and sunburst are mangled out of shape, and it appears the finer metals that once decorated this icon (which is as tall as Pyotr) have been stripped and looted by the invaders. What remains is only the copper and iron core of the symbol.
A horizontal recess in the western wall bears the life-sized effigy of an angel carved in low relief, as if sleeping in full armour atop her tomb. Her arched wings mantle her beautiful face, and of course, there is a longsword cradled upon her breast.
This image is of Saint Lymirin, the patron saint of drawing first blood against the enemy.
Just beneath the window someone has used a knife or some other sharp point to carve the following message: Iomedae forgive me, but I value my life more than my vow.
Your sharp ears catch a sound floating down the stairwell, a sound like a man knocking over something big but managing to catch it just before it struck the ground.
Here is an updated map. Note that the PCs have yet to see the exits leading off the passageway that encircles the stairwell.
There is more to find and plenty to do in the chapel, but rather than post a load of spoilers and DCs I think it’ll be more involving to simply describe what your PCs do or look at (in addition to posting any rolls you might think appropriate).
Delkaneth |
Knowledge (religion, untrained): 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Delkaneth slowly turns his head to take in the entire space. His gaze lingers on the window just for a moment before he keeps going. "We're far from the first people to explore this place. Looks like this battle was lost a long time ago." The angel effigy sparks his curiosity first so he makes his way over to the carving to examine it.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9 checking for anything interesting including secret panels or doors
Pellius Fullonna |
Knowledge religion: 1d20 + 4 ⇒ (14) + 4 = 18
Pellius immediately falls to his knee and brings his longsword up to salute the remains of the statue of Lady Iomedae. A few seconds later and he stands before the angel, saluting it as well. "May I be as quick as you are Saint Lymirin."
With his lighted feather out again, he nears Del and nods the bard's assessment.
The magus then goes back and examines the statue and angel closer.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Pyotr |
Knowledge (religion): 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 1 ⇒ (10) + 1 = 11 + 2 to spot hidden items
Pyotr turns his sword hilt to the carved relief, causing the tiny bell to jangle lightly again. "May our swords always be sharp... and rarely drawn in anger."
Suddenly, Pyotr stiffens. He quickly puts his sword to the ready, and points everyone towards the stairs.
DM Tadpole |
Pellius and Delkaneth investigate the horizontal effigy of Saint Lymirin. It’s the magus who notices the secret compartment; a little rectangular door built into thick mass of stone at the carving's feet. Even as Pellius’ gloves gently brush over it, it pops open, swivelling easily on a pivot. Disappointingly, there’s nothing inside, just an empty space about the size of a shoebox.
Pellius glances back at the defaced symbol of his goddess, and suddenly the windows behind the icon blaze with light, temporarily blinding him. He blinks rapidly to clear his sight, and on regaining his vision, the scene in the chapel is very different.
It’s daylight, with sun streaming rainbow hued light through the five stained glass panels of the window. The icon is restored to its full glory, gleaming with gold and silver. Flanking it are two flags, each bearing the image of Iomedae’s sunburst rising above the crenellations of a fortified wall. The pews are whole, standing in ordered rows, and what’s more, the room is full of people.
Many of them appear to be knights, although the style of their full plate appears somewhat archaic, but there are a large number of men-at-arms in mail hauberks as well. These lesser infantry are lining up for some sort of ceremony, each presenting his or her weapon hand to a white and gold robed priestess standing before the icon.
“Your valour today is equal to the courage we all must show on the field," she says "Iomedae recognises your pledge to defend Lastwill until your last breath has fled your lungs, until your last drop of blood has spilled into this border’s soil. Hold the wall, and accept this mark that binds us to it.”
“I accept the mark of the Allure,” responds the man-at-arms as the priestess sinks a sharp-tipped quill into his hand and mutters a prayer tinged with magic.
“Hold the wall,” chorus the rest of the people in the room.
Pellius feels a hand on his shoulder and turns. It should be Delkaneth, but in fact he sees a young, sallow faced man with a thin, brown moustache looking at him.
“Bah, to the hells with valour,” he whispers “It’s a mark of death, that. Can hardly refuse though, can we, not with every other fool in this keep signing their entire lives away. And even if we did, guess who’d get selected for the next suicidal sally out against the orc hordes eh . . .”
The delusion abruptly dissolves as Pyotr’s voice brings Pellius back to the real world. His vision has lasted a mere second; it’s unlikely that Delkaneth even noticed fellow Chelaxian’s briefly unfocused stare.
It’s already been established that Pyotr has not heard of the Swords of the Allure, but as Pellius did not respond to Delkaneth’s comments outside the keep it could easily be argued the magus did not hear them.
Pellius recognises the sun rising over the wall symbol as belonging to the Swords of the Allure, a minor cult of knights and paladins dedicated to Iomedae that existed for only a few decades up till the fall of Harchrist’s Blockade. So fanatical were they in their defence of Lastwall that they adopted the use of marks of justice that prevented them from ever leaving the fortifications.
This practice, in a somewhat less severe form, was later taken up in Vigil via the Sword and Shield Marks.
Pyotr’s cry of alarm turns the adventurers’ attentions back to the stairwell. A few breathless moments pass by, but there are no further audible sounds and nothing comes down the stairs.
Continue exploring the chapel or back to the spiral staircase?
Pellius Fullonna |
Knowledge religion: 1d20 + 4 ⇒ (1) + 4 = 5
Pellius is momentarily stunned by the vision. He quickly looks at the statue and painting for a second but his soldier instincts kick in before he investigates further.
Partially dousing his lighted feather, he nears Pyotr, "If you heard something, let's go and check it out. After we're done, I gotta tell you something that you're not going to believe."
Pellius votes for investigating upstairs.
Pyotr |
"If you heard something, let's go and check it out. After we're done, I gotta tell you something that you're not going to believe."
Pyotr gives the soldier a quizzical look, then nods. A much more determined look replaces it as he dashes back out through the chapel door. At the stairwell he pauses, glancing up towards the next floor, once again stymied by the curve of the spiral staircase.
Perception Check: 1d20 + 1 ⇒ (2) + 1 = 3
With a glance towards his companions, he begins climbing the stairs as quietly and rapidly as he can, (Stealth Check: 1d20 - 4 ⇒ (16) - 4 = 12) only succeeding in not making quite as great a racket as he made moving to the second floor.
Assuming he is unobstructed, Pyotr will move to the landing of the third floor.
DM Tadpole |
I’ve made a few assumptions here in order to move things along. Considering the consequences, feel free to challenge them if you think your PC would be doing something different.
Following Pyotr’s clanking lead, the adventurers hurry up the spiral staircase. Suddenly, there is a clattering, unseen commotion from the level above them*, followed by a bouncing, pounding noise that rapidly grows in volume.
Ricocheting around the corner of the tightly turning spiral staircase come a half dozen iron balls each the size of a man’s head – old catapult ammunition! Pyotr’s jaw drops open in alarm as the balls clatter towards him at speed.
I’m assuming the following order: Pyotr, Pellius, Delkaneth, Bonegrit. Each PC must make two Reflex saves. Two successful saves mean no damage, one save means half damage, no saves means full damage. The catapult stones do 3d4 damage.
Save DCs are as follows:
Pyotr DC 15
Pellius DC 14
Delkaneth DC 13
Bonegrit DC 12
The catapult stones loose momentum as they bounce down the line.
Roll saves and damage as necessary.
*A real world comparison would be the noise of someone hitting a strike in a bowling alley.
Delkaneth |
Stealth clearly no longer an option, Delkaneth curses loudly in the tiefling tongue and he dodges the attacking ammunition.
Reflex save #1: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex save #2: 1d20 + 5 ⇒ (14) + 5 = 19
A wry smile crosses his face as he deftly avoids each one, thankful yet again of his choice to stay lightly armed and lightly armored. Not even waiting to see what happens to his companions he charges forward. Envisioning an enemy at the top of the stairs with other tricks and traps at the ready he reasons that it is better to engage them that remain a sitting duck on the starcase.
Map looks like the stairs are pretty wide, so Delkaneth would go around the two in front of him if possible and double-move up the steps with 2 axes in hand.
Pellius Fullonna |
Reflex save: 1d20 + 2 ⇒ (3) + 2 = 5
Reflex save: 1d20 + 2 ⇒ (8) + 2 = 10
The magus curses as the balls start rolling towards him. He manages to raise his sword and deflect the first but two other balls slam hard into his shoulder and side of the head. Not time to worry as the magus rubs his neck and already feels the swelling.
damage: 3d4 ⇒ (4, 3, 4) = 11
Pyotr |
Reflex 1: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex 2: 1d20 + 2 ⇒ (4) + 2 = 6
Pyotr's jaw drops as heavy iron pours down the steps. Cunning. His long strides allow him to easily step over the first of the catapult shot that reaches him. The second wave is too random, and he fails to make the adjustment. "Gods blast me for a foo- Oooph!" as the round shot catches the lip of a stair, blasting into his gut.
Damage 3d4 ⇒ (1, 4, 1) = 6 / 2 = 3
DM Tadpole |
@ Pellius; ouch! Hard luck there!
Rolling for Bonegrit
Reflex save 1: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex save 2: 1d20 + 6 ⇒ (16) + 6 = 22
3d4 ⇒ (1, 4, 4) = 9
9/2=4.5, rounding up to 5. Bonegrit loses 5 hp, reducing him to 15 hp.
A catapult ball slams Bonegrit in the upper arm; the half-orc grunts in pain.
The stairs are in fact pretty narrow, and Pyotr’s bulk more or less fills them. Nevertheless, Delkaneth’s agile enough to slip past the reeling Pellius and leapfrog the doubled over half-orc in order to charge up the stairs.
The stairwell opens out onto the roof, facing north to the tower that protrudes another couple of levels higher than the main body of the keep. The stairwell also continues up to crest a small turret rising in the centre of the roof. The wide, flat space of the roof is littered with debris, including the ancient, inoperable remains of a pair of small catapults, a trio of massive, irregular boulders which seem quite at odds with the spartan order of the keep, and numerous disarticulated skeletons scattered across the flagstones like toys a child has neglected to tidy away. A raised parapet (some five feet high) runs along the crenellations around the edge of the roof.
As Delkaneth steps out onto the roof the wind buffers him, but despite its force he immediately notes the return of the cloying stench of decay that permeated the entrance hall below.
At the top of the stairs a large iron bound crate lies on its side. Its lid has been ripped off; its ancient, rusted padlock sheared away as if it were no more than a lace ribbon. The box is empty. Delkaneth notices a trunk of similar style and dimensions sitting beside one of the ruined catapults, and quickly concludes this to be the container for the iron spheres that just came bouncing down the stairs at him and his companions.
However, this is but a secondary observation as he catches a glimpse of a strange, powerful looking humanoid figure disappear through the doorless portal to the tower in a lurching run.
Here is a map of the roof, and here is a side view. The side view is not to scale, just a rough representation to help you envisage the scene.
Pyotr |
Delkaneth slips past Pyotr as he struggles to recover from the impact of the catapult shot. After a moment, his breath returns, and taking the stairs two at a time, he quickly catches the Chelaxian. The last image of the man's cloak vanishes around the corner as Pyotr steps onto the landing.
"Stop! Stand and account for yourself, coward!"
Pyotr will move to the door, but is wary of more stairway traps.
Delkaneth |
Frustration urges Delkaneth across the roof. Getting tired of chasing stuff, need a better way to slow something down!
Knowledge (religion, untrained): 1d20 + 2 ⇒ (19) + 2 = 21 stench of death, lurching movement....any guesses I can make?
"Watch him, Pyotr, not sure that was a man!"
Charge after it, free action to draw throwing axe with offhand. If I'm reading the map right the door is only 30' away so if the creature is in range when I reach the doorway I'd throw, if not i'd double move to keep after it.