“Agreed” says Arisa. She will say prayers for anyone attempting strength checks to break up the ladder into small enough parts to get out the door. (Guidance)
"Let's see. What have we got for tools? These utensils aren't going to cut it." If anyone has anything appropriately sharp, Vernon will cut the ladder at the halfway point.
Strength check: 2 + 2 + 2 = 6
(OOC: with that roll, maybe he IS using the utensils.)
Osmord remembers seeing some basic tools at the Trading Post, so with a little bit of time, you're able to cut the ladder in half and successfully remove both pieces from the door of the windmill.
Arisa wants to see the keep if possible before nightfall, and leave the goblins tied up. She wants them to show us later where the cave with their “big Boss” is, and if there are any villagers still around there.
After fetching the tools Osmord will help with the removal and reconstruction of the ladder. Once done he will take his rope and weave it between and around the rungs of the ladder to strengthen their bindings. This way if the ladder breaks apart at the fixings the rope will continue to hold it together and make it traverse-able.
"The rope gives it strength... should the ladder break apart, the rope will hold it."
OOC: Shall I remove the rope from my inventory or might I find a replacement at the store?
Trying to hide her disgust, Arisa says “thank you, my pleasure, my friend. Keep your treats. A wise idea to reinforce the bridge!.”
leaving the goblins tied up in the mill for now, we prepare to cross the makeshift bridge. Arisa will cast healing word on herself before crossing, (6) healing herself back to full. she will “commando crawl” across, which she has read is the safest way to avoid falling. (Also will make her prone)
Osmord will make his way across on all fours like a...tortle
He will ready the shield spell as he goes... just in case; and upon reaching the other end he will sit on the end of the ladder and retract into his shell (AC+4) to weigh the thing down.
You find that your magically mended, rope braced ladder fits quite well over the gap, and so, one at a time, you carefully crawl across, while holding it securely for each other. The last one of you makes it to the other side, just as the last sliver of sunlight passes ducks below the horizon.
Looking forward, you see two windowless stone gatehouses with wood-shingled, high-pitched rooftops. Between them stands a set of oak doors with iron hinges.
Belkas scrambles off the ladder and looks around at everyone. "That went surprising well, and no one got wet. Nice teamwork everyone. Shall we head through the main doors, or search around the keep to see if there is another way in?"
Worm can see that the cloud giants heavily bombarded the keep, and the inner bailey is strewn with rocks. Ramps lead up to the 8-foot-high stone parapet that encircles the yard. No guards are currently standing watch on the walls. It appears that entry to the keep can be gained either by way of the front door, or over a rubble pile that lies at the base of huge hole along the shattered wall along its southeast corner.
Easily making her way across the make-shift rope bridge, Zyllith joins the others as they walk up to the battered keep. She looks around the base of the keep while considering their options. "Aye, tha' went well an' now we're well'of ta' find what could still live 'ere. Way I figure tho', didnae have any show of gobbies crossin' tha' bridge, nor any else folk corssin' back where we came. So as like any folk here are friendlies from town, an' we don' wanna scare tha' lot."
A moment later she walks up to the door and calls out loudly, yelling for whoever or whatever might be still within the ruined walls of the keep, "OY! ANY GOOD FOLK STILL ALIVE IN THAR? WE NORMAL SIZED LOT COME TO TOWN KILLING GOBBIES ALONG THE WAY HERE! ALL RIGHT PEACEFUL WITH YA, YEA?"
With luck her yells would catch the attention of any towns folk who might still be alive and stuck within the isolated keep and avoid any unpleasant surprises to either side. However she still readied herself for battle, just in case their luck turned for the worse and attracted something far less then friendly.
On hearing Zyllith yelling out, Belkas rushes over the to wall of the keep and crouches down inside an illusionary boulder to wait and see what comes out.
The oaken doors of the gatehouse are unbarred, and so you can push them open with no difficulty and enter the rock strewn inner Bailey. As you make your way through the yard towards the keep, you see the gruesome, crushed corpses of two dead human guards, both of whom were struck and killed by falling rocks.
Upon arriving at the main door of the keep, Zyllith calls out, and after a few moments, you hear a male voice on the other side.
Arisa steps up to the door: "We are travelers who have come from Waterdeep, who came here to nightstone to help with a goblin problem you were having, and we discovered this horrible situation. Let us in and we may be able to help. I am Arisa, and my companions and I have fought many goblins here already. "
"Oy, wha'?! Did'nae they catch me words rioght?" Zyllith says sarcastically as she smirks playfully, amused at Arisa having effectively repeated her words, at least from her perspective. She calls back out to the voice on the other side of the doorway, "If yer tha' friendly local townsfolk then its might clear yer having a rough go. Me and me mates 'ere are nae threat to ye and yours, savvy? Call me Zyllith; if ye let us pass we kin be of great help."
She lends a friendly, confident tone to her words, hoping to convince those within the keep of their value.
"Wonderful! Let's set about breaking this ladder into removable pieces."
“Agreed” says Arisa. She will say prayers for anyone attempting strength checks to break up the ladder into small enough parts to get out the door. (Guidance)
"Let's see. What have we got for tools? These utensils aren't going to cut it." If anyone has anything appropriately sharp, Vernon will cut the ladder at the halfway point.
Strength check: 2 + 2 + 2 = 6
(OOC: with that roll, maybe he IS using the utensils.)
Osmord remembers seeing some basic tools at the Trading Post, so with a little bit of time, you're able to cut the ladder in half and successfully remove both pieces from the door of the windmill.
Right now, it's about 15 minutes until sunset.
What do you do with the goblins?
Arisa wants to see the keep if possible before nightfall, and leave the goblins tied up. She wants them to show us later where the cave with their “big Boss” is, and if there are any villagers still around there.
After fetching the tools Osmord will help with the removal and reconstruction of the ladder. Once done he will take his rope and weave it between and around the rungs of the ladder to strengthen their bindings. This way if the ladder breaks apart at the fixings the rope will continue to hold it together and make it traverse-able.
"The rope gives it strength... should the ladder break apart, the rope will hold it."
OOC: Shall I remove the rope from my inventory or might I find a replacement at the store?
DM - Caves of the Kobold Slave Masters
OOC- Arisa has extra rope- she will give you 50’ hemp rope. She had found some silk rope at the store.
Osmord thanks Arisa and offers her a pickled toe in exchange.
DM - Caves of the Kobold Slave Masters
Trying to hide her disgust, Arisa says “thank you, my pleasure, my friend. Keep your treats. A wise idea to reinforce the bridge!.”
leaving the goblins tied up in the mill for now, we prepare to cross the makeshift bridge. Arisa will cast healing word on herself before crossing, (6) healing herself back to full. she will “commando crawl” across, which she has read is the safest way to avoid falling. (Also will make her prone)
Osmord will make his way across on all fours like a...tortle
He will ready the shield spell as he goes... just in case; and upon reaching the other end he will sit on the end of the ladder and retract into his shell (AC+4) to weigh the thing down.
DM - Caves of the Kobold Slave Masters
You find that your magically mended, rope braced ladder fits quite well over the gap, and so, one at a time, you carefully crawl across, while holding it securely for each other. The last one of you makes it to the other side, just as the last sliver of sunlight passes ducks below the horizon.
Looking forward, you see two windowless stone gatehouses with wood-shingled, high-pitched rooftops. Between them stands a set of oak doors with iron hinges.
Belkas scrambles off the ladder and looks around at everyone. "That went surprising well, and no one got wet. Nice teamwork everyone. Shall we head through the main doors, or search around the keep to see if there is another way in?"
“Worm will take a look, beyond the gatehouse building. Behind the high walls.”
Osmords eyes film over as worm takes to the sky and flys over the gate house to view the scene on the other side of the gate.
DM - Caves of the Kobold Slave Masters
Worm can see that the cloud giants heavily bombarded the keep, and the inner bailey is strewn with rocks. Ramps lead up to the 8-foot-high stone parapet that encircles the yard. No guards are currently standing watch on the walls. It appears that entry to the keep can be gained either by way of the front door, or over a rubble pile that lies at the base of huge hole along the shattered wall along its southeast corner.
Easily making her way across the make-shift rope bridge, Zyllith joins the others as they walk up to the battered keep. She looks around the base of the keep while considering their options. "Aye, tha' went well an' now we're well'of ta' find what could still live 'ere. Way I figure tho', didnae have any show of gobbies crossin' tha' bridge, nor any else folk corssin' back where we came. So as like any folk here are friendlies from town, an' we don' wanna scare tha' lot."
A moment later she walks up to the door and calls out loudly, yelling for whoever or whatever might be still within the ruined walls of the keep, "OY! ANY GOOD FOLK STILL ALIVE IN THAR? WE NORMAL SIZED LOT COME TO TOWN KILLING GOBBIES ALONG THE WAY HERE! ALL RIGHT PEACEFUL WITH YA, YEA?"
With luck her yells would catch the attention of any towns folk who might still be alive and stuck within the isolated keep and avoid any unpleasant surprises to either side. However she still readied herself for battle, just in case their luck turned for the worse and attracted something far less then friendly.
Sylnache Ashrain - 7th Sojourn
On hearing Zyllith yelling out, Belkas rushes over the to wall of the keep and crouches down inside an illusionary boulder to wait and see what comes out.
The oaken doors of the gatehouse are unbarred, and so you can push them open with no difficulty and enter the rock strewn inner Bailey. As you make your way through the yard towards the keep, you see the gruesome, crushed corpses of two dead human guards, both of whom were struck and killed by falling rocks.
Upon arriving at the main door of the keep, Zyllith calls out, and after a few moments, you hear a male voice on the other side.
"Who goes there?"
Arisa steps up to the door: "We are travelers who have come from Waterdeep, who came here to nightstone to help with a goblin problem you were having, and we discovered this horrible situation. Let us in and we may be able to help. I am Arisa, and my companions and I have fought many goblins here already. "
Seeing through worms eyes that the others were already through the front door, Osmord comes back to himself and follows them in.
"So the coast is clear... there is a hole in the wall. Thought you ought to know."
DM - Caves of the Kobold Slave Masters
"Oy, wha'?! Did'nae they catch me words rioght?" Zyllith says sarcastically as she smirks playfully, amused at Arisa having effectively repeated her words, at least from her perspective. She calls back out to the voice on the other side of the doorway, "If yer tha' friendly local townsfolk then its might clear yer having a rough go. Me and me mates 'ere are nae threat to ye and yours, savvy? Call me Zyllith; if ye let us pass we kin be of great help."
She lends a friendly, confident tone to her words, hoping to convince those within the keep of their value.
( Persuasion - 13+4 = 17 )
Sylnache Ashrain - 7th Sojourn