Tyrandro Amprei |
"Tyrandro cuckles. Is it only the embrace of physical pain, that is demanded by your god, or is Sial choosing the less painful way when cutting off his ear, as he hasn't reached the final state of embracing every pain?" he asks Laori in a whisper.
But he straightens up as Sial approaches. "Flying would be a nice thing. Fluffy still has to make his maiden flight. But I think the bridge would be a simple enough entry. Maye with invisibility to keep the element of surprise on our side. But so far entrance guardians were not nice to us, but didn't make that much of a difference."
Tyrandro Amprei |
"Gargoyles are lame. Even if we don't have the whole Sklar-Quah tribe behind us, don't you think? I just hope we don't meet to many grumpy dead, that didn't pass on into the afterlife and stayed here as ghosts."
Tyrandro Amprei |
"They are annoying, if you can't reach them with your weapon. But if you don't have that problem..." Tyrandro comments. "But the Sklar-Quah destroyed dozens of them. I didn't do that alone. But I still wonder where the Red Mantis got them. And how they talked them into helping them. If it's just money, we could get our own army too."
Iolana Altumas |
"I'd rather ride a griffon. So the plan is everyone go invisible, and we cross the bridge like we own the place? Who are we taking with us? I think for the first trip we should take Laori. She needs some fun."
She gives Fluffy a pet. "I'll take you flying one of these days. It's a lot of fun."
GM Peachbottom |
You decide to take Laori with you along the land route. The causeway connecting the castle to the southern gatehouse seems to be the most direct approach. A single span connects the castle to a small peninsula on the lake’s southern edge, where a crumbling barbican still stands. Guarding the only land approach to Castle Scarwall is a defensive gatehouse that stands at the tip of a small peninsula. This barbican consists of a crumbling curtain wall flanking the remains of two gatehouse towers, the western one of which has collapsed. The other tower, though battered, still stands and supports a ramshackle lean-to built against it.
See link, Scarwall Barbican, above.
A tribe of well trained and dangerous orcs has taken up residence in the barbican. The orcs paint their faces with white pigment.
Invisible, you can scout the outer areas, which I labeled on the map.
A1 Forecourt: A cleared area sprawls before the barbican gate. Fragments of ancient bone and broken weaponry from ancient battles still clutter the thin soil.
A2 Entryway: Two sets of gates once blocked the ends of this entryway, but they are long since gone. The surrounding structure is mostly intact to the southeast, but lies in ruins to the northwest.
A3 Ruined Tower: This gate tower is nothing more than a twenty-foot-high pile of rubble with a few fallen walls.
A4 Curtain Wall: The remains of this crumbling curtain wall are twenty feet high where they haven’t collapsed.
A5 Causeway: Two leering gargoyles flank an arch at the entrance to the causeway that extends across the lake to Castle Scarwall.
You can see a single orc (armed with a greataxe and breastplate) patrolling the ground path and another at the top of the barbican looks out with a bow.
GM Peachbottom |
The simplistic orcs have no way to detect you and you make your way past them easily enough. You then begin to make your way across the causeway.
A high bridge crosses the vast expanse of black water between the barbican gate and the entrance to Castle Scarwall. The bridge is ornate and in excellent condition, with only a few tenacious patches of moss and lichen clinging to it here and there. High arching columns reaching from the waters below support the broad span, each marked by a pair of sinister gargoyles that stare out over the dark lake. A larger pair of these statues flanks a great archway that encompasses the near end of the bridge.
The causeway is 20 feet wide with a low, 3-foot balustrade on each side. Its entire length is smoothly cobbled. It stands 80 feet above the surface of the lake and is 400 feet long. The gargoyles along its length are stationed in pairs every 40 feet.
Castle Scarwall’s front gate looms at the end of the long causeway, flanked by twin statues of warriors standing at attention. Pale flames rise from the tips of their spears 30 feet above. Torches are set into the entryway tunnel leading to the main gates themselves, providing illumination. The massive gates are closed, and a lowered iron portcullis further bars unauthorized entrance.
You only get about 30 feet across the bridge when a noticeable breeze rises into a gale around you. Vague shapes of faces and humanoid forms—the spirits of Scarwall’s restless dead—can be seen in this wind. Their appearance forces the materialization of Zellara’s ghost, recognizable as she manifests before the party. As you watch, she is suddenly assaulted from all sides by these ravenous souls, and though she tries to hold them back, the assault is obviously overwhelming.
"Help me!" Zellara screams as she begins to be dragging into the very stones of the bridge. Her eyes are wide with terror. "The spirits of the castle are trying to claim me. Don't let them take me!"
At the same time, the gates and portcullises open to allow the initial guardians of Scarwall out. These consist of a platoon of 12 armored human skeletons led by a dread skeleton fighter astride a skeletal nightmare.
What do you do?
Tyrandro Amprei |
"You take care of those ghosts or drag Zellara away or whatever. I will deal with the skeletons." Tyrandro tells.
"Fluffy, guard" he orders the wolf to block the passage for the approaching skeletons.
Then Tyrandro does what he does best. Firing arrows. Clicking his heels to activate his boots of speed.
Bow+HS+DA+RS+RangeInc = 1d20+23+1-3-2-2
Dmg+Str+Magic+DA+VA+Acid+UndeadBane = 1d8+2+1+6+3+1d6+2d6
Bow: 1d20 + 17 ⇒ (20) + 17 = 372d8 + 24 + 2d6 + 4d6 ⇒ (6, 4) + 24 + (6, 3) + (6, 2, 2, 4) = 57
Bow: 1d20 + 17 ⇒ (12) + 17 = 291d8 + 12 + 1d6 + 2d6 ⇒ (1) + 12 + (6) + (4, 2) = 25
Bow: 1d20 + 17 ⇒ (1) + 17 = 181d8 + 12 + 1d6 + 2d6 ⇒ (2) + 12 + (2) + (6, 6) = 28
Bow: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 12 + 1d6 + 2d6 ⇒ (8) + 12 + (6) + (3, 2) = 31
Confirm: 1d20 + 17 ⇒ (8) + 17 = 254d8 + 48 ⇒ (1, 7, 7, 3) + 48 = 66
GM Peachbottom |
Ayako: 1d20 + 4 ⇒ (16) + 4 = 20
Iolana Altumas: 1d20 + 5 ⇒ (9) + 5 = 14
Sebastian Merrin: 1d20 + 9 ⇒ (20) + 9 = 29
Tyrandro Amprei: 1d20 + 7 ⇒ (9) + 7 = 16
Laori Vaus: 1d20 + 2 ⇒ (16) + 2 = 18
Lashton: 1d20 + 6 ⇒ (15) + 6 = 21
Skeletal Champions 1-12: 1d20 + 5 ⇒ (6) + 5 = 11
Round 1
Active Effects:
Tyrando Haste 10 rd
Iolana Magic Circle Against Evil 120 min
Initiative
29 - Sebastian
21 - Lashton (AC 26, T 12, FF 24) (-2 from charge)
21 - Skeletal Nightmare (AC 19, T 15, FF 13) (-2 from charge)
20 - Ayako
18 - Laori
16 - Tyrandro
14 - Iolana
11 - Skeletal Champions (1-12) (AC 21, T 12, FF 19)
Sebastian sticks to his rapier double moves up to meet the threat.
Skeletal Nightmare: Bite vs. Sebastian's AC 27: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Lashton: Lance vs. Sebastian's AC 27: 1d20 + 18 + 2 + 1 ⇒ (11) + 18 + 2 + 1 = 32
Damage: 3d8 + 30 ⇒ (3, 2, 6) + 30 = 41
The undead general charges forward on his skeletal horse. The pair runs on air 5 ft. above the ground. Sebastian bats aside the horse's bite but he cannot dodge the skilled warrior's lance. The knight runs him through inflicting a serious wound. Sebastian takes 41 damage.
Tunstall (and Mushu) are extremely uncomfortable around this skeletal knight. They are unwilling to approach within 30 ft. of it without their master (Tyrandro or Ayako making a Handle Animal, Ride, and Wild Empathy check DC 25.)...Doesn't matter though since it died.
Ayako fires back and hits the knight squarely with a ray of light. Lashton takes 43 damage.
"Wait for me!" shouts Laori and she chases after Sebastian but can't quite reach yet.
Tyrandro's first arrow explodes the knight's head and his bones and armor crumble off the horse to the pavement. Lashton takes 83 damage (after DR) and dies.
Tyrandro's next three arrows batter the horse and it too breaks apart. The skeletal nightmare takes 69 damage (after DR) and dies.
Tunstall moves up in front of Sebastian.
Iolana casts magic circle against evil.
The skeletal champions continue to march forward heedless of their loss of commander. They double move forward.
Zellara: Will DC 25: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Iolana's magic circle aids Zellara but it isn't enough. It a horrifying display, Zellara's spirit is torn free from the harrow deck and, still screaming, is absorbed into the castle walls. This immediately reduces her deck to a nonmagical harrow deck.
Round 2
Active Effects:
Tyrando Haste 9 rd
Iolana Magic Circle Against Evil 120 min
Initiative
29 - Sebastian
20 - Ayako
18 - Laori
16 - Tyrandro
14 - Iolana
11 - Skeletal Champions (1-12) (AC 21, T 12, FF 19)
Iolana Altumas |
"She's gone!! We have to find a way to get her back. She's our oldest ally." Iolana screams in horror. She casts Acid Pit on the skeletons in the back.
DC 19 Reflex Save or the fall into the deep dark acidy pit.
Seb O Bot 2000 |
Sebastian prepares for an enemy to approach. He's ready to respond if attacked. He waits for Laori to get to him with healing. I wonder if that will be any better than Ayako's. Probably not.
Opportune Parry and Riposte: 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 1d6 + 20 ⇒ (2) + 20 = 22
Tyrandro Amprei |
Mental note: don't die in that castle. Tyrandro thinks as he sees Zellara disappear into the stone.
Bow: 1d20 + 19 ⇒ (5) + 19 = 242d8 + 28 + 2d6 + 4d6 ⇒ (5, 7) + 28 + (4, 3) + (6, 4, 1, 1) = 59
Bow: 1d20 + 19 ⇒ (12) + 19 = 311d8 + 14 + 1d6 + 2d6 ⇒ (2) + 14 + (5) + (6, 2) = 29
Bow: 1d20 + 19 ⇒ (2) + 19 = 211d8 + 14 + 1d6 + 2d6 ⇒ (8) + 14 + (6) + (4, 2) = 34
Bow: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 14 + 1d6 + 2d6 ⇒ (8) + 14 + (2) + (6, 2) = 32
change in numbers, because I forgot that bane also goves a +2
GM Peachbottom |
Round 2
Sebastian holds for the skeletons to approach.
Ayako moves up.
Laori: Cure Moderate Wounds: 2d8 + 10 ⇒ (6, 5) + 10 = 21
Laori touches Sebastian's back and lets the holy energy of Zon-Kuthon heal his wounds. "Feel the Midnight Lord's embrace. It hurts so good." Sebastian heals 21 damage.
Tyrandro begins mowing down the weaker skeletons, destroying one with each arrow. The first 4 skeletal champions are destroyed.
Skeletal Champion: Reflex DC 19: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 9d6 + 2d6 ⇒ (2, 6, 4, 1, 4, 2, 4, 5, 5) + (5, 3) = 41
Skeletal Champion: Reflex DC 19: 1d20 + 1 ⇒ (20) + 1 = 21
Skeletal Champion: Reflex DC 19: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 9d6 + 2d6 ⇒ (2, 5, 1, 3, 4, 5, 3, 6, 3) + (6, 3) = 41
Skeletal Champion: Reflex DC 19: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 9d6 + 2d6 ⇒ (2, 4, 2, 2, 5, 1, 4, 1, 4) + (3, 4) = 32
Iolana creates an acid pit at the end of the line and three skeletons fall in and are destroyed.
The pit is a 10-ft. square, not 10 ft. radius. I adjusted on the map.
Skeletal Champion: Longsword vs. Tunstall AC 29: 1d20 + 7 ⇒ (9) + 7 = 16
Skeletal Champion: Longsword vs. Tunstall AC 29: 1d20 + 7 ⇒ (13) + 7 = 20
The remaining 5 skeletons continue to march forward until they are blocked by Tunstall's mass. On the narrow bridge only two can reach him at a time. They both swing longswords but can't penetrate his thick hide and fur.
Round 3
Active Effects:
Tyrando Haste 8 rd
Iolana Acid Pit 13 rd., Magic Circle Against Evil 120 min
Initiative
29 - Sebastian
20 - Ayako
18 - Laori
16 - Tyrandro
14 - Iolana
11 - Skeletal Champions (1-5) (AC 21, T 12, FF 19)
Tyrandro Amprei |
Tyrandro finishes off the remaining skeletons.
Bow: 1d20 + 19 ⇒ (13) + 19 = 322d8 + 28 + 2d6 + 4d6 ⇒ (3, 4) + 28 + (6, 2) + (1, 6, 3, 1) = 54
Bow: 1d20 + 19 ⇒ (6) + 19 = 251d8 + 14 + 1d6 + 2d6 ⇒ (5) + 14 + (4) + (1, 4) = 28
Bow: 1d20 + 19 ⇒ (11) + 19 = 301d8 + 14 + 1d6 + 2d6 ⇒ (4) + 14 + (5) + (1, 4) = 28
Bow: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 14 + 1d6 + 2d6 ⇒ (2) + 14 + (1) + (3, 6) = 26
GM Peachbottom |
You destroy the remaining skeletons.
The gate to the castle lays open like a gaping mouth ready to swallow you up.
Zellara is gone for now, joining the thousands of other souls trapped within the castle. But she may yet be saved. Tyrandro is correct in his assumption that dying in the castle is bad.
Lashton's gear: 1 full plate, +1 buckler, +2 lance, mwk longsword. The skeletal champions did not have any magical gear or anything else worth taking.
Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 2) + 3 = 7
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Laori breaks out a cure moderate wounds wand and taps Sebastian twice. Sebastian is back to full hp.
GM Peachbottom |
You continue forward, walking past the flaming statues and through the now-open portcullis.
Rows of arrow slits line the eastern and western walls of this hallway, and murder holes look down from above. The far end is blocked by a heavy gate with an iron portcullis set before it. Lining the length of the corridor are dozens of orc skeletons and scattered bones, many still clad in damaged pieces of armor and clinging to rusted weapons.
The corridor is deathly silent until you all enter and begin to check the second gate. Then the undead spring their next trap. Beyond the arrow slits to your left and right, ancient bones rise up and animate into minotaur-like skeletons who begin to fire large crossbows, catching you in a cross-fire. In addition, a hidden foe above empties troughs of supernatural oil, causing freezing fluid to cascade down into this room.
Cold Damage: 6d6 ⇒ (2, 6, 5, 3, 3, 3) = 22
Everyone takes 22 cold damage, Reflex DC 15 for half.
Ayako: 1d20 + 4 ⇒ (4) + 4 = 8
Iolana Altumas: 1d20 + 5 ⇒ (9) + 5 = 14
Sebastian Merrin: 1d20 + 9 ⇒ (19) + 9 = 28
Tyrandro Amprei: 1d20 + 7 ⇒ (10) + 7 = 17
Laori Vaus: 1d20 + 2 ⇒ (11) + 2 = 13
Scarwall Guards: 1d20 + 7 ⇒ (6) + 7 = 13
Round 1
Active Effects:
Iolana Magic Circle Against Evil 120 min
Initiative
28 - Sebastian
17 - Tyrandro
14 - Iolana
13 - Scarwall Guards (1-4) (AC 16 [24], T 12 [20], FF 13 [21]) [+8 AC for improved cover]
13 - Laori
8 - Ayako
Tyrandro Amprei |
Reflex Save: 1d20 + 17 ⇒ (9) + 17 = 26 for no damage due to evasion
Tyrandro jumps to the side, evading the whatever it is that comes down. Seeing it is still bones tat come after them, he shoots normal arrows as usual, using the magic of his boots. "Not very long. Can you get up through the ceiling? I can't see who pours that stuff down."
Bow: 1d20 + 19 ⇒ (11) + 19 = 302d8 + 28 + 2d6 + 4d6 ⇒ (2, 5) + 28 + (6, 2) + (3, 2, 2, 2) = 52
Bow: 1d20 + 19 ⇒ (3) + 19 = 221d8 + 14 + 1d6 + 2d6 ⇒ (8) + 14 + (1) + (2, 2) = 27
Bow: 1d20 + 19 ⇒ (14) + 19 = 331d8 + 14 + 1d6 + 2d6 ⇒ (5) + 14 + (5) + (6, 1) = 31
Bow: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 14 + 1d6 + 2d6 ⇒ (7) + 14 + (6) + (1, 4) = 32
Iolana Altumas |
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Iolana can't slip out of the range of the cold fluid. However she only takes just a little damage. "I can help Seb check and see what's up there." Iolana casts fly on Sebastian.
[oo]Cold Resistance 20[/ooc]
Seb O Bot 2000 |
Reflex: 1d20 + 16 ⇒ (20) + 16 = 36
Sebastian manages to avoid the damage with his evasive swashbuckler skills. He nods in thanks, and flies up to see who is pouring icy liquid over their group.
If there is an enemy in sight
+1 Rapier: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 1d6 + 20 ⇒ (5) + 20 = 25
+1 Rapier Crit Confirm: 1d20 + 21 ⇒ (3) + 21 = 24
Damage: 1d6 + 20 ⇒ (6) + 20 = 26
+1 Rapier: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 1d6 + 20 ⇒ (4) + 20 = 24
GM Peachbottom |
Round 1
Sebastian's rapier is ideal for attacking through an arrow slit and he lands a critical hit on the Scarwall Guard next to him. Scarwall Guard takes 46 damage after DR.
Tyrandro fires arrows back, taking down one and badly injuring another.
No number enemy was specified, so I'll just start with closest and go around.
Scarwall Guard 2 takes 47 damage.
Scarwall Guard 2 takes 22 damage and dies.
Scarwall Guard 4 takes 26 damage.
Scarwall Guard 4 takes 27 damage.
Scarwall Guard 1: Light Crossbow vs. Sebastian's AC 27: 1d20 + 9 ⇒ (9) + 9 = 18
Scarwall Guard 3: Light Crossbow vs. Laori's AC 24: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d6 ⇒ (4, 1) = 5
Scarwall Guard 4: Light Crossbow vs. Iolana's AC 21: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 ⇒ (2, 3) = 5
The guard's crossbow bolts criss-cross across the narrow corridor. Laori and Iolana both take a hit. Iolana and Laori both take 5 damage.
Although you can't see them, it sounds like there are more skeletons above you. Luckily, the also don't seem to immediately have any other way to attack you either. The holes above are very small and you'd need to be a liquid or gas to pass through.
Laori: Spiked Chain vs. Scarwall Guard 3's AC 24: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Laori: Spiked Chain vs. Scarwall Guard 3's AC 24: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Laori shoots her spiked chain out like a spear through the arrow slit and pierces the skeleton to her left twice. Scarwall Guard 3 takes 12 damage after DR.
Were Iolana or Ayako doing anything? Only one skeleton died so far.
Round 2
Active Effects:
Iolana Magic Circle Against Evil 120 min
Initiative
28 - Sebastian
17 - Tyrandro
14 - Iolana
13 - Scarwall Guards (1-4) (AC 16 [24], T 12 [20], FF 13 [21]) [+8 AC for improved cover]
13 - Laori
8 - Ayako
Tyrandro Amprei |
"The skeletons are getting better. They don't fall as fast as the last ones." Tyrandro notes.
Bow: 1d20 + 19 ⇒ (5) + 19 = 242d8 + 28 + 2d6 + 4d6 ⇒ (8, 8) + 28 + (2, 4) + (1, 6, 1, 4) = 62
Bow: 1d20 + 19 ⇒ (9) + 19 = 281d8 + 14 + 1d6 + 2d6 ⇒ (7) + 14 + (3) + (1, 2) = 27
Bow: 1d20 + 19 ⇒ (15) + 19 = 341d8 + 14 + 1d6 + 2d6 ⇒ (1) + 14 + (4) + (6, 3) = 28
Bow: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 14 + 1d6 + 2d6 ⇒ (7) + 14 + (5) + (5, 2) = 33
Iolana Altumas |
Iolana pulls out one of her wands of magic missile, and sends two missiles at the skeleton in front of her.
MM CL3: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Seb O Bot 2000 |
Seb attacks another guard.
+1 Rapier: 1d20 + 21 ⇒ (4) + 21 = 25
Damage: 1d6 + 20 ⇒ (1) + 20 = 21
GM Peachbottom |
Round 2
Sebastian stabs to the right again and destroys the nearest skeleton. Scarwall Guard 1 takes 16 damage and dies.
Iolana, Sebastian is capable to taking more than one attack per round.
Tyrandro destroys the left skeleton with a single powerful shot. He then hits the remaining skeleton with two more arrows but it continues to fight.
Tyrandro does 57 damage to Scarwall Guard 4 and it dies.
He does 22 damage to Guard 3. Then 23 more damage to Guard 3. It still stands.
Iolana finishes off the last skeleton with a well placed magic missile. Scarwall Guard 3 takes 5 damage and dies.
Combat over.
The second portcullis is lowered (hardness 10, hp 60, lift DC 25), and the gates beyond that are closed and locked (hardness 5, hp 50, break DC 28, Disable Device DC 30).
The portcullises are controlled in the room above. That room is not easily reached from your current position except if you can move through the holes in the ceiling or the arrow slits in the walls.