After introductions are given and discussions spoken, it is decided that Ironheart’s path and that of party run congruent and that Ironheart fulfills a part in the party’s composition. The party members prepare their meals from their provisions, and then after a watch order is established, each settle down and drift off to sleep.
The eastern sky is just beginning to herald the coming dawn as those on watch wake the others. Waking up refreshed, you quickly gather your belongings and prepare to set out for the dark, foreboding tower seen in the distance the previous evening. You discover -much to your surprise- that the bugbear grappler, Fierro is missing, with no apparent signs or tracks leading away, as if he disappeared without warning.
You must be away from here, and soon. You feel your luck is drawing to an end. Someone or something will be sent to investigate the slain goblins. Stowing the last of your gear, you and your allies (even the new guy) strike out for the tower.
You approach the tower as the sun breaks free of the horizon. Atop a sand dune, you and your allies survey the lay of the land. Less fog blankets the coastline, but the rays of brilliant sunshine spear through the fog to touch the high tower’s eastern face. Opalescent colors gleam off the surface of the tower, reflecting a colorful display, bathing the barren landscape surrounding the tower with its glow.
How this structure has remained intact through the toll of uncounted years is unclear. A broad ramp dominates the front, slanting up to terminate a large set of doors. No other entrance can be seen. Slits in the walls are scattered around the tower’s circumference, windows of some kind. At the top of the tower, you can glimpse sunlight reflecting off helmets and spear-points, held by small figures, apparently the tower’s guards walking the tower’s parapet.
What is clear is that there is no cover with which to approach the tower unseen.
[sblock=Map]
Illumination: Bright; mid-morning
Tower Walls: covered in abalone shells; Climb (Athletics DC 21)
Double-Door: Metal, 10-feet tall; locked (AC4; 180hp); Thievery DC 15 to open
Arrow Slits: multiple per tower level; cannot squeeze through (only Tiny-sized creatures can fit)
Main Ramp: not considered difficult terrain[/sblock]