In Search of Adventure - Session #6 GM Comments: When we last left our party, they had just found the shepherd statue, which seemed to sense the noble quality of Longinus’ spirit enough that it spoke aloud in a friendly voice
“Hello, may I help you?”
—
The group stopped a few steps, looking at the statue that was nestled in the corner. As the goblins had described, the statue was in the shape of a lone male human shepherd carrying a lamb under one arm while the other leaned against his crook for support. The statue had a gentle expression carved into the marble, and somewhere deep within had been enchanted by some magic that allowed it to speak.
—
Longinus spoke first, “We were told you hold dominion of this room. I appreciate your invitation to aid, I am curious what kind of aid you can provide.”
“I sense your noble heart, sir,” The statue said to Longinus, “I also do not sense any true dark thoughts from any of your band, perhaps selfish thoughts, but given all who have passed through I have come to live with selfish thoughts.”
“It’s always the human who gets the noble spirit card,” Messalina rolled her eyes, speaking from behind to Branwell, who shrugged his shoulders at the situation. A part of him agreed that it always seemed like the human was viewed with a noblest of souls when they were noble. Branwell himself thought he walked a fairly principled life, he was not about to argue with a statue.
“I appreciate your vote of confidence, statue. I am curious what kind of aid you can provide,” Longinus said, ignoring the other two.
“The first way I may aid travelers is by offering this room as a place of rest. I sense all who enter, and I will warn you if another presence approaches the door. Second, at dawn, I may answer three questions concerning this castle, to the best of my ability.”
Longinus absorbed the information. At least, in the matter of making sure they had a safe place to sleep, was potentially resolved. Although there remained a the matter of where they could store the supply cart and Tirnol’s cart horse for overnight resting. The corner towers seemed big enough, but that would mean someone who have to take a turn and sit with Tirnol during the night. At least the area was easier to defend compared to the wilderness. Longinus then looked to the statue and asked: “Alright, I guess my first question is where is the closest threat to me?”
“Your closest threat is three doors up in a storeroom,” The statue warns, “I can sense life that is bestial, lacking any supernatural essence or motives beyond a simple hunger. It is large enough that I can sense it, but that is all I can say.”
“I am told there is a chapel in this keep and that a mortal soul may be in there. Can you sense anything in the chapel?”
The statue paused for a moment before giving an answer, stretching its supernatural senses through the very stones and walls of the castle, “Yes, there is a being in the castle’s chapel. The chapel is four doors up from this room.”
“I figure we speak to the cleric first?” Longinus asked.
“It’ll at least be better smelling than whatever is rotting in a storeroom,” Messalina said.
“What about Tirnol?” Topace asked, “Should we move camp before we proceed further?”
—
The party decides to actually go back to Tirnol. Information or no information - there was only so much space to operate. Plus, in the event the acolyte decided to leave on her own accord, then all the better. It was one less person they’d have to evict. The party leaves the statue room and makes their way back to the entrance.
(Random Encounter: 1-in-6): 2 - No Encounter.
The party leaves the castle and makes their way down the plateau to where Tirnol is parked. Tirnol had been taking a stick and beating bedrolls in the sun to clear them of debris and bedbugs when a change of plans had been announced. To ensure everyone was secured, the party planned to move Tirnol, the cart, and the horse into the larger tower corners.
“I cannot imagine we will be here for that many days, but the idea is a few of us will either sleep in the well room with the statue, or we can just hold the corner with a dedicated watch shift during the night. It’ll at least keep the rain off our heads,” Longinus said.
“There should be enough fresh water sources that we can refresh the canteens once we are on the inside,” Branwell noted, trying to assure a potentially skeptical Tirnol.
In turn, the harengon shrugged and said, “My job is watching the camp- inside, outside. As long as there is plenty of room for the horse.”
—
The party makes their way back to Castle Caldwell, up the ramp, with Longinus leading the way. He is followed by Messalina, Fengir, Branwell. After Branwell is Tirnol and his cart with Topace bringing up the rear.
(Random Encounter 1-in-6: 2 - No Encounter)
The party turns right and moves through the relatively narrow hallway before turning left and north so that they easily back the cart into the corner tower. Once inside the tower, Topace and Longinus unhooked the wagon from the horse and moved it to one side. This is a solid period of at least one or two turns spent setting up a camp (Random Encounter: 1-in-6: 4 - No Encounter)
Even if the kobolds are still running around, none of them seem willing to spy on the party as they settle into the first corner tower. Dealing with the full group is apparently not worth the risk.
---
The party starts north from the base camp, past the statue room, and investigates the room immediately north of the statue room. The formation is Messalina, Longinus, Fengir, Branwell, and Topace. Naturally, Messalina is prepared to perform her specialized duties when it comes to detecting and removing traps of opening locks. The first room is an empty storeroom with some debris on the floor.
The same was the situation in the room after the initial store room. Empty rooms with debris. The only feature was the dim lighting from a pair of windows on a wedge above the room. It would require a ladder to reach if the party wished to clean or open the window.
The room after the last storeroom, the group pauses, this was the room that the statue had noted there was danger in here. Messalina draws three strikes with her chalk with Branwell watching with interest.
“You made those marks so confidently,” Branwell said.
“I just drew some lines, Bran, I wouldn’t say I sketched the Sapphire Tower,” Messalina winked. Both she and Bran would get the reference due to the grand tower located on Serraine.
“But you did those automatically, is that a code?” Branwell noted.
Messalina winked and patted the gnome’s cheek, “Trade secret, Bran.” She looked up to Longinus and waited for him to bring up going in, or moving towards the chapel first.
“I guess we might as well stick our heads in, now that I thought about it, at the very least, if the action scares out our acolyte we might have done two jobs at once,” Longinus said. He looked the others to see any objections, to which nobody provided. Messalina checked the door first, giving her nod before she opened it. The room was dimly lit, which Fengir volunteered to counter by breaking out and lighting a lantern. As Longinus pushed in, he was followed by Branwell, Topace, Fengir, and Messalina sneaking from behind with the door ajar. In the distance was the sound of small flapping wings.
—
GM Comments: The party moves in and does not give Messalina time to listen at the door. Their presence immediately triggers a trio of stirges whose excellent hearing and scent for blood activates them without surprising them. The party is potentially surprised on a roll of 1-in-6 (Fengir) and 2-in-6 (Party). Result is: 4 - The party is not surprised and Messalina points out the approaching stirges as they break from their nest up on the ledge and hover above the group.
—
Initiative Round #1
GM: 6
Longinus: 4
Topace: 2
Messalina: 5
Bran: 4
Fengir: 5
The three stirges descend from the window sill and fly down on the party - because stirges see Longinus, Topace, and Bran at the front of the party, and buzzing over head and down to the backrow would potentially lead to a strike, the animalistic stirge go for the most convenient pray for their need of blood.
Strige #1 targets (Longinus) - Attack: Nat 20 - Hit. Damage: 1 point + Attachment. Longius HP: 9/10
Stirge #2 targets (Bran) - Attack: 6 - Miss
Stirge #3 targets (Topace) - Attack: 7 - Miss
Messalina moves over to where Longinus is struggling with the stirge and draws her dagger. Being behind the stirge, and its attention drawn to Longinus, her attack is a Backstab. Attack: 13 vs. AC: 13 - Hit. Damage: 3x2 = 6. Stirge HP: 0/6 - Slain. She uses her dagger and punctures the back of the skull while Longinus is trying to cooperate, but is obviously disturbed by the vermin.
Fengir holds action. He concentrates on keeping the lantern up and sticking near the door.
Longinus takes a breath, feeling relieved he escaped that sting. He moves and slashes at Stirge #2. Attack: 20 - Hit. Damage: 9. Stirge #2: 0/8 - Slain
Bran nods his appreciation and turns, giving Topace room to maneuver.
Topace attacks Stirge #3. Attack: 13 - Hit. Damage: 10. Stirge #3 HP: 0/5 - Slain!
—
The party sees stirge’s nest near the broken window. This window is easily reached by a man-size party member if they stand on one of the nearby tables that actually remained up.
“Are stirges known to keep shiny things?” Longinus asked, working his left arm to remove the tingling sensation from where those little legs attached themselves. The fibers of the stirge’s limbs that allowed them to hook onto their victim, while not dangerous, seemed to have an irritating effect.
“Even if they do not, we have to make sure they didn’t lay any eggs,” Topace noted as grabbed and hauled a table over.
“Do they even lay eggs?” Longinus asked and looked at Fengir.
(We’ll give Fengir an Intelligence attribute check: 9 ≤ 16 for Lore - Dungeoneering) - Fengir nods and says, “Typically lays them near marshes and swamps, but they will make an exception if they’ve built a nest. They also bring back small animals to act as blood bags.”
Topace cursed, he was face first in the mud, twigs, bodies of what remained of birds and other life, and droppings that the stirges seemed to leave on the window sill outside of their nest, “Yeah, now you’re telling me.” The Dragonborn sifted through, being careful so that any small catching was on his glove and nothing broke through his skin. He does find three gemstones before shoving, finally giving the nest a shove out the broken pane and towards the ground, satisfied he found no eggs. Dropping down, Topace sets the gemstones and announces he needs a smoke break or something after dealing with that offal.
(The gemstones are of size and valued at 500 gp, 100 gp, and 50 gp - their details are left vague)