During the trip, Ozum will cast detect magic and ask Xellos if he can take a look at the bottle of wine. He will also take that opportunity to take a once over of his companions to see what magic items they have on them.
When Frandal releases Celebquesse, he will cast guidance to assist him in his scouting.
Celebquesse soars out of sight, allowing you to see a significant portion of the area: the rugged coastline, tall evergreen trees at the top of the cliff, a road leading to the south, the keep, and a smaller building nearby. You see no signs of movement or life on the road, around the keep, or around the nearby buildings. The keep itself is completely dark; no light shines from any of the windows. Near the outer doors of the keep, you see a stack of three wooden crates. Celebquesse can see the contents of the top crate: various fruits and vegetables that appear to be several days old. The nearby building appears to be a stable, but no horses are visible.
I will post a map of the area later today.
Ozum:
Your Detect Magic created a tell-tale aura around several magic items in your companions possessions:
Kurt: a dagger, a scimitar, and a belt
Xellos: a cloak, a small bag, and the bottle of wine
Arissa: her lyre, a small stone, a deck of cards
Frandal: a ring, his bracers, some of his arrows
Additionally, the spell points out the magical nature of the Potions of Healing that Sariel provided.
During the trip, Arissa takes out her stone and fiddles with it for awhile, feeling its surface. (Trying to attune.)
Once at the island, she asks her friends how they will proceed. "Well, we're here now. Should we try to remain unseen or announce our presence?"
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
After they left the dinner meeting, Xellos would have had the needle out to see if it tracks the stone Bahrash holds.
Does the needle stop pointing in his direction? If so, at what point during transit to the island?
To determine the possible range on it: Insight(?): 22
If I need to roll something else I will.
(Wouldn't let me add an extra line after the spoiler...continued post below)
How many potions were in the sack?
Xellos says, "I'll take a look at it. Definitely not drinking it this time though."He pops the cork and sees if the smell and color are similar.
Perception (if needed) 13
He then sees if there are any magical properties to it, or if it's just a regular vintage (he does not drink it). Afterwards he plugs it up and gives it back to Ozum.
Arcana 14
Xellos says after Frandal reports his scouting, "Hmm..perhaps we should consider using the hidden entrance through the wine cellar if need be."
The needle behaves as you expected it to. As you traveled north to Sham's Peg, the needle remained pointed to the south (where the Chancellor's residence was located). As you sailed east toward the Isle of Woe, the needle pointed west-south-west initially; then eventually is pointed directly west. From what you can tell the needle has been within range of the spherical stone during your entire trip to the isle.
The cliff before you looks to be approximately 70' tall. You can see the path has a few roughly-hewn steps here and there, and at the top of the cliff it disappears into a grove of evergreen trees. You will need to walk in single file.
Frandal Silvereyes leads the way up the cliff. The path is narrow, but the footing is secure; so all of you reach the top without any real difficulty. The sun has now set behind the main island of Syndaris behind you, and within the next twenty minutes you will be engulfed in darkness. You take one last glance downward, to where Dennigan sits in his boat, and you can see his silhouette that has been created by the light of his lantern. You see no movement in the wooded area at the top of the cliff. You hear only the faint whisper of the sea breeze as it rustles the surrounding tree tops.
The path you have ascended continues a short way through the trees; it then leads you to a large clearing where it connects to a well-maintained road. Looking to your right (south), you see that the road disappears into the darkness. Based on the map provided by Sariel, you're confident the road, in that direction, leads to the town of Crystana. Looking to your left (north), you see that the road leads directly to The Keep, which is less than two hundred feet away. From where you are standing, you have a clear view of the gatehouse, with its two large wooden doors that are approximately 6' wide and 10' tall. The doors are closed, and not far from them you see a stack of three wooden crates. You estimate the walls of The Keep are 15' tall, and they appear to be constructed of smooth stone blocks. You can tell that the walls of The Keep enclose an open courtyard that lies in front of the main building As you take all of this in, you see a medium-sized humanoid exit the main building from the topmost floor and slowly walk along the top of the wall and stop directly over the gatehouse doors. After three or four minutes of pacing back and forth, the individual continues to walk along the top of the wall and then enter the main building from a door on the opposite side of the building (see diagram below):
The distance and poor light make it very difficult to discern anything about the person on the wall. If you wish, you can make a Perception or Investigation check (choose one).
NOTE: Darkness is now a problem for the one member of the party without darkvision: Kurt.
EDIT: By virtue of his Belt of Dwarvenkind, Kurt Stoneseeker has darkvision.
“It’s weird”says Frandal trying to get more details of the person on the wall “If there is still members of the guard, why didn’t they store the crates at the entrance?”
This post has potentially manipulated dice roll results.
(before we march our way up)
Xellos shows everyone the needle, "Look, the needle still points towards from where we departed. It appears to still be working...just in case you're wondering, this needle always points to that stone I gave Bahrash by some magical means. I wasn't sure how of the range, but it looks to be quite far. It will always point to that stone...just in case someone else needs to use this at some point. It's here in my pack." He closes the case and puts it back in his pack.
(As we approach the Keep)
"Yes it does seem strange. I could make us invisible, but we should probably take a closer look or scout it somehow."
tPerception 16
Are there any obvious torch lights or anything like that?
Frandal: The person on the wall is human-sized, you estimate 6' tall. You don't gain any further insight or information, however.
Xellos: Likewise, you don't notice anything more than the individual's height, approximately 6'. You don't see any evidence of light from the keep. The few windows in the upper floor of the main building are dark. Nor is there any evidence of light coming from within the courtyard area. Keep in mind that the wall obscures the lower two-thirds of the main building from your view.
Kurt: The town of Crystana (to the south) is too far away for the members of the party to see it. According to Sariel's remarks, Crystana is a few miles away.
NOTE to entire party: Based upon the fly-over made by Celebquesse, you know that the stables are directly north of (behind), the Keep. The wooded area in which you are currently standing extends northward and, from your point of view, to the left of the Keep. So, you have the option of walking past the Keep while remaining within the cover offered by the trees. This would afford you a view of the back side of the Keep as well as a view of the stables.
"I don't like this. I suggest that we keep under the cover of the trees and take another look at the back side of the keep and the stables. Wouldn't that take us closer to the secret passage that Sarien spoke about?"he ask to the others. "If it is still open I think that we should try to enter the keep that way. Also take a good look in its vicinity. If Saren Ro had used it to escape maybe we can found some tracks of it."
"I agree with Frandal, let's not announce ourselves quite yet."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
"I agree, let's keep to the woods as long as we can and head around to the stable first."
He watches the figure to try on the wall and a look of realization comes over his face. "Oh! Then if we want to avoid entrances, we can use the magic rope to scale the wall together."
Rollback Post to RevisionRollBack
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During the trip, Ozum will cast detect magic and ask Xellos if he can take a look at the bottle of wine. He will also take that opportunity to take a once over of his companions to see what magic items they have on them.
When Frandal releases Celebquesse, he will cast guidance to assist him in his scouting.
As the eagle and the elf had the same score on perception...
Perception: 9 + Guidance: 3
PbP Character: A few ;)
Frandal:
Celebquesse soars out of sight, allowing you to see a significant portion of the area: the rugged coastline, tall evergreen trees at the top of the cliff, a road leading to the south, the keep, and a smaller building nearby. You see no signs of movement or life on the road, around the keep, or around the nearby buildings. The keep itself is completely dark; no light shines from any of the windows. Near the outer doors of the keep, you see a stack of three wooden crates. Celebquesse can see the contents of the top crate: various fruits and vegetables that appear to be several days old. The nearby building appears to be a stable, but no horses are visible.
I will post a map of the area later today.
Ozum:
Your Detect Magic created a tell-tale aura around several magic items in your companions possessions:
Additionally, the spell points out the magical nature of the Potions of Healing that Sariel provided.
As the eagle flights across the land Frandal speaks what he sees to his companions. He then snaps out of the trance and look to the others.
"It seems that nobody is home. I have a bad feeling about this."
PbP Character: A few ;)
During the trip, Arissa takes out her stone and fiddles with it for awhile, feeling its surface. (Trying to attune.)
Once at the island, she asks her friends how they will proceed. "Well, we're here now. Should we try to remain unseen or announce our presence?"
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
After they left the dinner meeting, Xellos would have had the needle out to see if it tracks the stone Bahrash holds.
Does the needle stop pointing in his direction? If so, at what point during transit to the island?
To determine the possible range on it: Insight(?): 22
If I need to roll something else I will.
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Quote from Necmo >>
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Arissa:
Attunement with the Goodluck Stone achieved.
Xellos:
The needle behaves as you expected it to. As you traveled north to Sham's Peg, the needle remained pointed to the south (where the Chancellor's residence was located). As you sailed east toward the Isle of Woe, the needle pointed west-south-west initially; then eventually is pointed directly west. From what you can tell the needle has been within range of the spherical stone during your entire trip to the isle.
Arissa, Kurt, Ozum, Frandal, and Xellos:
The cliff before you looks to be approximately 70' tall. You can see the path has a few roughly-hewn steps here and there, and at the top of the cliff it disappears into a grove of evergreen trees. You will need to walk in single file.
The elf takes the point and, with the bow in one hand, starts climbing up.
PbP Character: A few ;)
Ozum clicks his boots and tiny wings spring out. He will fly straight up the side of the cliff keeping pace with the party from about 10 ft out.
Frandal Silvereyes leads the way up the cliff. The path is narrow, but the footing is secure; so all of you reach the top without any real difficulty. The sun has now set behind the main island of Syndaris behind you, and within the next twenty minutes you will be engulfed in darkness. You take one last glance downward, to where Dennigan sits in his boat, and you can see his silhouette that has been created by the light of his lantern. You see no movement in the wooded area at the top of the cliff. You hear only the faint whisper of the sea breeze as it rustles the surrounding tree tops.
The path you have ascended continues a short way through the trees; it then leads you to a large clearing where it connects to a well-maintained road. Looking to your right (south), you see that the road disappears into the darkness. Based on the map provided by Sariel, you're confident the road, in that direction, leads to the town of Crystana. Looking to your left (north), you see that the road leads directly to The Keep, which is less than two hundred feet away. From where you are standing, you have a clear view of the gatehouse, with its two large wooden doors that are approximately 6' wide and 10' tall. The doors are closed, and not far from them you see a stack of three wooden crates. You estimate the walls of The Keep are 15' tall, and they appear to be constructed of smooth stone blocks. You can tell that the walls of The Keep enclose an open courtyard that lies in front of the main building As you take all of this in, you see a medium-sized humanoid exit the main building from the topmost floor and slowly walk along the top of the wall and stop directly over the gatehouse doors. After three or four minutes of pacing back and forth, the individual continues to walk along the top of the wall and then enter the main building from a door on the opposite side of the building (see diagram below):
The distance and poor light make it very difficult to discern anything about the person on the wall. If you wish, you can make a Perception or Investigation check (choose one).
NOTE: Darkness is now a problem for the one member of the party without darkvision: Kurt.EDIT: By virtue of his Belt of Dwarvenkind, Kurt Stoneseeker has darkvision.
Perception: 12.
“It’s weird” says Frandal trying to get more details of the person on the wall “If there is still members of the guard, why didn’t they store the crates at the entrance?”
PbP Character: A few ;)
(before we march our way up)
Xellos shows everyone the needle, "Look, the needle still points towards from where we departed. It appears to still be working...just in case you're wondering, this needle always points to that stone I gave Bahrash by some magical means. I wasn't sure how of the range, but it looks to be quite far. It will always point to that stone...just in case someone else needs to use this at some point. It's here in my pack." He closes the case and puts it back in his pack.
(As we approach the Keep)
"Yes it does seem strange. I could make us invisible, but we should probably take a closer look or scout it somehow."
tPerception 16
Are there any obvious torch lights or anything like that?
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
how is the city like? does it appear to be normal?
Kurt Stoneseeker
Ragmin Graybeard
Frandal: The person on the wall is human-sized, you estimate 6' tall. You don't gain any further insight or information, however.
Xellos: Likewise, you don't notice anything more than the individual's height, approximately 6'. You don't see any evidence of light from the keep. The few windows in the upper floor of the main building are dark. Nor is there any evidence of light coming from within the courtyard area. Keep in mind that the wall obscures the lower two-thirds of the main building from your view.
Kurt: The town of Crystana (to the south) is too far away for the members of the party to see it. According to Sariel's remarks, Crystana is a few miles away.
NOTE to entire party: Based upon the fly-over made by Celebquesse, you know that the stables are directly north of (behind), the Keep. The wooded area in which you are currently standing extends northward and, from your point of view, to the left of the Keep. So, you have the option of walking past the Keep while remaining within the cover offered by the trees. This would afford you a view of the back side of the Keep as well as a view of the stables.
"I don't like this. I suggest that we keep under the cover of the trees and take another look at the back side of the keep and the stables. Wouldn't that take us closer to the secret passage that Sarien spoke about?" he ask to the others. "If it is still open I think that we should try to enter the keep that way. Also take a good look in its vicinity. If Saren Ro had used it to escape maybe we can found some tracks of it."
PbP Character: A few ;)
"I agree with Frandal, let's not announce ourselves quite yet."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Map of The Keep and Surrounding Area
"I agree, let's keep to the woods as long as we can and head around to the stable first."
He watches the figure to try on the wall and a look of realization comes over his face. "Oh! Then if we want to avoid entrances, we can use the magic rope to scale the wall together."