Pointing out the structure in the distance Glynquinal points out what Rhakakuul showed him. That looks like the path we need to tread for the moment.
To Rhakakuul as he unties his bonds and retrieves his ropes, "Fare well Rhakakuul, and don't make the mistake of trying to harm us or innocents again. We won't be so slow to render justice the second time."
After being unbound, Rhakakuul looks at Glynquinal for a second, then quickly glances around at the others before disappearing into the woods back the way they came.
Needing to get closer to the structure before you can really see much detail about it because of the trees in the way, you all move forward. As the trees thin, you can begin to see that the "castle" appears to have once been a formidable structure featuring several towers. It appears that most (if not all) of the upper floors have collapsed, though. It's unclear if it's because of attack or disrepair. You can see a path leading to the side of the structure you can see. There are three arrow slits on this side; two are right above where the path meets the side of the building. While you cannot see an actual door, the path would lead you to believe there must be a door there somewhere. To the left, you can see another path leading to that side of the building.
Looking at what waits for them Glynquinal glances over at his fellow Rogue, "Well Ian, that doesn't look very inviting. Perhaps we should take a quiet look and see who if anyone is waiting for unwelcome visitors."
Ian (and Glyn if he wants to join) would like to try and stealthily circle the castle, sticking to the concealment of the forest as much as possible, making note of any enemies or battlements around the castle, and any entries and dangers on the castle walls.
Ian tells the others to stay hidden, and stay quiet, and to wait for their return.
The elves stick to the trees and circle the structure counterclockwise (circling around the rear first). There are a number of arrow slits along the walls, but they never see any arrows sticking through. Because they were told there was another entrance on the opposite side from where they started, they can see a kind of path leading up to a ruined part of the wall, but no door (from the distance they keep). As they circle around the front, they can see the double doors have been broken down, but that isn't a surprise considering the state of the rest of the structure. Heading back to the group, they can see the hidden door on the first side the path leads up to up a short flight of stairs. That door appears to be sound.
They see no living creatures.
In short, you're looking at the structure's right side while looking north. The structure faces west. You walked counterclockwise. No door on east side (rear). Path but no door on north side. Broken down front entrance on west side. Door on south side.
Two arrow slits above path leading to south door that may give you away if you attempt to go that way. Arrow slits all around, really. One noticeable arrow slit looking down upon path leading to possible door on other side. (Where the others would be in that area are crumbled and unusable.) Arrow slits looking out at front entrance. Also, the front entrance has a raised area in front with two stairwells leading up to it. Because the entrance doors are between two of the towers, the raised area is kind of triangle shaped which is 30 feet at its widest and 15 feet at its deepest.
Quietly taking once last look at the ruined place, Glynquinal will retrace his steps to where the rest of the party is waiting for them.
Upon arriving, he offers them, "There are many many places ahead that could easily be ambush points. There are quite a few arrow slits, more than I could count quickly. The structure is not in good shape, so there may be hazards there that don't have anything to do with someone not wanting us there."
Ian to the group: I agree with Glyn. There are far too many ambush points. We need to figure out which way in is best.
DDP, Is there any way to know if one entrance might be better than another? Perception, investigation, or insight or something like that to know something like, If I were in that castle, here is where I would set an ambush, but I would not put one over there. Or maybe there is a way to approach undetected because of the rubble, and perhaps climb up to another floor and make our way down? Just looking to see if there is a way my character would intuitively know anything that might help the group...
"Fine, but if he cross us later he is food!"
"Our word is everything", Gruxx says with a nod.
Rock to party "How do we want to go?"
Pointing out the structure in the distance Glynquinal points out what Rhakakuul showed him. That looks like the path we need to tread for the moment.
To Rhakakuul as he unties his bonds and retrieves his ropes, "Fare well Rhakakuul, and don't make the mistake of trying to harm us or innocents again. We won't be so slow to render justice the second time."
After being unbound, Rhakakuul looks at Glynquinal for a second, then quickly glances around at the others before disappearing into the woods back the way they came.
Needing to get closer to the structure before you can really see much detail about it because of the trees in the way, you all move forward. As the trees thin, you can begin to see that the "castle" appears to have once been a formidable structure featuring several towers. It appears that most (if not all) of the upper floors have collapsed, though. It's unclear if it's because of attack or disrepair. You can see a path leading to the side of the structure you can see. There are three arrow slits on this side; two are right above where the path meets the side of the building. While you cannot see an actual door, the path would lead you to believe there must be a door there somewhere. To the left, you can see another path leading to that side of the building.
Looking at what waits for them Glynquinal glances over at his fellow Rogue, "Well Ian, that doesn't look very inviting. Perhaps we should take a quiet look and see who if anyone is waiting for unwelcome visitors."
OOC: Everyone gets 50 XP.
"I don't like this one but. I feel exposed. I've never sieged a castle before. I guess we just charge and hope for the best?" says Gruxx tentaticely.
Ian (and Glyn if he wants to join) would like to try and stealthily circle the castle, sticking to the concealment of the forest as much as possible, making note of any enemies or battlements around the castle, and any entries and dangers on the castle walls.
Ian tells the others to stay hidden, and stay quiet, and to wait for their return.
Glynquinal moves forward quietly with Ian scouting the way.
Stealth 15
oh yea, forgot to roll my stealth!
Stealth: 15
Rock will stay with Grux and Doc and make a cold camp, Rock will take first watch
The elves stick to the trees and circle the structure counterclockwise (circling around the rear first). There are a number of arrow slits along the walls, but they never see any arrows sticking through. Because they were told there was another entrance on the opposite side from where they started, they can see a kind of path leading up to a ruined part of the wall, but no door (from the distance they keep). As they circle around the front, they can see the double doors have been broken down, but that isn't a surprise considering the state of the rest of the structure. Heading back to the group, they can see the hidden door on the first side the path leads up to up a short flight of stairs. That door appears to be sound.
They see no living creatures.
In short, you're looking at the structure's right side while looking north. The structure faces west. You walked counterclockwise. No door on east side (rear). Path but no door on north side. Broken down front entrance on west side. Door on south side.
Two arrow slits above path leading to south door that may give you away if you attempt to go that way. Arrow slits all around, really. One noticeable arrow slit looking down upon path leading to possible door on other side. (Where the others would be in that area are crumbled and unusable.) Arrow slits looking out at front entrance. Also, the front entrance has a raised area in front with two stairwells leading up to it. Because the entrance doors are between two of the towers, the raised area is kind of triangle shaped which is 30 feet at its widest and 15 feet at its deepest.
Why not just show you ...
Glynquinal quietly to Ian, "That doesn't look very inviting. Do you want to poke in there any, or return and give a report to come up with a plan?"
Ian to Glyn (sorry for formatting, on mobile) Yes, let’s return and see what the others think.
Quietly taking once last look at the ruined place, Glynquinal will retrace his steps to where the rest of the party is waiting for them.
Upon arriving, he offers them, "There are many many places ahead that could easily be ambush points. There are quite a few arrow slits, more than I could count quickly. The structure is not in good shape, so there may be hazards there that don't have anything to do with someone not wanting us there."
"We have come this far, lets see if we can find friend dwarf and make this a better place!"
Rock will follow friend Glynn
Ian to the group: I agree with Glyn. There are far too many ambush points. We need to figure out which way in is best.
DDP, Is there any way to know if one entrance might be better than another? Perception, investigation, or insight or something like that to know something like, If I were in that castle, here is where I would set an ambush, but I would not put one over there. Or maybe there is a way to approach undetected because of the rubble, and perhaps climb up to another floor and make our way down? Just looking to see if there is a way my character would intuitively know anything that might help the group...
OOC, There is alwas the trial by error method.