In Search of Adventure - #3
Rested from the first fight, the party makes their way back towards the fighting. First, the bodies of the fallen merchants and wolves were gathered towards the center of the inner courtyard. The bodies were searched, yielding a pair of worn shortswords, daggers, and crossbows. The scimitar that Escalus carried was still in good condition with a gleam to it despite the circumstances it was found, partly covered in the blood of wolves. Longinus found it surprisingly easy to clean off. He cleans it and sheathes it at his waist along with a light crossbow that had seen better days.
Messalina and Branwell find a chest, and as part of a thorough search, they find Escalus’ key that opens the chest and reveals the following tucked inside:
Capulet - 2 gp, 1 gem (10 gp), Escalus - 2 gp, 4 sp, 2 gems (50 gp, 25 gp), Montague - 2 gp, 1 gem (10 gp). Each also carries an old shopping list from the other groups living in the castle. From the shopping lists, it was clear a few other creatures called the castle home and had been using the trio of humans as a means to get supplies for the castle, as well as sell any wares that the likes of goblins or kobolds could recover and sell off in the nearby town of Threshold.
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Q: Does all of this attract attention?
A: Yes, no modifier
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As the party conducts their search, one of the kobolds decides to investigate the commotion. A Stealth roll is made to see if the kobold can scout without being detected.
Kobold Stealth (+3): 14 vs. High Perception (14) - Success! The tinker observes, he takes no action, but he notes the wolves are dead, ruining the trap that the kobolds planned with their bell system. (Wisdom Check: 15) - The Tinker is wise enough to know that if he opens the door to his chamber, it will ring the bell and allow the party a chance to detect him. The kobold instead chooses one of the abandoned bedrooms to slip towards and temporarily hide. The kobold must make another Stealth roll as they are preparing to try and use a door: 9 - the sound of opening and closing the door draws the party’s attention.
Messalina calls out for the kobold to show himself. “You might as well know we are here to evict all of you.” She said, (Persuade +6: 24 - Success)
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The tinker, Raks, steps out into view with a vial of brightly glowing alchemist fire in his clawed hands. The goblin stares at Messalina and asks what she means about evicting the kobolds. He seemed wary, but was calm as he stared at her first, vaguely acknowledging the presence of others. ---
“We had an agreement with the goblins that we could share this castle,” Raks said.
“They never owned this castle to make those kinds of agreements,” Messalina said, “We come on behalf of the castle’s true owner to move all of you out, and we have already taken care of the wolves and the merchants who decided to try and betray us.”
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Raks wants to know what the party would pay the kobolds in exchange for them leaving Castle Caldwell. Longinus quietly expresses the opinion that the kobolds should be lucky they leave with their lives, but Topace, who feels a connection to the kobolds due to his draconic lineage, points out that Messalina insisted on paying the goblins.
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“We should give them at least something,” Topace said.
Longinus frowned and looked at Fengir and Branwell for their opinion. He knew he had the support of Messalina about telling the kobolds to be on their way and be thankful they were being allowed to leave alive. Branwell scratched the back of his neck and looked uneasy about taking a position. Of course, Branwell liked taking Messalina’s side, while at the same time seeing a good point that Topace brought up.
Fengir shrugged, “We depend on Topace here as our tank. I think that should not be ignored. Give them a gemstone, something to let them leave without being bitter.”
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The party decided to hand over the coins while keeping the gems, making it easier for the kobolds to carry. For their trouble, the kobolds received 6 gold and 4 silver pieces, which meant of the three kobolds, each got 2 gold and at least a silver to their name. Fair wages compared to local workmen who typically received silver and coppers for their labor. The kobolds also see the wolves are killed and take a hint that this was not the party to mess with. The goblins slip out, slightly intimidated, a little bit annoyed, but grateful to be alive.
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The party notes that the kobolds had set up their camp in the bedroom across from where Escalus the Merchant was staying with a door that connected to the outer hallway in the north. The kobolds left nothing of value, except for a used chamberpot, which inspires the party to return to the south side of the complex. Gathering again, the party moves east in the following order: Longinus, Messalina, Fengir, Branwell, and Topace bringing up the rear. The party continues for several feet before finding a passage to the southeast. Taking the passage, the party finds one of the towers that make up the corners of the castle.
The party then turns and moves north, up the east corridor, stopping at the first door on the right. After Messalina checks the door, the party moves in and finds an empty chamber with an interesting feature tucked into the corner. The stone statue of a male shepherd holding his crook to one side. From within the statue, a voice speaks up:
“Hello, it has been awhile since any mortals have come to visit me.”
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The party now is faced with a statue. There appears to be no other secrets in the room to discover. The statue can speak freely, except when it comes to answering specific questions about the room. It is charged to only three room specific questions per day, otherwise, the party and it can converse freely.
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“My original builders had planned to put me in the foyer of the keep to greet visitors, but they never got around to moving me before the keep was abandoned. Before you came, I sensed the presence of others that have peered in. I have heard crude voices and looked into men’s hearts and found them petty and greedy. I sense a touch of greed in your party, but the presence of one who is trying to remain noble in the Holy Light, plus the fact none of you have tried to crack me open looking for treasure inspires me to speak with you civilly.”
“Well, that’s a relief we brought Longinus here,” Messalina noted.
“Are there any rooms you can tell us that are special? Something we should know of, statue… do you have a name? This is the first time I’ve ever spoken with a statue.” Longinus asked.
“You may call me ‘Shepherd’ if you wish, guiding the many to the rooms they deserve,” Shepherd answered, “As to rooms, I sense one of the western doors is barred to you. Magic and danger has been placed to protect the treasure of the lower level. I do not know how to break the protective spell.”
“Is there a way to break the door’s locking spell, or whatever is protecting the room on this level?”
“I imagine the nobleman who commissioned the castle had a means, but it was not shared with me. All I can do is offer you a safe room to sleep in here and the best of luck.”
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While the party thanks Shepherd for his (it has a masculine voice when speaking) help, there are still rooms to investigate. The party starts north and begins checking through rooms. Each room has the door checked, followed by a standard search by the party. This is established as the next two rooms: Room 8 and Room 9 are empty storerooms with bits of trash on the floor, but nothing of note. The party is methodical enough that a Random Encounter check is made:
Random Encounter (1-in-6): 1 - Encounter Table (12) - False Alarm
The party halts as Fengir stands outside the last stormroom where his sharp, feline eyes pick up a shadow that attracts his attention. He touches Topace’s arm, getting the fighter ready for a possible encounter. Fengir moves forward, his keen eyesight included the ability to see in near total darkness. He ends up finding nothing, a mere creak of the castle settling, a slight shift in the shadows.
The party moves up to Room #10. Messalina makes a check, confirming the door is open, and the party enters to investigate. This room does have an encounter from a small nest of stirges.
Stirge Stealth vs. Perception (Messalina, Longinus, and Fengir - the first three in the room). Results: 9, 10, 11 < 12 - Longinus Perception. Even the lowest member hears the flutter of wings. The stirges are drawn to blood, as they appear and begin to flutter down, the party has become aware and takes up arms.
Round #1 - Initiative
GM: Queen of Hearts
Longinus: Queen of Clubs
Topace: 4 of Hearts
Messalina: 8 of Spades
Branwell: Ace of Hearts
Fengir: 7 of Diamonds
Branwell casts Sacred Flame at Stirge #1. Stirge Save: 13 - Success. No damage.
Longinus hurls a javelin at Stirge #2. Attack: 11 - Miss
Stirge #1 flits down and attacks Longinus. Attack: 12 - Miss
Stirge #2 flits down and attacks Topace. Attack: 15 - Miss
Stirge #3 circles above the group and then flits down and attacks Messalina. Attack: 23 - Hit. Damage: 6. Messalina HP: 2/8
Messalina uses her action to detach the stirge and gasps from the blood loss.
Fengir moves and casts Frostbite at Stirge #3. Stirge Save: Natural 1 - Damage: 4 (Cold). Stirge #3 HP: 0/2 - Slain
Topace attacks Stirge #2. Attack: 15 - Hit. Damage: 9. Stirge #2 HP: 0/2 - Slain
Round #2 - Initiative
GM: 10 of Clubs
Longinus: 10 of Spades
Topace: Ace of Clubs
Messalina: 10 of Hearts
Branwell: 4 of Clubs
Fengir: 10 of Diamonds
Topace moves and attacks Stirge #1 w/ Warhammer. Attack: 13 - Miss
Longinus draws his spatha at the same time Stirge #1 attacks, the tie goes to Stirge #1.
Stirge Attack: 7 - Miss
Longinus attacks with his sword: 7 - Miss
Messalina throws a dagger without moving, allowing her to Aim and gain Sneak Attack: 23 - Hit. Damage: 7. Stirge #1 HP: 0/2 - Slain
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With the fight over, Branwell spends a Spell Slot and heals Messalina (10) points. Messalina HP: 8/8 at a cost of a 1st Level Spell Slot (½ Remaining).
From there, the party investigates the upper loft where the Stirges were nesting. It is certainly unpleasant, covered in the offal that the stirges create, but the party does find the following:
1 small gem worth 50 gp (smooth, well-cut)
3 small gems worth 25 gp each (cloudy, irregular stones)
Total Value: 125 gp