Mistamere Castle

Jan 13, 2025 8:10 pm
https://i.imgur.com/GA1xGdD.jpeg
15th of Flemont, Nytdain, 990 AC. Near Mistamere Castle

The day has been peaceful, the sound of your boots crunching lightly against the gravel path along the Windrush River blending with the steady rush of water. There a subtle chill to the soft breeze whispering through the trees, a reminder that up here in the north summer is more like a fleeting season.

You’ve been walking upstream for hours, the river’s current pushing gently against your progress as it winds toward the vast expanse of Windrush Lake. The water here is clear as glass, almost unnaturally so, revealing the smooth stones beneath the surface. Tributaries feed into the lake from the steep cliffs of the majestic Black Peak Mountain range to your north, their jagged, snow-capped summits towering high above the land.

As you follow the winding path along the lake’s shore, Mistamere Castle appears on the horizon, its crumbling silhouette perched ominously atop a forested peak. By the time you reach the base of the mountain, the sun has begun its descent behind the peaks. The air grows colder still in the shadow of the mountain. It would take at least a few hours to scale your way up to the ruins, so making camp will give you some time to plan, rest, and to prepare for what awaits atop the mountain.
OOC:
according to the Scruffers, there is a goblin tribe taking refuge in the ruins, so you should be cautious on your ascent.
Let me know how you would like to proceed.
Jan 14, 2025 4:41 am
OOC:
I suggest we find a discreet place to camp for the night, and in the morning, we will circle the mountain the castle is on and see the best way to approach.
Jan 14, 2025 2:59 pm
"Well, isn't that imposing." Anton remarked regarding the castle on the mountain. "We should be wary of Goblins, but from Humphrey's findings once we are nearing the grounds we should be wary of ghosts as well."
OOC:
Agreed Nightshade
Jan 14, 2025 7:12 pm
Our fightery fellow strides valiantly towards the castle. His morning mind evidently…preoccupied. He passes the day busying himself with warrior-minded duties, but it’s clear to his friends, his head is somewhere else.

Um…yes. Yes, Anton, I agree, completely. We should certainly be wary of goblinkin. And ghosts too yes. Definitely watch out for ghosts and whatnot.

Will helps find an optimal campsite and hunts for local game. Gotta conserve those rations!

Rolls

Hunting (Wis 10) - (1d20)

(20) = 20

Jan 15, 2025 12:05 am
"Quite imposting, yes. I can see why you would put a castle up there as opposed to down here."

Yakov helps set up camp, offering whatever insight his experience as a wilderness traveller can provide.
OOC:
Using his Wilderness Survival skill to help in whatever way a Wilderness Survival skill might help. He's not trying to do anything fancy or specific, so I don't know if a roll is required. But I'm including one just in case.

Rolls

Wilderness Survival vs Wis(14) or Int(9) - (1d20)

(2) = 2

Jan 15, 2025 5:37 am
The night is colder than usual for summer, and the chill creeps through your clothes and into your bones. The fire Brother Yakov started seems to struggle against the mountain's grasp, the flames constantly flickering as if they are on the brink of being extinguished. The wind that howls through the trees carries a faint, distant screams that seem to come from the ruins above. You can see ghostly pale lights flickering atop the mountain as if someone still resides in those ruins.

Sleep is uneasy; the unsettling noises of the wind, and the occasional crackle of branches, keep you all on your toes.

The cold still hangs in the air when morning arrives, and the fire has almost gone out entirely, leaving only faint embers.

You begin your climb, the first light of the day offering little warmth, and once you reach the upper reaches of the mountain you spot goblin tracks. Scattered, but fresh. The trail leads toward the ruins, but there is no sign of the creatures themselves. The sun hangs high in the sky, and knowing goblins, they hate to venture out in broad daylight.
OOC:

Brother Yakov set up a decent camp, but the night was far from comfortable.
Will wasn’t able to catch anything, so you’re relying on your rations.
You’re very close to the ruins now, so let me know how you plan to proceed.
Keep in mind - you know that there are goblins hiding in those ruins. If you move recklessly, you’ll alert them, but if you approach carefully you might have a chance to catch them by surprise, especially since the sun is still up as you reach the summit.
Jan 15, 2025 6:06 am
Nightshade watches as his fellow adventurers settle into camp.
Will vanishes into the underbrush, intent on securing some game for the night's meal.
After a moment's contemplation, Nightshade decides it's wise to watch their surroundings.
With practiced ease, he slips into the shadows at the camp's edge, the forest's gloom quickly embracing him.
His keen eyes scan the undergrowth, while his ears strain for any sound out of place.
Moving with deliberate care, Nightshade ventures about a hundred yards from the camp.
He crouches low, his movements quiet and fluid, as he begins a wide, slow circuit around the camp.
His boots find silent purchase on the loamy ground, and his gloved hand instinctively rests on the hilt of his blade.
As he completes his circuit and begins his approach back to camp, he feels a certain satisfaction.

Rolls

Perception + wis - (1d20+1)

(15) + 1 = 16

Stealth + dex - (1d20+3)

(16) + 3 = 19

Jan 15, 2025 6:30 pm
https://i.imgur.com/9Eb4iv1.jpeg


The first thing that hits Nightshade as he approaches the ruins of the keep is the overpowering stench. It's a nauseating blend of filth, rot, and something more acrid, like spoiled meat left to bake in the sun.

The source is not hard to pinpoint. The courtyard inside the crumbling walls is thick with the stench of unwashed bodies, decaying food, and the unmistakable scent of waste. Even from his position outside, you can see the filth that covers the ground within the keep’s broken walls.

Through the haze of the smell, you can pick out the figure of goblins. A handful of them stand on the crumbling battlements, squinting against the unforgiving sunlight, their eyes not accustomed to the bright day. They shift uncomfortably, oblivious to your presence, at least for now.

Inside the courtyard are the rest of the goblins—dozens of them, huddled together in small clusters, their emaciated forms covered in grime and pestilence. They scurry about, desperate to find even the smallest scrap of shade beneath the towering battlements. Their bodies twitch with the discomfort of fleas and hunger, scratching at themselves in an almost ritualistic manner, too worn down to care about anything except avoiding the sun.

You count at least sixty goblins, though the number is difficult to pinpoint with certainty. Only a handful seem capable of defending themselves—not more than ten or so. Among their numbers are two hobgoblins, seemingly more alert than the others, but just uncomfortable in the heat of the day.

But the most unsettling thing is the keep itself. Despite the goblins' aversion to the sun, none of them dare enter the keep. The large, shadowy doors stand ajar, but there is an undeniable tension in the air, the haunting presence of something malevolent lurking within. None of the goblins seem to want to get closer. Even the bravest among them shudder at the thought of crossing the threshold.
OOC:

@nepets - you've already left the camp before ascending up the mountain, so I am assuming your scouting is for the keep itself.
Keep in mind for next time that there isn't a 'stealth' skill (you roll percentile for 'move silently', or 'hide in shadows' abilities). Also, skill checks are regular 1d20 roll against your attribute (lower than your attribute score is a success). Since the goblins sentries can't see very well in the sun, you can sneak without too much problem and peek into the courtyard. But if you want to go inside and have a closer look, you will need to roll.

As for the picture of the keep - it is a small one (~ 100 feet at its widest part, and the structure itself is ~60 feet wide). Ignore the trees - nothing grows inside the castle or its surroundings, not even grass.
Jan 18, 2025 3:57 pm
Will bounces his mind back from mysterious daydreaming. At Nightshade’s kind report of goblins within yon courtyard, our fightery fellow strategizes with his friends.

It seems the goblins aren’t in any kind of condition to fight. If not for their sheer number, I’d say we’d have no trouble simply overtaking them. I feel like our bigger concern is, what’s beyond the courtyard, in the Keep itself? And why are the goblins so afraid of it?
OOC:
Sry for my delay.
Jan 19, 2025 4:10 am
Nightshade withdraws from the castle, keeping low and blending with the sparse underbrush under the harsh sunlight. The crumbling walls of the castle stand stark against the bright day as he silently makes his way back to camp.
Rejoining his companions, he speaks quietly but with purpose. "The goblins aren’t here by choice. Something darker forces them into the sunlight and keeps them from fleeing. If treasure’s to be found, it’ll be in the castle or more likely, in the dungeons below. It’s not with the goblins."
Nightshade leans back slightly, his report finished. The sunlight glints off his gear, but his eyes remain sharp, scanning his companions for their reactions.
Jan 19, 2025 3:23 pm
Maybe we walk into the courtyard, tell the goblins we’re going to clear out the keep, and convince them to leave for their own safety.
Jan 19, 2025 4:01 pm
"Perhaps it is the ghosts that Humphrey advised us about that command the goblins out of the keep. But why they stay still on the grounds is a mystery" Anton rubbed the back of his head as he thought through the issue.
Jan 20, 2025 9:37 pm
Friends, is there a secret door or a side door into the Keep? I say we peruse the perimeter, see if there’s such entry. Bypass the goblins, and simply go in.
Jan 22, 2025 2:02 am
Nightshade settles down at the camp, taking a seat near the fire as he lights his pipe. With a few practiced puffs, the pipe comes to life, and he exhales, sending a large smoke ring drifting lazily over the campsite. "Did I mention there are a couple of hobgoblins up in the castle, keeping the goblins in line? The real question is, who’s pulling their strings?"
He falls silent, the pipe resting comfortably in his hand, his eyes scanning the treeline as he listens to the sounds of the woodland around them. After a moment, he speaks again, his voice thoughtful. "I suspect you’re right, ghosts, secret passages, who knows what else? But we won’t find out until we head back to that castle and take a proper look."
Nightshade leans back slightly, his gaze turning upward as the smoke from his pipe curls into the air, lost in quiet contemplation.

You do not have permission to post in this thread.