Kenny walks to the front, brushing aside his bodyguards with brusque indifference. He reaches into his cloak and pulls up the amulet of Tiamat briefly before letting it drop back out of sight again. "My name isn't for the likes of you. What is important, is that I am an ally to Lady Rezmir. A new shipment arrives soon but I was sent ahead with an urgent message for the castle. Let me and my men pass without delay." He then glares impatiently at the lizardman who spoke common.
Deception: 26
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The lizardfolk tells the other lizardfolk in draconic, "The human is a member of the cult. Let him pass." The lizardfolk then repeats the message in a croaking language to the bullywugs. The lizardfolk and the bullywugs clear a path. Past the gate there is a large semi-circular room. The bullywugs follow the group into the room and sit down on chairs, looking a little bored. Lots of mud covers the floor. A staircase leads to the top of the tower.
A corridor leads to a courtyard after that where two bullywugs are giving orders in a croaking language to a group of four lizardfolk. A stone wall blocks off another open space. There is a doorway without gates in the wall. There are three doors on the left side of the courtyard. On the right, there are also three doors. The sound of someone hammering metal can be heard from the nearest door, and a bullywug sits in the mud outside the second one. A fifth lizardfolk is feeding a giant lizard outside the third door on the right. Most of the bullywugs and lizardfolk do not seem to notice the group arrive. The bullywug by the second door on the right stairs suspiciously but does not do anything.
Kenny looks around the interior, trying to keep a smug, condescending look on his face but also trying to take a measure of the place. Some of the things he is trying to determine:
Rough estimate of how many lizardfolk, giant lizards, and bullywugs they have seen so far. It seems like a lot.
Age/purpose of this castle? Any sign of who built it? The middle of a vast swamp seems like an odd place for a huge stone castle.
Where the person in charge here might be. The tower? Any areas look better maintained than others?
The description of the gate makes it sound like it couldn't be sealed from the inside. Is that correct?
Wants to look for a quiet place where can talk with others without being seen or heard.
Investigation? 23
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Kosef tries to both keep an eye on the bullywug by the second door, the only one who seems suspicious, and look like a bodyguard who thinks he is someplace safe or at least safer.
(3 giant lizards, 8 bullywugs, 7 lizardfolk in the castle)
Kenny spotted nine in the mere, two at the gate, and another five in the courtyard. Based on the amount of longhouses outside he could guess there are a lot more than that, maybe one hundred. Kosef heard lizards fighting, requiring at least two participants, and a third can be seen in the courtyard. There are four bullywugs in the courtyard and there were four at the gate. Kenny observes that the castle's gate cannot be sealed (from any direction; the gates is in bad condition). Any of the rooms could be empty, but they could also be occupied. The most obvious safe place to talk is on the other side of the courtyard from the bullywugs, about 100 ft away from where they are standing in the corner made by the outer wall, the courtyard wall and a tower located along the courtyard wall.
There are multiple towers. The first door on the left is connected to the nearest tower. Two towers are located on the other side of the stone wall that cuts off one part of the courtyard from the other. Another tower is located along that wall, and a fifth tower seems to be accessible either through the rooms behind the first or second doors on the right. The middle tower which is located along the wall in the courtyard has some gargoyles decorating the top. None of the other towers have decorations. The tower behind the room with the first door on the left does have a nicer door than the others and there is less muck around that door. The two towers in the back on the other side of the courtyard wall do not have visible entrances to analyze.
There are no signs of who built the castle. It is in bad condition though, suggesting it is old. Kenny could estimate its age at maybe 100 years.
The bullywug stares at Kosef. After some staring the bullywug loses interest and starts kicking mud around. The other bullywugs and lizardfolk look over briefly at Evendur, Kenny, Kosef, and Kendes, and then return to their work.
Kenny will guide the group across the courtyard until the should be safely out of earshot. Even so, he keeps his voice you, but uses his body language to convey an image of command, pointing fingers sharply, or ticking off tasks on his fingers, even when simply speaking with his allies.
"Well, friends, we are inside and it seems we have the run of the castle."
"We are grossly outnumbered, even worse than I had feared. With no way to seal the castle gate, we could be facing dozens of these bullywugs and lizardfolk if or when it comes to violence. This might be a one way trip, after all."
"But we can worry about that later. What are your thoughts on where to look first? If Rezmir is here and we can find her and defeat her, that should be a great victory even if it costs us our lives. Failing that, I can cast sending once more today, so if we can at least gain valuable intelligence on the Cult's plans, I can send it back to others who can put it to use. I already received a message from the Harpers - they are moving against the Karnath Roadhouse as soon as they can muster the manpower, but they will probably be several days too late to help us here."
Kenny describes his thoughts and observations on the different doors and towers. The gargoyles could be a sign that that is the master suite. Or, the clean door could be a place where bullywugs aren't allowed... perhaps the master's quarters? Kenny is open to suggestions on where to look first.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"It would be a glorious death for us all, fighting the Cult of the dragon in order to thwart the coming of Tiamat's reign." Evendur says grimly. "You have taken us this far brave Kenny, I trust you with taking us all the way to this Rezmir and I will let the mighty fist of Torm strike him and his wretched cult down."
This post has potentially manipulated dice roll results.
"One of the bullywugs seems slightly more suspicious that the others," Kosef says. "That watchfulness might indicate something. The second door on the right," he says.
Kosef will look for patterns in the mud as well. "The door with the most foot traffic, right, would lead to Rezmir? Maybe?" Survival 24
As he does and says this, he is careful to only glance at Kenny, keeping his eyes down, differing to him, like a bodyguard would.
Kendes does his best to remain unobtrusive and draw as little attention as possible to himself, not wanting to give away his disguise. "Let's try the clean door first," he says in a low undertone. "My first instinct would be to check there, even if it's not Rezmir's quarters."
If the party approaches the clean door, Kendes would try to listen in on sounds from the other side of it. Perception: 22
Kendes cannot hear anything on the other side of the door.
If the party proceeds into the room:
The room has an area of about 1200 ft. Along the wall to the right of the door is a shrine to Tiamat. The shrine has a large wooden carving of the five-headed dragon, though the heads look more like lizardfolk heads. The heads have been painted the various colours of Tiamat as well. There is a bench along one of the other walls. Not much else occupies the room. Another room is located opposite the door. It has an empty door frame and tattered banners, corroded icons, and bits of broken furniture have been dumped there. Another door is also located along the back wall.
Hoping to not break appearances Sir Rudneve would follow the lead of his master, staying close and being ready to protect him as they delve deeper into castle Naerytar.
Kenny proceeds into the … chapel?…. And once they’d are all inside closes the door behind them.
’This will work for starters. If this Is the wrong place and anyone asks why we came here, we can just lie and tell them we wanted to pray at the shrine.”
”Let’s move quickly. Remember, stealth isn’t the key. You are “supposed” to be here. Any questions from guards should be met with indignance and evil minded self importance.”
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Sir Rudneve grunts and nods, continuing his glaring, following the evil red wizard Kenny close, ready to protect him. Perception if needed to spot threats: 23
Kendes nods at Kenny, and moves self-assuredly to the door along the back wall. He checks it for traps, of course, before blithely opening it - a habit of caution deeply ingrained into him.
Investigation: 19
And listens for sound on the other side:
Perception: 23
Given that he hears or finds nothing alarming, he'll open the door.
Kendes does not find any traps and does not hear anything on the other side. The door opens safely and reveals another room. The room is 1600 ft^2. Four beds have been set up in the room and some small storage cabinets have been brought over to the sides of the beds. The beds are neatly made. A dark blue tapestry depicting several constellations adorns one of the walls. No one is currently in the room. A staircase leads upstairs and the sound of shouting can be faintly heard coming from the upper floor. There is no door at the top of the stairs, only an open entrance.
Kendes beckons the others over, putting a finger to his lips. Anyone who follows him in, could see him pointing at the stairs and cupping a hand over his ear, indicating that he thinks they should listen in. Kendes then positions himself high enough on the stairs to eavesdrop, trying to do just that.
Stealth: 19 Perception: 25
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Sir Rudneve too stands by Kenny the Red Wizard, silently glaring at the group of lizard creatures.
(Help with any social skill Kenny would go for)
Kenny walks to the front, brushing aside his bodyguards with brusque indifference. He reaches into his cloak and pulls up the amulet of Tiamat briefly before letting it drop back out of sight again. "My name isn't for the likes of you. What is important, is that I am an ally to Lady Rezmir. A new shipment arrives soon but I was sent ahead with an urgent message for the castle. Let me and my men pass without delay." He then glares impatiently at the lizardman who spoke common.
Deception: 26
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The lizardfolk tells the other lizardfolk in draconic, "The human is a member of the cult. Let him pass." The lizardfolk then repeats the message in a croaking language to the bullywugs. The lizardfolk and the bullywugs clear a path. Past the gate there is a large semi-circular room. The bullywugs follow the group into the room and sit down on chairs, looking a little bored. Lots of mud covers the floor. A staircase leads to the top of the tower.
A corridor leads to a courtyard after that where two bullywugs are giving orders in a croaking language to a group of four lizardfolk. A stone wall blocks off another open space. There is a doorway without gates in the wall. There are three doors on the left side of the courtyard. On the right, there are also three doors. The sound of someone hammering metal can be heard from the nearest door, and a bullywug sits in the mud outside the second one. A fifth lizardfolk is feeding a giant lizard outside the third door on the right. Most of the bullywugs and lizardfolk do not seem to notice the group arrive. The bullywug by the second door on the right stairs suspiciously but does not do anything.
Sir Rudneve follows the lead of Kenny the evil Red Wizard, glaring at the bullywugs and lizardfolk as they pass them by.
Kenny looks around the interior, trying to keep a smug, condescending look on his face but also trying to take a measure of the place. Some of the things he is trying to determine:
Investigation? 23
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Kosef tries to both keep an eye on the bullywug by the second door, the only one who seems suspicious, and look like a bodyguard who thinks he is someplace safe or at least safer.
Death on the Water and Baldur's Gate Bodyguard
The castle gate cannot be closed.
(3 giant lizards, 8 bullywugs, 7 lizardfolk in the castle)
Kenny spotted nine in the mere, two at the gate, and another five in the courtyard. Based on the amount of longhouses outside he could guess there are a lot more than that, maybe one hundred. Kosef heard lizards fighting, requiring at least two participants, and a third can be seen in the courtyard. There are four bullywugs in the courtyard and there were four at the gate. Kenny observes that the castle's gate cannot be sealed (from any direction; the gates is in bad condition). Any of the rooms could be empty, but they could also be occupied. The most obvious safe place to talk is on the other side of the courtyard from the bullywugs, about 100 ft away from where they are standing in the corner made by the outer wall, the courtyard wall and a tower located along the courtyard wall.
There are multiple towers. The first door on the left is connected to the nearest tower. Two towers are located on the other side of the stone wall that cuts off one part of the courtyard from the other. Another tower is located along that wall, and a fifth tower seems to be accessible either through the rooms behind the first or second doors on the right. The middle tower which is located along the wall in the courtyard has some gargoyles decorating the top. None of the other towers have decorations. The tower behind the room with the first door on the left does have a nicer door than the others and there is less muck around that door. The two towers in the back on the other side of the courtyard wall do not have visible entrances to analyze.
There are no signs of who built the castle. It is in bad condition though, suggesting it is old. Kenny could estimate its age at maybe 100 years.
The bullywug stares at Kosef. After some staring the bullywug loses interest and starts kicking mud around. The other bullywugs and lizardfolk look over briefly at Evendur, Kenny, Kosef, and Kendes, and then return to their work.
Kenny will guide the group across the courtyard until the should be safely out of earshot. Even so, he keeps his voice you, but uses his body language to convey an image of command, pointing fingers sharply, or ticking off tasks on his fingers, even when simply speaking with his allies.
"Well, friends, we are inside and it seems we have the run of the castle."
"We are grossly outnumbered, even worse than I had feared. With no way to seal the castle gate, we could be facing dozens of these bullywugs and lizardfolk if or when it comes to violence. This might be a one way trip, after all."
"But we can worry about that later. What are your thoughts on where to look first? If Rezmir is here and we can find her and defeat her, that should be a great victory even if it costs us our lives. Failing that, I can cast sending once more today, so if we can at least gain valuable intelligence on the Cult's plans, I can send it back to others who can put it to use. I already received a message from the Harpers - they are moving against the Karnath Roadhouse as soon as they can muster the manpower, but they will probably be several days too late to help us here."
Kenny describes his thoughts and observations on the different doors and towers. The gargoyles could be a sign that that is the master suite. Or, the clean door could be a place where bullywugs aren't allowed... perhaps the master's quarters? Kenny is open to suggestions on where to look first.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"It would be a glorious death for us all, fighting the Cult of the dragon in order to thwart the coming of Tiamat's reign." Evendur says grimly. "You have taken us this far brave Kenny, I trust you with taking us all the way to this Rezmir and I will let the mighty fist of Torm strike him and his wretched cult down."
"One of the bullywugs seems slightly more suspicious that the others," Kosef says. "That watchfulness might indicate something. The second door on the right," he says.
Kosef will look for patterns in the mud as well. "The door with the most foot traffic, right, would lead to Rezmir? Maybe?" Survival 24
As he does and says this, he is careful to only glance at Kenny, keeping his eyes down, differing to him, like a bodyguard would.
Death on the Water and Baldur's Gate Bodyguard
Kosef is unable to discern tracks properly in the mud. Too many feet have walked all over the place, and it is hard to distinguish proper foot prints.
Kendes does his best to remain unobtrusive and draw as little attention as possible to himself, not wanting to give away his disguise. "Let's try the clean door first," he says in a low undertone. "My first instinct would be to check there, even if it's not Rezmir's quarters."
If the party approaches the clean door, Kendes would try to listen in on sounds from the other side of it. Perception: 22
Kendes cannot hear anything on the other side of the door.
If the party proceeds into the room:
The room has an area of about 1200 ft. Along the wall to the right of the door is a shrine to Tiamat. The shrine has a large wooden carving of the five-headed dragon, though the heads look more like lizardfolk heads. The heads have been painted the various colours of Tiamat as well. There is a bench along one of the other walls. Not much else occupies the room. Another room is located opposite the door. It has an empty door frame and tattered banners, corroded icons, and bits of broken furniture have been dumped there. Another door is also located along the back wall.
Hoping to not break appearances Sir Rudneve would follow the lead of his master, staying close and being ready to protect him as they delve deeper into castle Naerytar.
Kenny proceeds into the … chapel?…. And once they’d are all inside closes the door behind them.
’This will work for starters. If this Is the wrong place and anyone asks why we came here, we can just lie and tell them we wanted to pray at the shrine.”
”Let’s move quickly. Remember, stealth isn’t the key. You are “supposed” to be here. Any questions from guards should be met with indignance and evil minded self importance.”
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Sir Rudneve grunts and nods, continuing his glaring, following the evil red wizard Kenny close, ready to protect him.
Perception if needed to spot threats: 23
Kosef nods at Kenny's words. He does his best to appear snooty.
He's curious about the statue--why worship destruction--and moves closer to it, watching the doors as he goes. "Frightening looking thing," he says.
Death on the Water and Baldur's Gate Bodyguard
Kendes nods at Kenny, and moves self-assuredly to the door along the back wall. He checks it for traps, of course, before blithely opening it - a habit of caution deeply ingrained into him.
Investigation: 19
And listens for sound on the other side:
Perception: 23
Given that he hears or finds nothing alarming, he'll open the door.
Kendes does not find any traps and does not hear anything on the other side. The door opens safely and reveals another room. The room is 1600 ft^2. Four beds have been set up in the room and some small storage cabinets have been brought over to the sides of the beds. The beds are neatly made. A dark blue tapestry depicting several constellations adorns one of the walls. No one is currently in the room. A staircase leads upstairs and the sound of shouting can be faintly heard coming from the upper floor. There is no door at the top of the stairs, only an open entrance.
Kendes beckons the others over, putting a finger to his lips. Anyone who follows him in, could see him pointing at the stairs and cupping a hand over his ear, indicating that he thinks they should listen in. Kendes then positions himself high enough on the stairs to eavesdrop, trying to do just that.
Stealth: 19
Perception: 25