Vasha watches Dunkin transform, eyes narrowing slightly as the spider shape takes form. He shifts uneasily, clearly not comfortable with the new arachnid ally. “Yeah… I’ll take the north side,” he mutters, glancing around to see if anyone else is willing to come along.
“Anyone sticking to two legs is welcome to join,” he says with a grin, though his gaze never quite leaves the spider. Without waiting for a reply, he adjusts his gear and starts making his way around the castle’s perimeter, eyes scanning for any hidden paths or vantage points.
Nyli and Vasha disappear into the twilight. As they scout out the north side of the castle, they notice one area is in worse shape than the others. Nyli spots a canvas screen covering an area about ten feet up, one of many makeshift repairs likely made by the Cragmaw clan. Vasha, however, notices a footpath leading up to that very spot. Confident that no one is watching, them they carefully approach and notice that it is a hidden entrance to the castle!
Inside, this northern tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. No monsters lurk in this room.
Doldek nods, "Knowledge of what lies ahead can prove essential to our success."
He will enter a trance as his Familiar enters through the broken doors.
The bat flies into the castle. If anyone noticed it, they didn't care. The broken doors lead to a foyer. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
A DC 10 Wisdom (Perception) check (not sound-related for the purposes of Keen Hearing) reveals:
A copper tripwire is connected to linchpins hidden in the ruined ceiling above the easternmost door of the foyer.
As the others sneak off John waits and watches the castle for movement.
Perception 23
It's hard to see much movement in the sky grows darker, but as John watches the southeast tower, he hears a disturbing, low-toned hooting or muffled screeching sound coming from inside.
A DC 12 Intelligence (Nature or Arcana, forest-related) check reveals:
This is the call of an owlbear, an aggressive and fearsome predator. They are not easily domesticated.
Realizing the arrow slits are too small, Dunkin quickly climbs over the wall, spinning a web trail as he goes.
OOC:
Stealth 16 (9+7)
Perception 9 (6+3)
With his giant wolf spider form too large to fit through the arrow slits or under the side door of the castle, Dunkin climbs the south wall. About twenty-five feet up, he notices a gap in the southwest tower where the wall has collapsed. Approaching slowly, he sees three goblins. They seem to be arguing about who should be keeping watch, as they are all pointing at the nearby arrow slit.
OOC:
Does Doldek's bat familiar have a name? I'm sorry if I missed it.
With Vasha and Nyli's stealth and perception rolls, they discover that the secret entrance to the northern tower is completely safe and unguarded, at least for the moment.
Vasha catches Nyli’s eye and gives her a firm, silent nod, motioning toward the door with a subtle tilt of his head. Without a word, he moves toward the south wall, his hand brushing the hilt of his greatsword as he approaches the tattered curtain hanging there.
Carefully, he examines it, his muscles tense as he half-expects some trap or hidden threat.
At the sight of the arguing goblins, Dunkin takes a closer look at the room and the goblins themselves. He’s looking for entrances, exits, and weapons. After memorizing the layout, he stealthily retreats down the wall. As he reaches Chase and Doldek he assumes his normal shape. Slightly out of breath he relays what he saw. “Three goblins at the arrow slit on the SW tower, but they’re arguing. I didn’t attack figuring there is no sense in alerting the ‘Lord of the Manor’ yet. We should stay tight to the wall as we proceed. What has Doldek scried? Is the West entrance clear?”
John thinks for a moment "I'm not sure how they compare to an Orge but they are no joke. We need to face them as a unified front. Taming or even traping an owlbear is no easy feat. We should sick together."
Doldek takes a moment to shake off the grogginess that comes with leaving his trance. Responding to Dunkin, "It's an empty foyer...with several shut doors, six by my count. Naturally, Chiro couldn't attempt to open them. But he did discover what appears to be a mechanical trap above the door that leads to the center of the keep."
"I agree, John," answers Dunkin. "We should stay together, especially now that we've got some information on the layout. Anyone have a preference, the West entrance (obviously avoiding the trap) or follow Vasha and Nyli? Either way, we'd best get moving given the goblins in the arrow slits will soon realize we're here."
Vasha and Nyli don't see much; the curtain opens up to a hallway. Ten feet down, a perpendicular hallway going east-west intersects it. Past that, another curtain blocks whatever lies to the south. After a few seconds of looking, a pale, hulking figure passes unexpectedly through their fields of vision. Their caution pays off and it doesn't seem to notice them, whatever it is. A few seconds later it passes by again, this time heading east.
A successful DC 11 Dexterity (Stealth) check gives Vasha or Nyli (or anyone else opens the curtain) an opportunity to make a DC 15 Wisdom (Perception) check to get a better look at whatever-it-is without its seeing them back.
This creature is pacing back and forth along this hallway of the castle.
Anyone who sees it clearly (or is given a sufficiently good description) may attempt a DC 12 Intelligence (Nature or History) check to know:
This is a Quaggoth. They are a humanoid species which live in the Underdark and often serve drow. They typically only speak Undercommon. They are fierce with their claws, especially when cornered. They are immune to most poisons and some of them have psionic powers.
[OOC: I forgot one detail from Doldek's last post] Doldek, when he viewed the foyer through the senses of Chiro the bat, saw light coming from under the door to the east directly opposite the entrance (just south of the "trapped" door). There was also light shining through the arrow skits of the south wall of the castle. These are the only light sources visible in the castle so far.
OOC:
I estimate all this scouting has taken about 5 minutes so far. 55 minutes remain until the forest is dark.
Please let me know if I missed any further exploration by any other characters.
Vasha manages to open the curtain enough to catch another glimpse of the creature, but not enough to get a good look. He signals Nyli that it may be time to retreat and regroup with the others.
Nyli sees the pacing creature freeze in place and turn its head, looking directly at her. Without hesitation, it leaps forward and lunges at her! It growls in Undercommon, "Stop, intruder!"
Anyone in the north storage room or within 30 ft. of the canvas screen outside it can hear the monster's words.
Anyone who sees the monster may attempt a DC 12 Intelligence (Nature or History) check (no action required) to know:
This is a Quaggoth. They are a humanoid species which live in the Underdark and often serve drow. They typically only speak Undercommon. They are fierce with their claws, especially when cornered. They are immune to most poisons and some of them have psionic powers.
Quaggoths have strong hunting instincts and will choose to pursue their prey even at personal risk.
Everyone roll initiative! The enemy monster got an 11.
Vasha will be hidden for the monster's first turn at least if he chooses to stay hidden where he is. He is not hidden to creatures looking from the north.
Map:
Chase, John, Dunkin, and Doldek may start this turn at any location outside Cragmaw Castle. You could even be right outside the canvas screen.
Chiro the bat may be pretty much anywhere that's not behind a closed door, but it will have to attempt a Dexterity (Stealth) check if it gets too close to any monsters for more than a few seconds to avoid drawing attention.
Doldek nods, "Knowledge of what lies ahead can prove essential to our success."
He will enter a trance as his Familiar enters through the broken doors.
Nyli joins Vasha to scout out the north side.
Stealth 26 Perception 14
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Chase stands vigilance near Doldek. Perception 23
As the others sneak off John waits and watches the castle for movement.
Perception 23
Realizing the arrow slits are too small, Dunkin quickly climbs over the wall, spinning a web trail as he goes.
OOC:
Stealth 16 (9+7)
Perception 9 (6+3)
Nyli and Vasha disappear into the twilight. As they scout out the north side of the castle, they notice one area is in worse shape than the others. Nyli spots a canvas screen covering an area about ten feet up, one of many makeshift repairs likely made by the Cragmaw clan. Vasha, however, notices a footpath leading up to that very spot. Confident that no one is watching, them they carefully approach and notice that it is a hidden entrance to the castle!
Inside, this northern tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. No monsters lurk in this room.
The bat flies into the castle. If anyone noticed it, they didn't care. The broken doors lead to a foyer. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
A DC 10 Wisdom (Perception) check (not sound-related for the purposes of Keen Hearing) reveals:
A copper tripwire is connected to linchpins hidden in the ruined ceiling above the easternmost door of the foyer.
Chase notices movement in the arrow slit to the left of the broken doors as Doldek's familiar flies in. It seems something's in there.
It's hard to see much movement in the sky grows darker, but as John watches the southeast tower, he hears a disturbing, low-toned hooting or muffled screeching sound coming from inside.
A DC 12 Intelligence (Nature or Arcana, forest-related) check reveals:
This is the call of an owlbear, an aggressive and fearsome predator. They are not easily domesticated.
With his giant wolf spider form too large to fit through the arrow slits or under the side door of the castle, Dunkin climbs the south wall. About twenty-five feet up, he notices a gap in the southwest tower where the wall has collapsed. Approaching slowly, he sees three goblins. They seem to be arguing about who should be keeping watch, as they are all pointing at the nearby arrow slit.
OOC:
Does Doldek's bat familiar have a name? I'm sorry if I missed it.
With Vasha and Nyli's stealth and perception rolls, they discover that the secret entrance to the northern tower is completely safe and unguarded, at least for the moment.
Map:
John tells those near by
"I hear owlbear. From inside the castle"
“An owlbear? For real? Are they worse than ogres? Can we lure them away?” Chase was expecting goblins and bugbears maybe a scheming elf…
Vasha catches Nyli’s eye and gives her a firm, silent nod, motioning toward the door with a subtle tilt of his head. Without a word, he moves toward the south wall, his hand brushing the hilt of his greatsword as he approaches the tattered curtain hanging there.
Carefully, he examines it, his muscles tense as he half-expects some trap or hidden threat.
Stealth 23, Perception 4
At the sight of the arguing goblins, Dunkin takes a closer look at the room and the goblins themselves. He’s looking for entrances, exits, and weapons. After memorizing the layout, he stealthily retreats down the wall. As he reaches Chase and Doldek he assumes his normal shape. Slightly out of breath he relays what he saw. “Three goblins at the arrow slit on the SW tower, but they’re arguing. I didn’t attack figuring there is no sense in alerting the ‘Lord of the Manor’ yet. We should stay tight to the wall as we proceed. What has Doldek scried? Is the West entrance clear?”
OOC:
Perception 5 (2+3)
Stealth 15 (8+7)
John thinks for a moment "I'm not sure how they compare to an Orge but they are no joke. We need to face them as a unified front. Taming or even traping an owlbear is no easy feat. We should sick together."
Doldek takes a moment to shake off the grogginess that comes with leaving his trance. Responding to Dunkin, "It's an empty foyer...with several shut doors, six by my count. Naturally, Chiro couldn't attempt to open them. But he did discover what appears to be a mechanical trap above the door that leads to the center of the keep."
Nyli follows Vasha's lead, loosening her blades in their sheaths, and nocking an arrow.
Perception 5 (passive 11)
Stealth 27 (nat 20)
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
"I agree, John," answers Dunkin. "We should stay together, especially now that we've got some information on the layout. Anyone have a preference, the West entrance (obviously avoiding the trap) or follow Vasha and Nyli? Either way, we'd best get moving given the goblins in the arrow slits will soon realize we're here."
Chase opts to follow Nyli at a distance trying to be quiet.
stealth 11
Vasha and Nyli don't see much; the curtain opens up to a hallway. Ten feet down, a perpendicular hallway going east-west intersects it. Past that, another curtain blocks whatever lies to the south. After a few seconds of looking, a pale, hulking figure passes unexpectedly through their fields of vision. Their caution pays off and it doesn't seem to notice them, whatever it is. A few seconds later it passes by again, this time heading east.
A successful DC 11 Dexterity (Stealth) check gives Vasha or Nyli (or anyone else opens the curtain) an opportunity to make a DC 15 Wisdom (Perception) check to get a better look at whatever-it-is without its seeing them back.
This creature is pacing back and forth along this hallway of the castle.
Anyone who sees it clearly (or is given a sufficiently good description) may attempt a DC 12 Intelligence (Nature or History) check to know:
This is a Quaggoth. They are a humanoid species which live in the Underdark and often serve drow. They typically only speak Undercommon. They are fierce with their claws, especially when cornered. They are immune to most poisons and some of them have psionic powers.
[OOC: I forgot one detail from Doldek's last post] Doldek, when he viewed the foyer through the senses of Chiro the bat, saw light coming from under the door to the east directly opposite the entrance (just south of the "trapped" door). There was also light shining through the arrow skits of the south wall of the castle. These are the only light sources visible in the castle so far.
OOC:
I estimate all this scouting has taken about 5 minutes so far. 55 minutes remain until the forest is dark.
Please let me know if I missed any further exploration by any other characters.
Monsters:
Vasha manages to open the curtain enough to catch another glimpse of the creature, but not enough to get a good look. He signals Nyli that it may be time to retreat and regroup with the others.
Stealth 14, Perception 5
Nyli agrees after failing to get a view of the creature.
Stealth 8
Perception 7
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
John moves to follow Nyli. "Might as well follow the others"
Nyli sees the pacing creature freeze in place and turn its head, looking directly at her. Without hesitation, it leaps forward and lunges at her! It growls in Undercommon, "Stop, intruder!"
Anyone in the north storage room or within 30 ft. of the canvas screen outside it can hear the monster's words.
Anyone who sees the monster may attempt a DC 12 Intelligence (Nature or History) check (no action required) to know:
This is a Quaggoth. They are a humanoid species which live in the Underdark and often serve drow. They typically only speak Undercommon. They are fierce with their claws, especially when cornered. They are immune to most poisons and some of them have psionic powers.
Quaggoths have strong hunting instincts and will choose to pursue their prey even at personal risk.
Monsters:
OOC:
Everyone roll initiative! The enemy monster got an 11.
Vasha will be hidden for the monster's first turn at least if he chooses to stay hidden where he is. He is not hidden to creatures looking from the north.
Map:
Chase, John, Dunkin, and Doldek may start this turn at any location outside Cragmaw Castle. You could even be right outside the canvas screen.
Chiro the bat may be pretty much anywhere that's not behind a closed door, but it will have to attempt a Dexterity (Stealth) check if it gets too close to any monsters for more than a few seconds to avoid drawing attention.