Drayman replies to Daxori's question "No, such beasts are very rare, it must have been passing through or just moved into the region, mostly it's a common bandit, stray animal or something like that on this road?"
As you gather up your group and as your good byes to Drayman, Daxori notices a large scar on Belorin's shield and the face on the shield is now a sad one.
As you all return to the road leading to Castle Caldwell , you see Ruthor and Williard waiting on you.
"Ah you are all safe." replies Williard, "I was worried that you would not return, Why would you charge off into unknown danger ?" As he paces back and forth around Ruthor.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
"Oh Williard, how do you ever expect to uncover the great truths of the universe if you are afraid to take risks and charge into the unknown. You should have come with us, we got to see the most amazing creature. It was large enough to fly off with a horse, and apparently it is a very rare sight in this region. We were able to drive it off without having to kill it, and saved a fellow traveller in the process. Belorin was so brave, he ran right in and drew the creature's attention away from the poor traveller. You can see the huge scratch it left on his shield when it tried to bite him. Enzo tried to scare it off with a bright flash of light, and Thurmun tried to scare it off with a few warning shots, but in the end I was forced to hit it with a Fire Bolt to convince it to leave. But the day marches on and so should we, let's get to that castle before the sun gets any lower."
As you all follow Daxori up the trail heading towards you destination, the Old Antilles Castle now named Castle Caldwell. The tree covered trail opens up to a large clearing with the castle sitting next to a large pond.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
"Wow! I can see why Mr. Caldwell would want to buy this castle, it's stunning!", Daxori exclaims in an awed tone. "Looking like that it's hard to imagine that it has been overrun by monsters."
Having long ago learned in her studies not to judge a book by its cover, she pauses at the edge of the clearing, takes a slow, deep breath, looks and listens carefully for signs of life or trouble (Perception: 20).
As you look around the clearing and the path leading up to the castle Daxori you notice a fair amount of foot prints ( around a dozen booted man-sized foot prints and a set of horse shoe tracks follow the trail, another dozen smaller bare footed and some clawed foot prints of smaller humanoids intersect the trail closer to the castle entrance.) you are still to far away to hear any noises from inside the castle, but you hear bird songs from the woods, frog noises from the pond and a gentle breeze passes over you from the east.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
Seeing no immediate signs of danger, Daxori motions for the others to follow as she moves cautiously towards the point where the two sets of tracks intersect, still alert to any changes in the environment around the castle. As she walks she points out the tracks and comments quietly to her companions,
"Those look like they could have been made by Mr. Caldwell during his unsuccessful visit, and maybe those others are from the 'monsters' he encountered."
As Williard moves up with Daxori he kneels down to inspect the trail and the tracks, "I believe you may be right as the booted prints do look like the prints of a human sized foot in local travelers boot style, these are the tracks of Goblins as he points out the sets of smaller tracks, and these smaller clawed prints may very well be from Kobolds."" The human boot prints are from a day or two ago, same with the Kobolds, but the Goblins are within the last twelve hours."
He looks at your stunned faces, "what just because I am studying to be a Sage doesn't mean that I didn't learn woodcraft from my father and uncle."
"Well Williard, aren't you full of hidden talents. I don't suppose you can tell how many Kobolds and Goblins, or where they went?", Daxori asks sweetly, after a brief moment spent staring at her colleague in stunned silence as she re-calibrated her notions of him. While she waits for his reply, she considers what she knows of Kobolds and Goblins in the area (History: 13).
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
Kobolds have an extreme hatred for gnomes, with whom they compete for the same areas and mining rights, as well as pixies, brownies, and sprites. They are often at war with goblins, and the numerous kobold-goblin wars help keep the populations of both races down to a manageable level.
Kobolds vary in height between 2'-2'8" , with scaly, hairless hides, reptilian heads, and tails, and weigh over 30 pounds (14 kg). Males are about three inches taller and ten pounds heavier than most females. Their hides are typically a rust-brown or reddish black color, with ivory-colored horns. Their heads are described as dog-like. Their eyes glow red, and they can see accurately even in lightless conditions up to 60 feet away. Kobolds are described as smelling like a cross between damp dogs and stagnant water.
"Well, there seems to be two groups of human sized boot prints for around three per group, looks like possibly three Kobolds, and possibly four to eight Goblins, and they all seem to heading for the Castle entrance." answers Williard.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
Maglubiyet, the god of war and rulership, is the chief deity of goblins. Other gods worshipped by the goblins include Khurgorbaeyag, the god of slavery, oppression, and morale, and Bargrivyek, the god of co-operation and territory.
The main deity of the kobolds is Kurtulmak, the god of war and mining. The other main god worshipped by kobolds is Gaknulak, the god of protection, stealth, trickery, and traps.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
"Bah! These wee meanies be nuthin' ta tha Drow, an I seen plenty o' action on their part. Daylight's a wastin'!" Thurmun strings his bow, checks his 'Stingers' and readjusts his strap of 'Drider Fangs' then steps forward as if to enter the castle.
As you approach the castle with all do caution, you see a wooden bridge about twenty four feet wide and around thirty feet in length leading up to a large set of double wooden doors (approximately eight foot wide each for a total of sixteen foot wide entrance into the castle.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
As you creep across the bridge and examine the door for traps Thurmun, you find no nefarious traps but do notice that the doors are unbarred and can easily be pushed open.
Rollback Post to RevisionRollBack
"Trust in your friends, and they'll have reason to trust in you."
"Fate rarely calls upon us at a moment of our choosing."
"I think i'm all set"
Belorin says well nodding a goodbye to Drayman.
Drayman replies to Daxori's question "No, such beasts are very rare, it must have been passing through or just moved into the region, mostly it's a common bandit, stray animal or something like that on this road?"
As you gather up your group and as your good byes to Drayman, Daxori notices a large scar on Belorin's shield and the face on the shield is now a sad one.
As you all return to the road leading to Castle Caldwell , you see Ruthor and Williard waiting on you.
"Ah you are all safe." replies Williard, "I was worried that you would not return, Why would you charge off into unknown danger ?" As he paces back and forth around Ruthor.
"Oh Williard, how do you ever expect to uncover the great truths of the universe if you are afraid to take risks and charge into the unknown. You should have come with us, we got to see the most amazing creature. It was large enough to fly off with a horse, and apparently it is a very rare sight in this region. We were able to drive it off without having to kill it, and saved a fellow traveller in the process. Belorin was so brave, he ran right in and drew the creature's attention away from the poor traveller. You can see the huge scratch it left on his shield when it tried to bite him. Enzo tried to scare it off with a bright flash of light, and Thurmun tried to scare it off with a few warning shots, but in the end I was forced to hit it with a Fire Bolt to convince it to leave. But the day marches on and so should we, let's get to that castle before the sun gets any lower."
Daxori starts down the road to Castle Caldwell.
"Wow! I can see why Mr. Caldwell would want to buy this castle, it's stunning!", Daxori exclaims in an awed tone. "Looking like that it's hard to imagine that it has been overrun by monsters."
Having long ago learned in her studies not to judge a book by its cover, she pauses at the edge of the clearing, takes a slow, deep breath, looks and listens carefully for signs of life or trouble (Perception: 20).
As you look around the clearing and the path leading up to the castle Daxori you notice a fair amount of foot prints ( around a dozen booted man-sized foot prints and a set of horse shoe tracks follow the trail, another dozen smaller bare footed and some clawed foot prints of smaller humanoids intersect the trail closer to the castle entrance.) you are still to far away to hear any noises from inside the castle, but you hear bird songs from the woods, frog noises from the pond and a gentle breeze passes over you from the east.
Seeing no immediate signs of danger, Daxori motions for the others to follow as she moves cautiously towards the point where the two sets of tracks intersect, still alert to any changes in the environment around the castle. As she walks she points out the tracks and comments quietly to her companions,
"Those look like they could have been made by Mr. Caldwell during his unsuccessful visit, and maybe those others are from the 'monsters' he encountered."
Williard rolls survival 22
"Well Williard, aren't you full of hidden talents. I don't suppose you can tell how many Kobolds and Goblins, or where they went?", Daxori asks sweetly, after a brief moment spent staring at her colleague in stunned silence as she re-calibrated her notions of him. While she waits for his reply, she considers what she knows of Kobolds and Goblins in the area (History: 13).
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
Kobolds have an extreme hatred for gnomes, with whom they compete for the same areas and mining rights, as well as pixies, brownies, and sprites. They are often at war with goblins, and the numerous kobold-goblin wars help keep the populations of both races down to a manageable level.
Kobolds vary in height between 2'-2'8" , with scaly, hairless hides, reptilian heads, and tails, and weigh over 30 pounds (14 kg). Males are about three inches taller and ten pounds heavier than most females. Their hides are typically a rust-brown or reddish black color, with ivory-colored horns. Their heads are described as dog-like. Their eyes glow red, and they can see accurately even in lightless conditions up to 60 feet away. Kobolds are described as smelling like a cross between damp dogs and stagnant water.
As you ponder here are the facts you recall.
"Well, there seems to be two groups of human sized boot prints for around three per group, looks like possibly three Kobolds, and possibly four to eight Goblins, and they all seem to heading for the Castle entrance." answers Williard.
Enzo reflects on his religious training wonder if he ever heard tell of any Goblins and Kolbolds sharing a religion. Religion 10
The Following is what you recall Enzo.
Maglubiyet, the god of war and rulership, is the chief deity of goblins. Other gods worshipped by the goblins include Khurgorbaeyag, the god of slavery, oppression, and morale, and Bargrivyek, the god of co-operation and territory.
The main deity of the kobolds is Kurtulmak, the god of war and mining. The other main god worshipped by kobolds is Gaknulak, the god of protection, stealth, trickery, and traps.
"Bah! These wee meanies be nuthin' ta tha Drow, an I seen plenty o' action on their part. Daylight's a wastin'!" Thurmun strings his bow, checks his 'Stingers' and readjusts his strap of 'Drider Fangs' then steps forward as if to enter the castle.
"Stay sharp Thurmun, they do like their clever traps," Daxori warns as she cautiously follows him (Perception: 17).
"Aye, tha wee buggers be sneaky..." Thurmun smiles deviously, "but not as sneaky as me."
Stealth attempt: 13
"So i'm gunna creep across tha bridge and check fer sneaky devices. Hold tight m'lady, boys keep yer eyes fixed upon tha walls." Thurmun whispers.
Perception (search for traps): 21
As you creep across the bridge and examine the door for traps Thurmun, you find no nefarious traps but do notice that the doors are unbarred and can easily be pushed open.
With a 'thumbs up' and a wink to the group, Thurmun listens then cracks the door to get a peek inside.
Perception (listen check): 15