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Chapter Eight: Castle in the Clouds


codexgigas

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 Cole Agdon - Half-elf Ranger 8 sheet appspacer.png


AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | Features


After eating quickly but not too fast to draw attention, Cole gets up to go up to the boys' bedroom with Niles, ready to prepare and rest for the next day.

"Looks like we'll be sharing a room again. Let's hope it's more comfortable than our last room, and let's hope tomorrow doesn't put us back in a prison cell."

Mechanics

Main Hand: Bow
Off Hand: Empty


Reaction: none

Action: Insight
Bonus Action: none
Move: none
Manipulate: none

     
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image.jpegNiles Gilderbrandt

Level 8 Arcane Mystic (Character Sheet)

AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2

Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes

Initiative: +3   Passive Perception: 14 | Channel Divinity: Yes

 

When the gnome has had his fill of drink and victuals, which wasn't all that much to begin with, he follows after Alura. In a hushed tone so as to not be overhear, he asks, "I was a prisoner for some time. What might I need to know as to recent developments?"

Later as he and Cole enter their room, he replies, "how could it be worse?" Then immediately regretted saying that as he worried that in some fashion he might have cursed them.

Edited by Papa Bear (see edit history)
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.aeb4bc4dc3fc593a64fbcd6e6460f145.pngDespite Niles' words seeming to tempt fate, the night passes uneventfully. You regather in the common room of the inn the next morning, your cover as cultists still intact. After a hurried breakfast of bread, cheese, and more beer, you head toward Skyreach Castle.

No one attempts to bar your passage through the small village. Outside the village, you draw near to the tethered flying citadel. A lowered drawbridge spans a foggy moat. Beyond the drawbridge is an open portcullis, and beyond the portcullis is a covered gateway leading to an open courtyard. Large figures loom in the gateway, but you can’t quite make them out. Towers stand on either side of the gate. The left tower is forty feet taller than the right. Large, brutish figures stand watch atop them. You hadn't realized the cult was in league with ogres. Lemish is full of ogres, however, and the degenerate race has been leaderless since Ankhar the Truth's defeat. It might have been easy work to press the ogres into service.

As you cross the drawbridge, the large figures in the gateway resolve into huge statues, one on either side of the gate. They face inward, watching anyone who crosses beneath the portcullis. Each stands twenty feet tall. For a moment, you believe they depict elves. Their features are beautiful and finely wrought. However, their expressions are crueler than anything you have ever seen on an elf. It takes several moments for you to realize that these are statues of ogres as they were in the Age of Dreams, before their evil natures corrupted their beauty and debased their intelligence. These seem strange decorations for a flying citadel. The statues seem expectant, somehow. No one appears before the gate to greet you or bar your path. However, Tallis gave you clear instructions to speak the password she shared as you entered Skyreach Castle.


Tabletop

You are in Area 6A.

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

 

 

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image.jpegNiles Gilderbrandt

Level 8 Arcane Mystic (Character Sheet)

AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2

Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes

Initiative: +3   Passive Perception: 14 | Channel Divinity: Yes

 

Niles is fascinated by the 'tribute' statues depicting the ogre from their classical history. He fancies himself of something of an intellectual, though he isn't particularly smart. He is, however, very wise and often wisdom can be even more beneficial than intelligence. He carefully regards to statues looking for signs of magic and, more importantly, some kind of trap that might detect the thoughts of those below or something equally as unfortunate.

Name
Arcana roll if applicable
12
1d20+3 9
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.aeb4bc4dc3fc593a64fbcd6e6460f145.pngNiles can tell that the statues are enchanted, but he cannot determine the nature of the spells upon them.


Tabletop

You are in Area 6A.

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

 
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 Cole Agdon - Half-elf Ranger 8 sheet appspacer.png


AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | Features


Cole isn't the one that should be doing the talking when it comes to persuading people, but he is capable of repeating a password.

"Let's see if this works or if she was playing us."

He walks up to the statues, ready to give them the password at the first sign of movement.

Mechanics

Main Hand: Bow
Off Hand: Empty


Reaction: none

Action: Insight
Bonus Action: none
Move: none
Manipulate: none

     
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tumblr_pai35mapsx1s1nfszo1_1280.jpgAubryn Grace

AC: 21 | Hit Points: 88/105 | Passive Perception: 14 | Init: +0

Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 3/4 | Rallying Command: 3/4 | Warding Maneuver: 4/4

Skills | Saves | Features


The significance of the strange ogre statues is completely lost on Aubryn. She quietly takes in the castle's defenses while trying not to stand slack-jawed at the impress structure built into the clouds. She lets Cole recite the password, looking around for any sign of resistance. Or better yet, signs of Rezmir.

Tabletop

Perception check!

 

Name
Perception check
24
1d20+5 19
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image.png.4e5d5a99c665d79a45fd0cf2a3559d5e.pngAlura Sajon LG Human Wizard [8]
HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23

Alura studies the statues as well, but she thinks detecting magic will help provide her more insight. "Give me a moment and let me she what I can uncover." She cast her spell and speaks the words of power in order to reveal the secrets these statues hold.

 

OoC

Using action to cast Detect Magic.

 

Edited by rauhric (see edit history)
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.aeb4bc4dc3fc593a64fbcd6e6460f145.pngAlura can detect immensely powerful transmutation magic coming from the two statues. As she studies them, she comes to the conclusion that they are golems. They seem to be inert at the moment. She suspects the passwords might serve to keep them in their dormant state.


Tabletop

You are in Area 6A.

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

 
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image.png.4e5d5a99c665d79a45fd0cf2a3559d5e.pngAlura Sajon LG Human Wizard [8]
HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23

Alura tells her companions, "They are magical ... Golems. Some secret word activates them. We need to be on guard for that word, it might help us in case they are activated against us." She inspects them closely to see if she can uncover any clues that would eventually lead her to a secret word command.

 

OoC

Passive Investigation 23 to collect some clues on the Golems. Maybe a design idea or motif that will help with a possible word command?

 

Edited by rauhric (see edit history)
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AC: 15 | HP: 54/54
Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0

Callista Ambers

Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell Storing, Wand of Binding (7/7), Staff of Defense (10/10)

Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast

Level 1 [▣ ▣ ▣ ▣]
Magic Missile, Burning Hands

Level 2 [▣ ▣ ▢]
Scorching Ray, Earthern Grasp, Crown of Madness

Level 3 [▣ ▣ ▢]
Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn

Level 4 [▣ ▣]
Blight, Wall of Fire, Conjure Minor Elementals


"Kill anyone before they can speak, I understand."

 

 

 

 

 

 

 

 

Mechanics

 

Attacks Actions
Attack Target To-Hit Damage Effects
         
         
         
         
         
• Casting: Animate Dead to reestablish control
• Ritual Casting: Alarm

spacer.png spacer.png spacer.png  

Zombie A

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie B

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie C

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

 

 

 

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image.jpegNiles Gilderbrandt

Level 8 Arcane Mystic (Character Sheet)

AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2

Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes

Initiative: +3   Passive Perception: 14 | Channel Divinity: Yes

 

Niles is disappointed in himself for not seeing that they were golems. Now that he knows, it appears to be a pretty obvious conclusion. However, he is very grateful that one of his companions was able to make that determination. He tenses when Cole speaks the password. He is certain that the correct password either deactivates the golems or keeps them in their stasis... but the wrong password likely activates them immediately.

Edited by Papa Bear (see edit history)
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Posted (edited)
Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.aeb4bc4dc3fc593a64fbcd6e6460f145.pngCole speaks the password aloud as you pass through the gates: Takhisis, our mother and strength. The golems shudder as you approach them, but the password renders them dormant once more. You pass through into a large courtyard.

Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar to a height of over one hundred feet. Doors of sculpted ice fitted with iron hinges lead to various outbuildings and main keep on the far side of the courtyard from the gate towers. Cultists move around the edges of this courtyard, heading into the various buildings. None of them pay particular attention to you. Why should they? You know the password, so you obviously belong here. Mixed in among the cultists are ogres, although there are relatively few of them in the courtyard itself. Most stand guard atop the walls. The two groups seem to be mingling as little as possible.


Tabletop

You are in Area 7.

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

Edited by codexgigas (see edit history)
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 Cole Agdon - Half-elf Ranger 8 sheet appspacer.png


AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | Features


Cole assesses the situation, trying to calculate what our odds would be if we just started killing them all, which would be his preferred method of dealing with this group. But he decides that might be suicide and that we should wait until the odds improve or our hands are forced.

He approaches one of the cultists. He knows we've rehearsed our stories and should be able to pass as cultists, but he still has a bad feeling about this.

"Excuse me. We are new recruits sent to help Rezmir. Who are we supposed to check in with?"

 

Mechanics

Main Hand: Bow
Off Hand: Empty


Reaction: none

Action: Insight
Bonus Action: none
Move: none
Manipulate: none

     
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tumblr_pai35mapsx1s1nfszo1_1280.jpgAubryn Grace

AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0

Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 4/4 | Rallying Command: 4/4 | Warding Maneuver: 4/4

Skills | Saves | Features


For her part, she crosses her arms and looking the cultist part. Aubryn feels like these cultists tend to be jerks so they should act like that. Of course, she cannot lie. The knight then says to Callista, "I thought we were supposed to find Rezmir. There's a check in?"

Tabletop

 

 

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