06/06/1493
1:00 am at the River Guard Keep
Owl scouts the keep and XomBa uses beastsense to connect with it. The small keep is in need of repairs and they are trying to fix it up.
There are about 6 guards on watch around the keep.
The keeps main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double door of thick timbers reinforced by iron bands.
The area just inside the castle gatehouse consists of a small courtyard of bare dirt and tufts of wiry grass. A stable stands to the east, the gatehouse to the west, and the main yard of the castle lies to the north. The keep occupies the northern corner of the castle yard. Stone stairs near the keep lead up to the top of the wall.
The keeps eastern wall juts out into the river, forming a good-sized basin in which a couple of keelboats float. A wide gap in the southeast wall provides access to the river, although it is blocked by a heavy chain. A twenty-foot tall bluff of rock and earth separates the landing and a nearby tower from the rest of the castle grounds. To the north, a wide stream flows out of a cave mouth into the boat basin. An iron grate blocks access to the stream.
The keeps eastern wall is built into the river, forming a long pier that encloses a boat basin. A heavy chain that emerges from the tower to the south stretches across the entrance.
The north side of the boat basin laps against a steep, rocky bluff. From the base of the bluff, a subterranean river empties into the boat basin. The river is close to thirty feet wide, and the cave ceiling is about six feet above the water level in the middle. An iron grate blocks the stream mouth.
ACTION:
Dixon carefully approaches the front gate with the hat of disguise with the cloak of mantaray.
Holgor escorts Dixon to the boss. Murder holds where tar is poured on people. A handiman says he need to take him to the boss.
The iron bars retract into the ceiling and the handiman walks away. Dixon waits for 5 minutes and hears the name Sholar, who says to get rid of him, is a water genisee.
5 guys patroling. 3 in boat south east. They let Dixon go to patrol. He sees that the south eastern tower is in the most disrepair. Around 20 guards.
Three bandit people at one of the scouting parties around a bon fire. Initiates are trying to become part of the water cult. Oliver Grimjaw likes the night. Has been an initiate for 3 days. Comes from Candle Keep. Three leaders: Shaolar Quanderil, the water genessie (elemental), Reash - fathomers - can shapechange into water elementals, Oliver Grimjaw is leading all of them. He only leaves the keep around a full moon. Everyone locks themselves in and no one comes out.
Main entrance, boat entrance, Southeast is rumbling
Northwestern main hall is where the beast is and that's where Grimjaw is. Five claws that are 8-10 inches each. They go throug wood and leave a gouge in metal.
A dozen bandits. Reavers with nasty blades.
Reash's fathomer's are spell casters.
We sent two bandits to Red Larch.