CHAPTER 4 SUMMERTIME ENCOUNTER 2: THE CONVERTED WINDMILL AREA W2
As you all enter AREA W2, what you see is something quite uncommon, thankfully.
The converted windmill has a reason to be avoided. It's like you stepped into another dimension. As you scan the room you see pentagrams and other unholy symbols in tribute to Asmodeus painted in blood everywhere, illuminated by countless red candles stacked and placed among refuse, garbage, and stairs. There are four filthy, wretched homeless people crouched against the wall. It's hard to tell if they're cultists or simply homeless people caught in the wrong place or the wrong time, but they are horribly cut up and bruised, some of them very fresh. If you listen carefully, you can hear the horrible droning of chanting coming from upstairs. The powerful fecal odor is almost overpowering.
Like scared animals, they look at you with terror, and fright, and make no moves against you.
There is a door that leads to W4a, and the main hall of W1.
Owah!! So much drama! FC loves it. He takes interest in how insistant Azreal is about his faith and takes note, thinking perhaps his path towards good is something he might pass after all. hmmm, I wonder if all religious folk are this insistent...
He sneaks with the party, (11) He pulls his rapier and x bow out, readying to shoot at the first hostile enemy he sees. Sure, part of his bloodline may be from hell itself, but as mentioned, FC is not the most religious dude. For good or evil gods. And cultists usually piss him off.
CHAPTER 4 SUMMERTIME ENCOUNTER 2: THE CONVERTED WINDMILL AREA W4a
As you tiptoe through W2 (the main room in the very north of the first floor) and enter W4a, the first thing you notice is that it's unlocked. The three homeless people simply cower in fear as you walk by. You can hear voices upstairs. Moans and chanting.
W4a is a storage closet. There is nothing of value in here except dirt, used candles, and trash. Someone has taken the time to draw many other demonic symbols in this room, and it's very unsettling.
The main room of W2 has a door south that leads to W1, and other door that leads to W3. I'll make a map to show you were you are.
Before we entered the building, did it look like it was climbable from the outside? With rope and pitons? That single stairway heading up to the second floor definitely looks like a choke point, only allowing our group to head up in single file. Astrid might be willing to climb up from the outside of the building to the second floor and pop in through a window, if feasible.
CHAPTER 4 SUMMERTIME ENCOUNTER 2: THE CONVERTED WINDMILL AREA W1
Lythril sneaks into area W1 successfully. More trash and rubble in this area. Towards the north area of this room is a curved set of stone stairs climbs 20 feet to the upper level. The stairs are covered with bird droppings, broken roof shingles, mud, and mold. On the west wall is an unlocked door leading back outside.
In addition to all of this, like in the main W2 area, there is blood smeared everywhere with countless red candles in strange formations around pentagrams and Hellish symbols dot the surface of literally everything. You can hear scurrying of what sounds like frightened people beyond the halls of this area - along with the drone of chanting. Occasionally, a horrific scream can be heard upstairs, giving you the impression that you're not back in the sewers anymore.
Astrid will head back outside, doff her pack, and pull out her rope and climbing equipment. Silently throwing the rope up and over the roof (tying on the crowbar to act as a grappling hook), she begins to ascend the outside of the tower.
Azrael almost managed to chuckle at the bards choice words. He simply hated evil abominations and those that aided them. He as he stealthed with 18, he went around, pinching the candles to snuff them out, perhaps that would somehow weaken whatever was going on. But he wouldn't stray far from the group. If there were scared people down the hall farther, they weren't beign sacrificed yet.. the sacrifices appeared to be taking place upstairs. Azrael maintained his readyness on control flames, ready to coutnerspell any flame-based spells when the group encountered a hostile.
Azrael suggests we head upstairs first to stop anyone else from gettign sacrificed, and then check out the other rooms.. as there seem to be other 'sacrifices' farther down, that arent likely in any immediate danger.
This post has potentially manipulated dice roll results.
(yeah i have less than an hour before work so if nessecary Initiative: 20) (I'll try to post what spells/attacks I would use on breaks if it comes to it)
(in fact, to save time... if combat does occor, and no fire spells are thrown before his turn, he will instead use Gust of Wind in a way that would pin the cultists to the walls for its duration, but trying to avoid hitting any innocents/allies IF possible. I also went Warcaster feat, if a concentration check is needed, which also means i can attack of opportunity, if one ties to run, with my spell cantrips, instead of my weapon. If combat lasts beyond 1 turn, and the group isn't trying to interrogate or something, the next spell i would cast would be Chromatic Orb (lightning) (first level slot) at the healthiest target.)
CHAPTER 4
SUMMERTIME
ENCOUNTER 2: THE CONVERTED WINDMILL
AREA W2
As you all enter AREA W2, what you see is something quite uncommon, thankfully.
The converted windmill has a reason to be avoided. It's like you stepped into another dimension. As you scan the room you see pentagrams and other unholy symbols in tribute to Asmodeus painted in blood everywhere, illuminated by countless red candles stacked and placed among refuse, garbage, and stairs. There are four filthy, wretched homeless people crouched against the wall. It's hard to tell if they're cultists or simply homeless people caught in the wrong place or the wrong time, but they are horribly cut up and bruised, some of them very fresh. If you listen carefully, you can hear the horrible droning of chanting coming from upstairs. The powerful fecal odor is almost overpowering.
Like scared animals, they look at you with terror, and fright, and make no moves against you.
There is a door that leads to W4a, and the main hall of W1.
*Sorry there are a lot of W2s...
Lythril, prepared for the worst, opens the door to W4a. She whispers "Ha! you fouled beastie!"
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Owah!! So much drama! FC loves it. He takes interest in how insistant Azreal is about his faith and takes note, thinking perhaps his path towards good is something he might pass after all. hmmm, I wonder if all religious folk are this insistent...
He sneaks with the party, (11) He pulls his rapier and x bow out, readying to shoot at the first hostile enemy he sees. Sure, part of his bloodline may be from hell itself, but as mentioned, FC is not the most religious dude. For good or evil gods. And cultists usually piss him off.
"CoS" Rumble- Tabaxi Shadow Monk
Stealth: 21
As she snuck forward, Danitriel leaned close to Fatcat and murmured into his ear "Nice decor, very heavy metal album cover."
CHAPTER 4
SUMMERTIME
ENCOUNTER 2: THE CONVERTED WINDMILL
AREA W4a
As you tiptoe through W2 (the main room in the very north of the first floor) and enter W4a, the first thing you notice is that it's unlocked. The three homeless people simply cower in fear as you walk by. You can hear voices upstairs. Moans and chanting.
W4a is a storage closet. There is nothing of value in here except dirt, used candles, and trash. Someone has taken the time to draw many other demonic symbols in this room, and it's very unsettling.
The main room of W2 has a door south that leads to W1, and other door that leads to W3. I'll make a map to show you were you are.
Before we entered the building, did it look like it was climbable from the outside? With rope and pitons? That single stairway heading up to the second floor definitely looks like a choke point, only allowing our group to head up in single file. Astrid might be willing to climb up from the outside of the building to the second floor and pop in through a window, if feasible.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Yes to everything you just said.
OOC W1 and up the stairs? If the group agrees, Lythril will lead, shield up, hammer ready to smash evil *****es.
Stealth check 18
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
"Azrael is my friend ,
A Dragon in all but name,
A Friendly sort of fellow,
If a bit insane."
Give Az Bardic Inspiration so he doesn't stub a toe.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
CHAPTER 4
SUMMERTIME
ENCOUNTER 2: THE CONVERTED WINDMILL
AREA W1
Lythril sneaks into area W1 successfully. More trash and rubble in this area. Towards the north area of this room is a curved set of stone stairs climbs 20 feet to the upper level. The stairs are covered with bird droppings, broken roof shingles, mud, and mold. On the west wall is an unlocked door leading back outside.
In addition to all of this, like in the main W2 area, there is blood smeared everywhere with countless red candles in strange formations around pentagrams and Hellish symbols dot the surface of literally everything. You can hear scurrying of what sounds like frightened people beyond the halls of this area - along with the drone of chanting. Occasionally, a horrific scream can be heard upstairs, giving you the impression that you're not back in the sewers anymore.
This whole place gives you an unsettling feeling.
Astrid will head back outside, doff her pack, and pull out her rope and climbing equipment. Silently throwing the rope up and over the roof (tying on the crowbar to act as a grappling hook), she begins to ascend the outside of the tower.
Acrobatics check: 17
Last to know and first to be blamed...
As a free action, can I regret my life choices?
You're going to have to be specific exactly where you're going. Most areas of both floors of the tower have windows.
Azrael almost managed to chuckle at the bards choice words. He simply hated evil abominations and those that aided them. He as he stealthed with 18, he went around, pinching the candles to snuff them out, perhaps that would somehow weaken whatever was going on. But he wouldn't stray far from the group. If there were scared people down the hall farther, they weren't beign sacrificed yet.. the sacrifices appeared to be taking place upstairs. Azrael maintained his readyness on control flames, ready to coutnerspell any flame-based spells when the group encountered a hostile.
Occassional Dungeon Master.
From here, you guys can either head upstairs, or explore the other "W2" rooms.
Azrael suggests we head upstairs first to stop anyone else from gettign sacrificed, and then check out the other rooms.. as there seem to be other 'sacrifices' farther down, that arent likely in any immediate danger.
Occassional Dungeon Master.
As much as i'd love to continue into this nightmare of a place, i'll wait a bit to let other catch up. =P
Astrid will climb up the north side, and try to peak through the window/entry into W5.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Perfect. Will update in a bit.
FC winks at Dani. "Yeah, very grunge. If not for all the blood I might be into it."
As astrid heads outside, FC gives her a wink and mutters "Get 'in" for encouragement, giving her 1d6 inspiration.
He follows with the group.
(If I am absent during combat, FC's initiative is 18)
"CoS" Rumble- Tabaxi Shadow Monk
(yeah i have less than an hour before work so if nessecary Initiative: 20) (I'll try to post what spells/attacks I would use on breaks if it comes to it)
(in fact, to save time... if combat does occor, and no fire spells are thrown before his turn, he will instead use Gust of Wind in a way that would pin the cultists to the walls for its duration, but trying to avoid hitting any innocents/allies IF possible. I also went Warcaster feat, if a concentration check is needed, which also means i can attack of opportunity, if one ties to run, with my spell cantrips, instead of my weapon. If combat lasts beyond 1 turn, and the group isn't trying to interrogate or something, the next spell i would cast would be Chromatic Orb (lightning) (first level slot) at the healthiest target.)
Occassional Dungeon Master.