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"Make your purchases and as soon as you're done, I'll have my wizard send you there." Gavirk looks relieved that you're taking this mission on and eager to see it over with.
Make any purchases you'd like and let me know if you're ready to dive it! This is basically a dungeon crawl and it'll be pretty thick here forward.

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I'm not known to creep in the shadowssss. Perhaps Molthuni military uniform will help. I hope to procure one.
Purchasing a potion of hiding and masterwork parade uniform. Selling mundane breastplate for 100 gp. Ready to roll.

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Alright. Let's get started!
Gavirk brings you a room where a stern looking older human woman waits, wearing robes of faded blue. She looks you over, seems to find you acceptable and instructs you to stand together, each person touching another. As soon as she nods, Gavirk bids you good luck and suddenly the world drops away...
The forest thins out ahead, revealing a wide river valley cleared of trees. The path descends for a quarter mile to a single stone bridge that spans the river, and then continues up a small hill. Atop this barren hill sits a small, two-story fort surrounded by a thick, partially collapsed outer wall. Slipping close to the fort, you can see a bit more.
The land immediately around Fangwood Keep is predominantly low grass and bushes that slope up with the terrain’s steady grade, and all foliage and obstructions appear to have been cleared from the hill long ago. Countless shallow pits have been dug into the dark river valley soil. More alarming, however, are the signs of recent combat all around—dozens of corpses are littered throughout the courtyard, most human, but some of hobgoblins as well, and all bear signs of an intense battle. The human bodies have been stripped of their equipment, and if not for the broken swords and bows lying about, one might be inclined to think that the dead soldiers fought with the shovels and pickaxes leaning against the inside of the outer wall.

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Actually you were told about this secret door, as well as another inside the Keep. Still, I do need a Perception check to see if you can find it. The DC is pretty easy though, since you know where to look...

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Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Mikail quietly sneaks up to the wall, searching for the hidden entrance that will allow them to get this mission started..

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Oops. It appears that neither Ferabras nor I are especially adept at paying attention.
Ferabras grimaces in silent horror at the body-strewn battlefield, grieving the loss of life for a moment. As he and his companions reach the side of the tower, he scans their surroundings, looking for the secret door they've been told about, but his mind is clearly elsewhere.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
He shrugs and pulls out a small vial of liquid, holding it where the others can see and pantomiming drinking it.
Shall we drink some stealth juice now? It lasts for an hour.

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Hoshiko draws her sword as the others investigate and then spends some time searching as well...
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

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Zol aids Hoshiko in her search for the secret entrance and drinks an elixir of hiding keeping close to shadows or cover.
Auto aid another success for Perception checks. I will akways be taking 10 for stealth for DC 20 in this scenario if possible.

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Creeping closer you can barely make out the outlines of the secret door you were told about by Gavirk, though it's only obvious now that you know what to look for. You keep to the trees and approach the secret door from a direct route, confident you've not been seen yet. It takes a little work to open the sod-covered trap door and it's clear it's not been opened in some time. Once inside you can see a narrow, rickety ladder that descends 20 feet straight down and connects to an equally narrow dirt tunnel that slips under the keep’s wall. The sides and roof
of the earthen passage are supported by regular wooden braces that were kept in good repair by the Nirmathi occupants of Fangwood Keep before Vos’s incursion.
The tunnel leads to another rickety 20-foot ladder and an exit obstructed by a locked trap door. Disable device!

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Ferabras drinks down his draught of sneaking about and takes a few experimental steps, pleased that his new armor seems to clank and clang less than usual.
After helping to pry open the hidden door, he joins the others in the tunnel, then steps back and waits for Mikail to sort out the lock on the trap door.
I'll also take 10 on Stealth, for a whopping 17.

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Mikail shrugs at Ferabras as he drinks the potion, deciding to wait for a bit before drinking his own. Approaching the locked door, he gets to work. Once the lock is open, He listens hard, trying to discern whats beyond the door before it gets opened.
Disable Device: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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It takes Mikail a couple tries, but he finally pops the old rusted lock. He listens for a moment, but while he can hear the distant, muffled sounds of movement, he can hear nothing that sounds like alert.
You open the trapdoor into a narrow corridor that seems to extend around the keep, within the walls! Dust and cobwebs show that it's mostly disused, but there does seem to be some recently disturbed areas. Through the wall you can hear muffled voices speaking a deep, gruff language. Does anyone speak Goblin?

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All paladins speak goblin. Right?
Ferabras points at the recently used area, then whispers, "Soran, you have an eye for such things, who else has been here? How many were they, and how recently? It would be good to know who else is aware of this passage."
A little tracking, anyone? Fera will aid if he can.
Survival, Aid: 1d20 - 1 ⇒ (17) - 1 = 16

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Zol looks and listens around the room then whispers, "Let's avoid a fight if we can."
No comprehendo goblinoid.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Stealth, t10: 10 + 10 = 20

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Hoshiko keeps her sword out ready for anything as she follows Zolarus ...
Stealth: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 8 ⇒ (14) + 8 = 22

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I haven't updated Soran's online sheet yet, I will as soon as I have time. Also, Soran speaks goblin. I figured it would come in handy one day.
Soran takes point, his bow drawn, and nods quietly at Ferabras' question. He kneels by the tracks, and starts inspecting them closely.
Survival to Track: 1d20 + 10 ⇒ (4) + 10 = 14

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The few words that you can understand are definitely goblin, Soran, Spoken with a deep voice. There do seem to be a single set of tracks. Human, or at least human shaped, and moving cautiously. They're all over, but the most recent seem to head clockwise from you.

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Can we tell from which direction the voices are coming from?
Mikail takes a quick peek around the area, moving up to the junction of the halls. He listens carefully to determine which direction the voices are coming from before turning to Hoshiko and whispering "Fight. We need to clear the area.. and I would rather not do it with goblins at my back." While waiting for the others to decide, he drinks one of the potions of Elixir of Hiding.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

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They seem to be coming from the inner side of the wall, but you don't see any entrances.

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1l2r: 1d2 ⇒ 2
Mikail shrugs his shoulders and heads around to the right, leading the way and keeping his eyes and ears peeled.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Stealth: 1d20 + 10 + 6 ⇒ (6) + 10 + 6 = 22

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Moving slowly to the right, you can determine that you're inside the outer wall of the tower! You follow it around, outlining the tower itself. As you reach the south branch you see two things that give you pause: 1, there is the outline of a secret door in the north wall, clearly visible from this side, but presumably hidden from the other; and 2, a man in Molthuni uniform is curled up on the floor, sleeping. He looks dirty and bloodied and as if he's been sleeping rough for a few days.

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Ferabras moves quietly up to the sleeping soldier, studying him a moment. He then kneels by the man's side, lays a clawed hand over his mouth and gently shakes him awake. "Make no noise, friend," the fearsome tiefling says, making an effort to hide his sharp, black teeth, "you look to have had a rough time of it, perhaps we can help. We mean you no harm, but I do wonder who you are and why you are sleeping in this hidden hall, injured as you are."
He lifts his hand off the soldier's mouth ever so slightly, giving the man room to breathe and speak, but ready to silence him should the need arise.
Diplomacy : 1d20 + 7 ⇒ (18) + 7 = 25

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The man's eyes open with a start and he starts to fight, but Ferabras' words cause him to slump. Judging by the fresh bloodstains that appear when he briefly struggled, he's pretty wounded. He nods tensely.
"Hail strangers. My name is Akre Belring, soldier of Molthune. May I ask who you swear allegiance to?" He asks in a low, quiet voice.

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Hoshiko stands guard as Ferabras speaks to the man. Hoshiko is not gifted with a honey tongue as some of her companions.

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The man nods slowly. "Because we followed the orders of a madman, sir. Because we believed our commanding officer's claims."
He tells you that he served under a Lieutenant Vos, a commissioned officer in Molthune's army. Vos lead them to Fangwood Keep, telling them that an ancient cache of weapons was buried here that would turn the tide of the war. They took the Keep, killing its defenders. He set his men to search for a hidden underground entrance to the weapons' vault, but when they found a hidden staircase it held nothing but death. Several soldiers went down and died there, their bloody screams echoing up. Vos ordered more men down, but they refused and mutinied. However, Vos' woman had somehow hired hobgoblin mercenaries, who fell upon the troops and slaughtered them.
"I fought, but they wounded me grievously. I fled into a secret door I found while we were looking for the hidden chamber. The hobs knew nothing of it, and I've been hiding here, sneaking out to steal food and strike against them as best I could. I believe all my fellow Molthuni soldiers are dead. Vos still sends them down into the hole. Clearly he seeks whatever weapon lies below, but I no longer believe he does so for the glory of Molthune. I think he's gone mad, eager to spend as much blood and treasure as he can to get whatever is buried there. May the devils take him for his treachery."

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Ferabras moves back from the man, giving him space and no longer appearing so menacing. "That explains a great deal," he says, reaching into his belt pouch and drawing out a wand, "as we were sent here to find out why a Molthuni commander had gone rogue - and eliminate him. It's still not clear why he's done it, but it's clear he deserves his fate, if he's in league with hobgoblins and using them to kill troops under his own command."
Reaching toward the wounded man with the wand, Fera says, "I am Ferabras. May I heal you? And then, perhaps we can help each other. Anything you can tell us about where the soldiers are, defenses in place, and so on, will be very helpful."
Assuming he allows me to heal him:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Our Mysterious Benefactor |

The man nods, grateful for the help. "Please. I can't tell you much, as the Hobs have re-deployed. But I know a bit from my sorties into the Fort since the mutiny. I'll be happy to help you in any way I can."

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"Find out the number of troops to face, how well equipped, their usual tactics, any traps to encounter, the enemy leaders name, any special troops with them etc" Hoshiko whispers from the back.

Our Mysterious Benefactor |

The man looks healthier after the healing and stands, moving a lot easier. "Unknown. I know Vos is somewhere on the second floor, and his woman, Elessia, is somewhere around. Aside from that, the hobs came in with Elessia and slaughtered my friends. They're professionals."

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"Tell us what you know of Vos and Elessia," Ferabras asks. Gesturing to the secret door, he adds, "And can you tell us where this leads? Anything you can tell us of the layout of the keep and who is likely to be where would be helpful."

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While the conversation continues, Mikail moves over to the secret door and tries to discern what is on the other side.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Turning to the soldier, he asks "What is here, beyond the door? And is the room normally used? or can we sneak in like you do?"

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"Vos is.. well he was a good commander. Obsessed, but driven. Elessia.. I don't know much. She's the commander's woman, so she was off-limits. Smart. Seemed like she knew some magic. Pretty... On the other side here? A storeroom. It's usually empty of anyone. Beyond there are patrols or individuals, who come and go. Without a window, I'm afraid I don't have much idea of time in here."

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Mikail nods, and then when the others are ready, he says "I will scout out the door and let you know what I find." He opens it quietly and sneaks into the next room.
If it is indeed a store room, He will hide behind whatever he can find, doing his best to keep hidden as he looks around the room.
Stealth: 1d20 + 10 + 6 ⇒ (2) + 10 + 6 = 18

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Mikail emerges into a dusty storeroom. Tall, empty shelves line the walls of this small storage chamber, reaching almost to the ceiling. Two barrels that must have once contained pickles lie on their sides, brine puddles still pooled beneath them. Numerous empty meat hooks dangle from the ceiling.
From the door to the north he can hear the sounds of bubbling, fire crackling and a low-tuneless humming. The smell of meat cooking wafts through the cracks in the closed door.

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Zol follows Makail on tip toes then whispers.
"Anything edible in there?"
Used car shopping is a grind. Sorry for the lack of posts.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Stealth, t10: 10 + 10 = 20

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Most of the stores are old, but Zolarus does see a masterwork hand crossbow and 10 bolts stuffed behind some canisters.

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Retrieving the masterwork crossbow and bolts, he hands it off to the rogue.
I don't know how to aim such a dainty thing. You keep it.

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Mikail nods in appreciation to Zolarus and loads a bolt before he secures the weapon to his belt. He quickly motions back for the rest of the party to join them, and then moves to the outside door.
Kinda fuzzy on this point.. is it possible to use stealth to crack the door open to view the outside, and what would the penalties be?

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Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Once the party is assembled in the room, Mikail quietly cracks the door and peers through, trying to discern the source of the noise.

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Mikail sees a hallways, and directly across the hall is another door, which is the source of the noise and smells.