They round about and shuffle down a side alley between buildings, and like an episode of Scooby Doo, get pummeled by our group and we quickly change into the clothes. That was one of the episodes right?
(I don't know, I haven't watched Scooby Doo since I was 7)
"Ok, get changed." Messalina makes some minor shifts to her physical appearance, making her hair shorter and duller, changing her skin to a paler shade, and making her boobs a few sizes smaller.
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
Li'riya quickly puts on the cultist's clothes, then frowns. Her bow is fairly run of the mill, but her double scimitar, with its Elvish characters and distinctive shape, is less than easy to pass off. Fortunately, this isn't her first time her distinctive weapon became a problem. She places one hand at either end of the haft and twists. Rather than splintering, the scimitar splits at the center (right in the middle of Wyrmward), leaving her with two less distinctive blades that could easily pass as shortswords. It's no issue to wrap the strips of leather she used in the caravan over the Elvish characters on the hilts, and she slips the two blades into sheaths at her back, her usual Valenar sheath proving to have the same versatility as the scimitar. In no time, Li'riya looks like any elven cultist, weird big hood and all.
A lowered drawbridge spans a foggy moat. Beyond the drawbridge is an open portcullis, and beyond the portcullis is a covered gateway leading to an open courtyard. Large figures loom in the gateway, but you can’t quite make them out. The castle walls are carved from solid ice and possess the resiliency and texture of stone. The walls appear to be able to provide a great defense against attacks from the ground. If the castle was airborne, the walls would keep those within from falling to their deaths, and they block the wind.
6A
A heavy oak-and-iron portcullis is drawn up just behind the drawbridge. Two life-sized statues of 18-foot-tall cloud giants — one male and one female — stand behind the portcullis, facing each other within the covered gateway.
6B
Standing upon each of the two towers are three ogres armed with javelins. The towers also contain one ballista each.
AREA 7 - THE LOWER COURTYARD
Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar to a height of over 100 feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers.
Bell's passive perception is so high, that she startles Camilla as she violently pokes her head through the corn chip bag of holding, spilling some. She pecks Camilla with her beak and points to something. Hidden in the shadows of the overhanging courtyard, across from the main gate, is an opening in one wall that leads to a spiral staircase made of sculpted ice that leads to the upper courtyard. Swiftly diving back into the bag, Camilla pats it and ties it up again.
From this point on, you can choose to explore the castle.
The double doors to the stables are 20 feet tall and wide. The place stinks of some kind of droppings and rotted flesh. Cracked bones cover the floor. Two wyverns stride into view with their fangs bared and tails lashing. This outbuilding currently holds two wyverns trained as aerial mounts. They appear hungry and agitated, and look at you all with unfamiliarity, which is not a good thing. The longer you stand there, the more annoyed they seem to become.
"We should, uh..probably go."Camiila suggests.
AREA 9 - THE CULTIST BARRACKS
The barracks smell of unwashed bedclothes, and the chamber contains fourteen fur-covered beds, as well as several chests of clothing, a table and chairs, and other simple furnishings. Ten dragonwings (a much larger kobold type creature) are resting here at the moment. Half of them are sound asleep, while the other half are awake but doing nothing overly strenuous. They look up as you peek in, but do nothing, continuing their activities.
AREA 10 - THE STONE GIANTS CHAMBER
Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. In the middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table. On the floor in the far corner sits a large iron chest. At the moment, the male stone giant is using a magic cauldron to perform an augury ritual, and looks concerned. They both stop what they're doing when you peek in.
"WE SAID NO INTERRUPTIONS. WHAT DO YOU CULTISTS WANT, NOW?"said the female stone giant, annoyed, who appears to be a bodyguard of some kind. She is indeed huge.
This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
Astrid whispers "I'm an investigator, and no expert with unlocking gizmos. This lock looks military grade. Master grade. Ain't no way in Avernus I'm going to be able to unlock it! I say we move on."
Camilla smirks at the Avenus comment from Aunt Jemima.
AREA 13 - STOREROOM
This door is also locked, a character with thieves tools can open it up at DC17. The only reason you know it's a storeroom is because that's what it says on the door.
Bell peeks her head out of the bag of corn chips, wiping her beak of any stray crumbs that stuck onto it. “I can help grandma with this one!” She chirps happily as she slowly climbs out of the bag to the ground. The kenku is covered in crumbs but seems ultimately unbothered by it and gets to assisting the old gnome with the lock.
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
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They round about and shuffle down a side alley between buildings, and like an episode of Scooby Doo, get pummeled by our group and we quickly change into the clothes. That was one of the episodes right?
(I don't know, I haven't watched Scooby Doo since I was 7)
"Ok, get changed." Messalina makes some minor shifts to her physical appearance, making her hair shorter and duller, changing her skin to a paler shade, and making her boobs a few sizes smaller.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Astrid looks like a Jawa. A cultist Jawa.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Li'riya quickly puts on the cultist's clothes, then frowns. Her bow is fairly run of the mill, but her double scimitar, with its Elvish characters and distinctive shape, is less than easy to pass off. Fortunately, this isn't her first time her distinctive weapon became a problem. She places one hand at either end of the haft and twists. Rather than splintering, the scimitar splits at the center (right in the middle of Wyrmward), leaving her with two less distinctive blades that could easily pass as shortswords. It's no issue to wrap the strips of leather she used in the caravan over the Elvish characters on the hilts, and she slips the two blades into sheaths at her back, her usual Valenar sheath proving to have the same versatility as the scimitar. In no time, Li'riya looks like any elven cultist, weird big hood and all.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
AREA 6 - THE MAIN GATE
A lowered drawbridge spans a foggy moat. Beyond the drawbridge is an open portcullis, and beyond the portcullis is a covered gateway leading to an open courtyard. Large figures loom in the gateway, but you can’t quite make them out. The castle walls are carved from solid ice and possess the resiliency and texture of stone. The walls appear to be able to provide a great defense against attacks from the ground. If the castle was airborne, the walls would keep those within from falling to their deaths, and they block the wind.
6A
A heavy oak-and-iron portcullis is drawn up just behind the drawbridge. Two life-sized statues of 18-foot-tall cloud giants — one male and one female — stand behind the portcullis, facing each other within the covered gateway.
6B
Standing upon each of the two towers are three ogres armed with javelins. The towers also contain one ballista each.
AREA 7 - THE LOWER COURTYARD
Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar to a height of over 100 feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers.
Bell's passive perception is so high, that she startles Camilla as she violently pokes her head through the corn chip bag of holding, spilling some. She pecks Camilla with her beak and points to something. Hidden in the shadows of the overhanging courtyard, across from the main gate, is an opening in one wall that leads to a spiral staircase made of sculpted ice that leads to the upper courtyard. Swiftly diving back into the bag, Camilla pats it and ties it up again.
From this point on, you can choose to explore the castle.
AREA 8 - THE STABLES
The double doors to the stables are 20 feet tall and wide. The place stinks of some kind of droppings and rotted flesh. Cracked bones cover the floor. Two wyverns stride into view with their fangs bared and tails lashing. This outbuilding currently holds two wyverns trained as aerial mounts. They appear hungry and agitated, and look at you all with unfamiliarity, which is not a good thing. The longer you stand there, the more annoyed they seem to become.
"We should, uh..probably go." Camiila suggests.
AREA 9 - THE CULTIST BARRACKS
The barracks smell of unwashed bedclothes, and the chamber contains fourteen fur-covered beds, as well as several chests of clothing, a table and chairs, and other simple furnishings. Ten dragonwings (a much larger kobold type creature) are resting here at the moment. Half of them are sound asleep, while the other half are awake but doing nothing overly strenuous. They look up as you peek in, but do nothing, continuing their activities.
AREA 10 - THE STONE GIANTS CHAMBER
Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. In the middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table. On the floor in the far corner sits a large iron chest. At the moment, the male stone giant is using a magic cauldron to perform an augury ritual, and looks concerned. They both stop what they're doing when you peek in.
"WE SAID NO INTERRUPTIONS. WHAT DO YOU CULTISTS WANT, NOW?" said the female stone giant, annoyed, who appears to be a bodyguard of some kind. She is indeed huge.
"Oops! This isn't the little girls' room. Bye!" And Messalina closes that door and gets the **** out of there and goes towards the upper chamber.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
“That’s odd. What are giants and dragons doing working together..?”
Li'riya quietly backs up and leaves with the others. "So...maybe now let's be a little more careful about just walking in?" she suggests softly.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Astrid speaks Draconic. Did she understand any of the ceremony that the giants were completing?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
No, because they spoke in giant, not draconic.
Li'riya frowns. "Let's try this door," she suggests, pointing at the door to Area 14.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
AREA 14 - GUEST CHAMBER
This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
Astrid: “Boring room. Looks like a VIP suite for visiting jerks. Let move on!”
On to room 15?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
(I would suggest checking 11, 12 and 13 first)
Li'riya nods and glances at the other doors in the hallway.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
AREA 11 - ?????
This room is locked. DC25 with thieves tools if you want to break in.
NOTE: You are infiltrating an enemy stronghold, be very careful of your actions in this last chapter.
Astrid whispers "I'm an investigator, and no expert with unlocking gizmos. This lock looks military grade. Master grade. Ain't no way in Avernus I'm going to be able to unlock it! I say we move on."
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Li'riya nods. "Sounds like a good plan. No reason to go stirring up hornet's nests if we don't need to." She points at the door to 13. "Shall we?"
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Camilla smirks at the Avenus comment from Aunt Jemima.
AREA 13 - STOREROOM
This door is also locked, a character with thieves tools can open it up at DC17. The only reason you know it's a storeroom is because that's what it says on the door.
Bell peeks her head out of the bag of corn chips, wiping her beak of any stray crumbs that stuck onto it. “I can help grandma with this one!” She chirps happily as she slowly climbs out of the bag to the ground. The kenku is covered in crumbs but seems ultimately unbothered by it and gets to assisting the old gnome with the lock.
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\