Graxx, Villonah , and Yalek begin to reload some supplied onto the wagon just about the time someone tries to open the door and is barred. They continue to stack their barricade while discussing how to escalate their trap. Graxx suggests oil and flames, but Villonah notes: "I don't see any other doors from our angle, or windows for that matter. Did you see any doors when you went inside?"
On a different topic, Yalek says: "Who cares about Rhonda? We gave her a chance and she refused, probably thinking her best bet was to blend back in as a lowly mercenary. I say she placed her bet and lost."
Some drunk cultist inside keeps trying to open the door.
FIRST FLOOR OF THE HOBGOBLIN TOWER
Doozey and Taters explore this level of the tower while Utar remains at the door, guarding it. The entire area here seems to be used as a storage space, though these supplies would surely belong exclusively to the hobgoblins. At first glance, there is not much that jumps out as being of interest among the many crates, barrels, and chests. A circular set of steps leads up to the second floor.
SECOND FLOOR OF HOBGOBLIN TOWER
Neya quietly enters this level of the tower. Arms and armor pieces are stored here, but there are also a couple of tables for fraternizing. There is also a wooden partition on the other side of the room, with a desk and chair beyond it forming a makeshift/temporary office by the looks of it. Sketched out maps or plans occupy most of the desktop. A circular set of steps leads up to the third and final floor, which is the outdoor top of the tower.
(OOC: Interpret these as first impressions. Feel free to investigate further.)
Neya gravitates to the desk and takes a look through the maps and plans, using her cartographer's tools, where appropriate, to try and deepen her understanding on the spot. Regardless of whether she succeeds or not, she will take them with her to show to everyone.
Neya collects three maps with sketched out plans on them. Her expertise with maps pays off, and she gathers some useful information from them:
1) This map shows the central area of the still under construction stronghold. The tower in the center is built more like that of a wizard than a watchtower, and its location reveals it has some importance. Based on the information shared by Rhonda, this is likely the tower where Ixas holds her meetings, which can be reached through the locked doors to the northwest of the barracks.
2) This is a map of the west part of the stronghold. It reveals the location of the Hobgoblins' siege weapon. Based on information shared by the Fey Lord team, the horn is most likely located on the main guard tower facing the battlements, which seems to be the east-most tower (please ignore the arrow and "N" in the actual map below.) Neya understands that this are is to the west of the area where Ixas' tower is located.
3) The last map reveals the northeast entrance to the stronghold. Notes indicate that this portion of the stronghold has been build on, and taking advantage of, pre-existing elven ruins. Based on information shared by the Necromancer team, this area has been granted to the wizards of Thay so they can perform their rituals and bolster the Cult's ranks. This is most likely where their leader, Zaralda, can be found. Reaching this are would require leaving the southern entrance (the one CRAP used) and traversing through the jungle to try and reach the northeastern gate instead.
(OOC: The "Xs" on each map indicate the position from which the party is likely to approach should they choose to go to that area. We'll say that Neya herself marked the maps with these "Xs".)
“Yes, Rhonda chose not to fight with us but as soon as we left her alone in that barracks she could have spilled her guts and we’d be surrounded by now. She kept her word about not interfering and does not deserve a fiery death.” says Graxx.
Graxx pats the wagon.
”This should hold for now but they’ll know somethings up soon. We need to secure the horn.”
Despite an eagerness to find the horn Doozey's inner McGuyver wouldn't allow him to leave without giving the supplies a closer one over. And just perhaps he would find something for Villonah to have a second go at making her pa proud...
Investigation: 19. ((if able to use perception add +9 to roll. If also able to have help from Taters, here's adv. roll(with perception bonus included): 18.))
Following his investigation (and quite possible raiding of the hobgoblin supply), he starts up meaning to join Neya; but, he would follow her out following any brief update about the horn. Once he had more of the details the stoutling pipes up, "That whole alarm they intended to use has me yet bothered. It could be at the top, but-..." He trails off from there looking up the length of the hobgoblin tower, then shook his head.
"Bah. I agree, Utar. If anyone has an idea to sabotage it as well so that they stay open, all the better. And anyone with expertise or ideas on it, probably get working on that right now. Meanwhile, if there is some other exit to those barracks one of you can get in to quickly, and -- can't believe I'm saying this -- but extract Rhonda while also sealing said exit up behind you, then do so now. I didn't get far enough to look, but check the other side of the building." He said, gesturing off to the one side(left on the map) curtly.
"Meanwhile, there' still the issue of the door to the northwest. Don't suppose you got the tools for that on you, Yalek? If not, Graxx, I believe that is where you should be ready to come in -- WHEN the times comes of course. Until then, should perhaps be nearby whoever does the extraction."
(@Lerus: If Doozey finds something that the hobgoblins could've used for a mass alarm, he would disable or take that with him before leaving the hobgoblin tower)
"We should also try and do something about whatever alarm system they have in place. Someone finding all of these dead hobgoblins may cause someone to trigger it themselves." Neya says. "I think it would be beneficial to destroy as much of it as we could, so the cultists cannot mobilize effectively. I haven't see anything like it on this floor. Perhaps it is upstairs?"
She moves to the third floor, while trying to maintain a low profile.
"Well, while's she's doing that. I guess that just leaves the rest of you tall ones on the rescue Rhonda mission. Again, assuming the whole around the bend doesn't net you a door." Doozey commented. "What do you say, Villie? Shall we head on to the gates, and see if we can't jam up the works ourselves? For despite what you think, you're a much finer tinkerer than think." He both suggested and assuaged, remembering the whole coil incident.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The wagon is loaded again but Yalek maintains a frown and a devilish grin: "Too soft for a mountain man. I'm not risking my life to save Rhonda. If you want to go searching for a way to get her out, be my guest. I'll occupy myself with breaking the wagon's wheels so it becomes even more of a hassle. Others won't be able to move it, I tell you."
Graxx decides to postpone the search for another way into the barracks for at least a few minutes. For now, he chooses to follow the others into the hobgoblin tower. Utar and Villonah do the same.
FIRST FLOOR OF THE HOBGOBLIN TOWER
Doozey finds more of the type of supplies he found earlier (though with less building materials and more weapons thrown in there.) He gathers that the hobgoblins were simply stuck-up enough to keep their own portions of the supplies separated from the rest. Villonah thanks Doozey for finding more supplies she could potentially work with, but declines the suggestion: "The three flour bombs I managed will have to do it for now. We have to wiser about the use of our time. Let's go up with the others."
SECOND FLOOR OF THE HOBGOBLIN TOWER
Neya shares the information she gathered with the team (sans Yalek). Graxx points to the main guard tower on the map of the stronghold's wester pavilion and confirms that's where they need to go to find the horn. Utar agrees and goes a step further, saying the group should also disable the siege weapon located in that area. Pouring over the maps herself, Villonah reminds the group: "In order for us to do both of those things, we'll need to pass by this Ixas' tower. It is the only way we can reach the western pavilion from our current location. If we find ourselves facing this Cult lieutenant, we will waste valuable time. I doubt we'll have time to accomplish all of these goals."
Utar adds another item to the to-do list by suggesting the group sabotages the south gate so it remain open/unlocked. Doozey agrees and reminds the group of yet another item to include in the list: they need to find this alarm the hobgoblin officer referenced. He follows that up with the whole idea of somehow rescuing Rhonda, as well as some cryptic suggestion about doing something to the north gate.
Villonah shakes her head vigorously: "You all have good ideas and intentions, but we cannot possibly accomplished these six... seven missions on our own. Especially not while being stealthy, if that is what you are suggesting. We'll have to pick our priorities and rely on the other teams as well."
Going on a hunch, Neya suggests that at least one of items in the to-do list may be easy to accomplish. She mentions the alarm should be destroyed and quietly moves upward to the top of the tower. Meanwhile, Doozey suggests a few of the other items could be tackled if the group splits up, but the others still may want to opine.
TOP OF THE HOBGOBLIN TOWER
Neya relaxes a bit once she realizes this floor is also devoid of hobgoblins. Up here, out in the open, she finds a few bows and arrow quivers ready for use. This would give the soldiers some great vantage points for sniping arrows down at invaders, she concludes. Glancing about, she also notices what can only be the alarm system she was looking for. A two-foot brass bell is mounted on seven-foot stilts. It is a precarious build, but something that is surely temporary while the stronghold is still under construction. If rung, the sound could surely be heard deep into the stronghold.
Also, it is easy to deduct that this may not be the only bell setup in the stronghold (passive investigation.)
Graxx shakes his head. “Leave Rhonda in there but don’t burn it down. She’ll be fine. I can’t go in there searching or my fellow tribesman might recognize me.”
Graxx turns to all. “That horn has to be our priority. We can handle fighting a siege weapon. We can handle fighting Ixas. We can’t handle fighting a dragon.”
"Then I hope miss Neya can find our signal quick, and dismantle it faster. For we'll be certainly needing her little shadow trick again if we're to slip past Ixas tower, and /hopefully/ reach that seige weapon and Horn." Doozey comments. "As soon as that's done, then its back on that tower and Ixas. Big Mama willing, that fiend blooded one will have her own delays to deal with. Long enough for us to catch up, and have our long overdue chat."
With that, Doozey throws an impatient glance up to the trap door Neya disappeared up to, and then back to the stairs. "Since we're heading to the tower anyways, and have to get through it anyhow, there's no real point in all us hanging out here. I'm heading over to the gate and see if I can figure something out at least to get in open." He doesn't wait hardly more than a second prior to the descent out of the tower and subsequent hustling over to where Rhonda last saw Ixas. Taters, who had stayed downstairs to guard the door, is quick to follow the halfling's wake.
If Yalek appears finished with the wheels along the way then the halfling would be certain to wave him into following along so the too could take a closer look at the door and brain storm, if nothing else. Which if that meant jury rigging some stray tools or even mess kit utensils into crude lock picks, then that's just what the stoutling was prepared to do!
---> If investigation roll needed: 19 (if helped: Unable to parse dice roll. (if adv/dis: 1d20ro1[/roll])
This post has potentially manipulated dice roll results.
Upstairs, Neya gives the bell a once over and notices that he clapper is attached to the bell by a simple, short piece of rope. With the help of her shortsword, she soon separates the two pieces and adds the clapper to her pack.
Meanwhile, Graxx shows some support for Villonah's concern. He suggests the group leaves Rhonda be for now instead of dedicating some of their precious time to extracting her from the barracks, especially at the risk of the tribesman himself being recognized. With that, the plan to set the barracks on fire seems to find its way out of the party's to-do list. Graxx then reconfirms that the horn and the siege weapon should be the top priorities and Doozey agrees. Not wanting to waste time, the halfling heads back outside on his own. Villonah moves as if she was going to follow him, as Doozey had suggested a moment go, but decides to stay in the tower for now to help the others shorten the to-do list further, if needed.
Outside, Doozey is joined by Taters and Yalek. They move to the northwest door of this south courtyard area and the ranger gives the door a close examination. He confirms that it is indeed locked, and that the locking mechanism is quite the heavy-duty one. He concludes that finding a key would be the easiest way to go about nullifying this obstacle, but a trained lockpicker may suffice as well. Doozey begins to stab the keyhole with his travel fork but Yalek soon taps him on the shoulder. "One of my many spy skills," he says, holding some specialized tools.
After disabling the bell clapper, Neya feels a ping in her head. She recognizes it as Olisara sending a message: "Approaching northeast entrance on griffons. Dispatched corrupted aerial critters likely controlled by Dragon. If so, she knows of our arrival. We avoided ghost in ruins."
Neya knows she can respond with a maximum of 25 words.
"... And you waited until I started sticking a fork in there because...?" Doozey lets the question hang in the air for a second, before showing a faint but recognizable good natured grin. "Either way, that's the door. Now here's hoping the rest double time it here soon. I want us through and past here sooner than later. And preferably under Neya's little magic trick with the shadows as well." He admits as much. As soon as the others do rendevouz with them, the halfling and taters takes up the rear, ready to follow the others lead.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya responds to Olisara's mental message with a piece of intel and then goes back down to the second floor of the tower. She shares her two pieces of news (the bell and the message) with the group members that are still in the tower (Graxx, Utar, and Villonah) and advises them to move quickly.
Outside, Taters, Doozey, and Yalek wait for the other members of the team to join them, their task completed (a.k.a. the door is opened.) Yalek just shrugs and smiles at Doozey's comment.
As Utar (and others) walk out of the tower, a blue jay perches on his shoulder. It tweets first, but then it speaks in Seranolla's voice:"Fey lord teleported us into a watchtower. Fought our way out. Now skirmishing in a courtyard. Our presence revealed. Can see siege weapon high above."
Utar may not respond to this message. The blue jay flies away, towards the northwest direction from where Utar stands.
COURTYWARD
Graxx, Villonah , and Yalek begin to reload some supplied onto the wagon just about the time someone tries to open the door and is barred. They continue to stack their barricade while discussing how to escalate their trap. Graxx suggests oil and flames, but Villonah notes: "I don't see any other doors from our angle, or windows for that matter. Did you see any doors when you went inside?"
On a different topic, Yalek says: "Who cares about Rhonda? We gave her a chance and she refused, probably thinking her best bet was to blend back in as a lowly mercenary. I say she placed her bet and lost."
Some drunk cultist inside keeps trying to open the door.
FIRST FLOOR OF THE HOBGOBLIN TOWER
Doozey and Taters explore this level of the tower while Utar remains at the door, guarding it. The entire area here seems to be used as a storage space, though these supplies would surely belong exclusively to the hobgoblins. At first glance, there is not much that jumps out as being of interest among the many crates, barrels, and chests. A circular set of steps leads up to the second floor.
SECOND FLOOR OF HOBGOBLIN TOWER
Neya quietly enters this level of the tower. Arms and armor pieces are stored here, but there are also a couple of tables for fraternizing. There is also a wooden partition on the other side of the room, with a desk and chair beyond it forming a makeshift/temporary office by the looks of it. Sketched out maps or plans occupy most of the desktop. A circular set of steps leads up to the third and final floor, which is the outdoor top of the tower.
(OOC: Interpret these as first impressions. Feel free to investigate further.)
Neya gravitates to the desk and takes a look through the maps and plans, using her cartographer's tools, where appropriate, to try and deepen her understanding on the spot. Regardless of whether she succeeds or not, she will take them with her to show to everyone.
Map and plan analysis (with cartographer's tools): 22
Extended Signature
Neya collects three maps with sketched out plans on them. Her expertise with maps pays off, and she gathers some useful information from them:
1) This map shows the central area of the still under construction stronghold. The tower in the center is built more like that of a wizard than a watchtower, and its location reveals it has some importance. Based on the information shared by Rhonda, this is likely the tower where Ixas holds her meetings, which can be reached through the locked doors to the northwest of the barracks.
2) This is a map of the west part of the stronghold. It reveals the location of the Hobgoblins' siege weapon. Based on information shared by the Fey Lord team, the horn is most likely located on the main guard tower facing the battlements, which seems to be the east-most tower (please ignore the arrow and "N" in the actual map below.) Neya understands that this are is to the west of the area where Ixas' tower is located.
3) The last map reveals the northeast entrance to the stronghold. Notes indicate that this portion of the stronghold has been build on, and taking advantage of, pre-existing elven ruins. Based on information shared by the Necromancer team, this area has been granted to the wizards of Thay so they can perform their rituals and bolster the Cult's ranks. This is most likely where their leader, Zaralda, can be found. Reaching this are would require leaving the southern entrance (the one CRAP used) and traversing through the jungle to try and reach the northeastern gate instead.
(OOC: The "Xs" on each map indicate the position from which the party is likely to approach should they choose to go to that area. We'll say that Neya herself marked the maps with these "Xs".)
“Yes, Rhonda chose not to fight with us but as soon as we left her alone in that barracks she could have spilled her guts and we’d be surrounded by now. She kept her word about not interfering and does not deserve a fiery death.” says Graxx.
Graxx pats the wagon.
”This should hold for now but they’ll know somethings up soon. We need to secure the horn.”
Graxx walks over to Neya and looks at the map.
”So we need to take the main guard tower.”
"Agreed. We need to secure the horn and if possible sabotage the siege weapon."
Casting a glance at the gates through which they entered, Utar pauses.
"Might be we could leave those gates unlocked on the way, give those that follow us an easier time?"
Earlier..
Despite an eagerness to find the horn Doozey's inner McGuyver wouldn't allow him to leave without giving the supplies a closer one over. And just perhaps he would find something for Villonah to have a second go at making her pa proud...
Investigation: 19.
((if able to use perception add +9 to roll. If also able to have help from Taters, here's adv. roll(with perception bonus included): 18.))
Following his investigation (and quite possible raiding of the hobgoblin supply), he starts up meaning to join Neya; but, he would follow her out following any brief update about the horn. Once he had more of the details the stoutling pipes up, "That whole alarm they intended to use has me yet bothered. It could be at the top, but-..." He trails off from there looking up the length of the hobgoblin tower, then shook his head.
"Bah. I agree, Utar. If anyone has an idea to sabotage it as well so that they stay open, all the better. And anyone with expertise or ideas on it, probably get working on that right now. Meanwhile, if there is some other exit to those barracks one of you can get in to quickly, and -- can't believe I'm saying this -- but extract Rhonda while also sealing said exit up behind you, then do so now. I didn't get far enough to look, but check the other side of the building." He said, gesturing off to the one side(left on the map) curtly.
"Meanwhile, there' still the issue of the door to the northwest. Don't suppose you got the tools for that on you, Yalek? If not, Graxx, I believe that is where you should be ready to come in -- WHEN the times comes of course. Until then, should perhaps be nearby whoever does the extraction."
(@Lerus: If Doozey finds something that the hobgoblins could've used for a mass alarm, he would disable or take that with him before leaving the hobgoblin tower)
When you realize you're doing too much: Signature.
"We should also try and do something about whatever alarm system they have in place. Someone finding all of these dead hobgoblins may cause someone to trigger it themselves." Neya says. "I think it would be beneficial to destroy as much of it as we could, so the cultists cannot mobilize effectively. I haven't see anything like it on this floor. Perhaps it is upstairs?"
She moves to the third floor, while trying to maintain a low profile.
Stealth: 17
Extended Signature
"Well, while's she's doing that. I guess that just leaves the rest of you tall ones on the rescue Rhonda mission. Again, assuming the whole around the bend doesn't net you a door." Doozey commented. "What do you say, Villie? Shall we head on to the gates, and see if we can't jam up the works ourselves? For despite what you think, you're a much finer tinkerer than think." He both suggested and assuaged, remembering the whole coil incident.
When you realize you're doing too much: Signature.
OUTSIDE
The wagon is loaded again but Yalek maintains a frown and a devilish grin: "Too soft for a mountain man. I'm not risking my life to save Rhonda. If you want to go searching for a way to get her out, be my guest. I'll occupy myself with breaking the wagon's wheels so it becomes even more of a hassle. Others won't be able to move it, I tell you."
Graxx decides to postpone the search for another way into the barracks for at least a few minutes. For now, he chooses to follow the others into the hobgoblin tower. Utar and Villonah do the same.
FIRST FLOOR OF THE HOBGOBLIN TOWER
Doozey finds more of the type of supplies he found earlier (though with less building materials and more weapons thrown in there.) He gathers that the hobgoblins were simply stuck-up enough to keep their own portions of the supplies separated from the rest. Villonah thanks Doozey for finding more supplies she could potentially work with, but declines the suggestion: "The three flour bombs I managed will have to do it for now. We have to wiser about the use of our time. Let's go up with the others."
SECOND FLOOR OF THE HOBGOBLIN TOWER
Neya shares the information she gathered with the team (sans Yalek). Graxx points to the main guard tower on the map of the stronghold's wester pavilion and confirms that's where they need to go to find the horn. Utar agrees and goes a step further, saying the group should also disable the siege weapon located in that area. Pouring over the maps herself, Villonah reminds the group: "In order for us to do both of those things, we'll need to pass by this Ixas' tower. It is the only way we can reach the western pavilion from our current location. If we find ourselves facing this Cult lieutenant, we will waste valuable time. I doubt we'll have time to accomplish all of these goals."
Utar adds another item to the to-do list by suggesting the group sabotages the south gate so it remain open/unlocked. Doozey agrees and reminds the group of yet another item to include in the list: they need to find this alarm the hobgoblin officer referenced. He follows that up with the whole idea of somehow rescuing Rhonda, as well as some cryptic suggestion about doing something to the north gate.
Villonah shakes her head vigorously: "You all have good ideas and intentions, but we cannot possibly accomplished these six... seven missions on our own. Especially not while being stealthy, if that is what you are suggesting. We'll have to pick our priorities and rely on the other teams as well."
Going on a hunch, Neya suggests that at least one of items in the to-do list may be easy to accomplish. She mentions the alarm should be destroyed and quietly moves upward to the top of the tower. Meanwhile, Doozey suggests a few of the other items could be tackled if the group splits up, but the others still may want to opine.
TOP OF THE HOBGOBLIN TOWER
Neya relaxes a bit once she realizes this floor is also devoid of hobgoblins. Up here, out in the open, she finds a few bows and arrow quivers ready for use. This would give the soldiers some great vantage points for sniping arrows down at invaders, she concludes. Glancing about, she also notices what can only be the alarm system she was looking for. A two-foot brass bell is mounted on seven-foot stilts. It is a precarious build, but something that is surely temporary while the stronghold is still under construction. If rung, the sound could surely be heard deep into the stronghold.
Also, it is easy to deduct that this may not be the only bell setup in the stronghold (passive investigation.)
Graxx shakes his head. “Leave Rhonda in there but don’t burn it down. She’ll be fine. I can’t go in there searching or my fellow tribesman might recognize me.”
Graxx turns to all. “That horn has to be our priority. We can handle fighting a siege weapon. We can handle fighting Ixas. We can’t handle fighting a dragon.”
Neya, thinking that a missing bell might look suspicious, looks to see if there is a way to remove the bell's clapper in order to disable it.
Perception: 13
Extended Signature
"Then I hope miss Neya can find our signal quick, and dismantle it faster. For we'll be certainly needing her little shadow trick again if we're to slip past Ixas tower, and /hopefully/ reach that seige weapon and Horn." Doozey comments. "As soon as that's done, then its back on that tower and Ixas. Big Mama willing, that fiend blooded one will have her own delays to deal with. Long enough for us to catch up, and have our long overdue chat."
With that, Doozey throws an impatient glance up to the trap door Neya disappeared up to, and then back to the stairs. "Since we're heading to the tower anyways, and have to get through it anyhow, there's no real point in all us hanging out here. I'm heading over to the gate and see if I can figure something out at least to get in open." He doesn't wait hardly more than a second prior to the descent out of the tower and subsequent hustling over to where Rhonda last saw Ixas. Taters, who had stayed downstairs to guard the door, is quick to follow the halfling's wake.
If Yalek appears finished with the wheels along the way then the halfling would be certain to wave him into following along so the too could take a closer look at the door and brain storm, if nothing else. Which if that meant jury rigging some stray tools or even mess kit utensils into crude lock picks, then that's just what the stoutling was prepared to do!
---> If investigation roll needed: 19 (if helped: Unable to parse dice roll. (if adv/dis: 1d20ro1[/roll])
When you realize you're doing too much: Signature.
(@Lerus: Kind of afraid to lose that 19 roll, so here's the other one. I forgot to close the bracket.)
---> General D20 for any subsequent check(add bonuses as appropriate): 7 (if adv/dis: 13)
When you realize you're doing too much: Signature.
Upstairs, Neya gives the bell a once over and notices that he clapper is attached to the bell by a simple, short piece of rope. With the help of her shortsword, she soon separates the two pieces and adds the clapper to her pack.
Meanwhile, Graxx shows some support for Villonah's concern. He suggests the group leaves Rhonda be for now instead of dedicating some of their precious time to extracting her from the barracks, especially at the risk of the tribesman himself being recognized. With that, the plan to set the barracks on fire seems to find its way out of the party's to-do list. Graxx then reconfirms that the horn and the siege weapon should be the top priorities and Doozey agrees. Not wanting to waste time, the halfling heads back outside on his own. Villonah moves as if she was going to follow him, as Doozey had suggested a moment go, but decides to stay in the tower for now to help the others shorten the to-do list further, if needed.
Outside, Doozey is joined by Taters and Yalek. They move to the northwest door of this south courtyard area and the ranger gives the door a close examination. He confirms that it is indeed locked, and that the locking mechanism is quite the heavy-duty one. He concludes that finding a key would be the easiest way to go about nullifying this obstacle, but a trained lockpicker may suffice as well. Doozey begins to stab the keyhole with his travel fork but Yalek soon taps him on the shoulder. "One of my many spy skills," he says, holding some specialized tools.
-> Yalek's Thieves' Tools check with Doozey's help: 18
It takes a couple of tries but the half-orc backs-up his claim. The mechanism clicks open.
After disabling the bell clapper, Neya feels a ping in her head. She recognizes it as Olisara sending a message: "Approaching northeast entrance on griffons. Dispatched corrupted aerial critters likely controlled by Dragon. If so, she knows of our arrival. We avoided ghost in ruins."
Neya knows she can respond with a maximum of 25 words.
Neya responds to Olisara's message, "Acknowledged. We procured a map discovered that the Thay necromancer is in that area, so be aware."
Original message if you want me to change back:
"Acknowledged. We've infiltrated the fort and acting on plans to make sure the dragon won't be here. We'll double-time it."
With the message sent she catches up to the others and reports, "Olisara and her group are nearly here. We'll need to move quickly."
Extended Signature
"... And you waited until I started sticking a fork in there because...?" Doozey lets the question hang in the air for a second, before showing a faint but recognizable good natured grin. "Either way, that's the door. Now here's hoping the rest double time it here soon. I want us through and past here sooner than later. And preferably under Neya's little magic trick with the shadows as well." He admits as much. As soon as the others do rendevouz with them, the halfling and taters takes up the rear, ready to follow the others lead.
When you realize you're doing too much: Signature.
Neya responds to Olisara's mental message with a piece of intel and then goes back down to the second floor of the tower. She shares her two pieces of news (the bell and the message) with the group members that are still in the tower (Graxx, Utar, and Villonah) and advises them to move quickly.
Outside, Taters, Doozey, and Yalek wait for the other members of the team to join them, their task completed (a.k.a. the door is opened.) Yalek just shrugs and smiles at Doozey's comment.
As Utar (and others) walk out of the tower, a blue jay perches on his shoulder. It tweets first, but then it speaks in Seranolla's voice: "Fey lord teleported us into a watchtower. Fought our way out. Now skirmishing in a courtyard. Our presence revealed. Can see siege weapon high above."
Utar may not respond to this message. The blue jay flies away, towards the northwest direction from where Utar stands.
Utar relays Seranolla's message to the others, his face grave with concern. "Let's move then, the others are here and likely discovered."
With that he beats feet to the unlocked door to form up with the rest of the party before pressing ahead to the horn.
(OOC Going to assume that ten minutes have elapsed between the fight with hobgoblins and now so Utar's spell is dropped.)
Graxx begins to run.
"SIEGE WEAPON THEN HORN! IMMEDIATELY!"
Graxx will sprint towards the siege weapon.