South and west both have two arrow slits near the entrance, but you don't know how active they are. The north has only one, but you can't REALLY tell if there's actually a door there. It could be there WAS a door there, but now it has collapsed.
Ian to the group: Lets circle around and come down from the North. I think it may be less guarded. If the way is impassable, lets stay close to the wall, and move in from the Western Entrance.
Ian says: Glyn, why dont you take point. Rock, you stick with Glyn - stay on the alert. Doc, you stick with me in the middle, and Rock, you protect us from behind.
This post has potentially manipulated dice roll results.
Glynquinal then pushes forward hoping his large friend will be able to move quietly in the rear, and remain unnoticed as they approach. While approaching he will keep an eye out trying to spot any movement or something that seems out of place.
The group moves as a whole following the same path the elves took earlier counter clockwise, staying within the trees. As before, as far as they can tell, the building could be empty. They see and hear nothing. Once they are lined up with the barely-there path, they proceed south out of the trees, staying pretty quiet ... except for Rock. It seems like every step breaks a twig or kicks a rock. The others scowl at him, and he attempts to do better, but he just isn't able to be quiet. Luckily, the constant noise doesn't seem to attract any attention.
Up close to the structure and the rubble and debris at the end of the path, Glynquinal is able to make out a cleverly disguised tarp. He pulls it aside and leads the group inside. This tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. And, of course, to the north is the a short passage through the rubble you just entered through. This space is only about 15x15.
Glynquinal, through the slit you create by easing the southern curtain open, you can see another smallish space. It looks like a bit of a crossroads. There's an opening to the west (right when looking south) past a crumbling wall, but you can't see where it goes. Another curtain directly south. And another passage coming in from the east (left when looking south), but, again, you can't see where it goes.
Ian, you begin searching the rotting crates and ancient barrels. You're very careful, but there's nothing to find here except more proof that this building has been here a long time, but hasn't been kept up in years and years. You're about to give up and check on Glynquinal (who's peeking through the southern curtain), when something on one of the crates catches your eye. You rub away some of the dust and dirt to see a symbol painted on the side of one of the crates. It isn't complete — some of the paint has been rubbed or flaked away — but it looks like one of the symbols from your family's former tribe. Again, you find nothing but ancient junk inside the crate, but you're almost positive you recognize that symbol from before your family left the woods.
Glynquinal to Ian, "There is another passage here that splits off."
Glynquinal will slice the rest of the heavy curtain out of the way with a horizontal cut, and walk through to the passageway to the east a short distance to see what it may reveal.
Glynquinal will turn to the east again. Taking out one of his daggers, Glynquinal draws from his component pouch, and speaking his arcane words, cast Light on it and hands it to rock in case they run across an area too dark for the Dragon born to see.
To Rock, "Tuck this in your belt and it will so you can see where we are going."
Glynquinal will move forward to occupy S11 and will try the door to see if it's locked or not.
Ian will listen at the door at S7. If he cant hear anything, he will attempt to stealthily open the door and peer in. If there is nothing in there, he will join the others in the next area.
Perception at door 8
Stealth to open door 13
Investigation in room 18
Rollback Post to RevisionRollBack
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Gruxx will take up the rear.
"Somethings just feels... wrong in my gut." says Gruxx as he watches behind them anxiously.
South and west both have two arrow slits near the entrance, but you don't know how active they are. The north has only one, but you can't REALLY tell if there's actually a door there. It could be there WAS a door there, but now it has collapsed.
Ian to the group: Lets circle around and come down from the North. I think it may be less guarded. If the way is impassable, lets stay close to the wall, and move in from the Western Entrance.
Glynquinal agrees with Ian, "It isn't the worst plan we've put together. Just watch where you are going. This place is in disrepair."
Ian says: Glyn, why dont you take point. Rock, you stick with Glyn - stay on the alert. Doc, you stick with me in the middle, and Rock, you protect us from behind.
Ian perception and stealth as they make their way around the castle, and come at it from the North.
Stealth: 20
Perception: 10
Rock will stay with Glyn
Perception 11
Insight' 12
Stealth 3
Here's hoping
Glynquinal then pushes forward hoping his large friend will be able to move quietly in the rear, and remain unnoticed as they approach. While approaching he will keep an eye out trying to spot any movement or something that seems out of place.
Stealth 23
Perception 21
Gruxx will move as quietly as possible while looking behind them.
Stealth: 10
Perception: 20
The group moves as a whole following the same path the elves took earlier counter clockwise, staying within the trees. As before, as far as they can tell, the building could be empty. They see and hear nothing. Once they are lined up with the barely-there path, they proceed south out of the trees, staying pretty quiet ... except for Rock. It seems like every step breaks a twig or kicks a rock. The others scowl at him, and he attempts to do better, but he just isn't able to be quiet. Luckily, the constant noise doesn't seem to attract any attention.
Up close to the structure and the rubble and debris at the end of the path, Glynquinal is able to make out a cleverly disguised tarp. He pulls it aside and leads the group inside. This tower has almost completely collapsed, although the ground floor still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. And, of course, to the north is the a short passage through the rubble you just entered through. This space is only about 15x15.
Glynquinal will draw Talon, and use the tip to move the heavy curtain aside to peer beyond it.
Ian investigates the room to see if there are any provisions left scattered in the room.
Investigation: 19
Glynquinal, through the slit you create by easing the southern curtain open, you can see another smallish space. It looks like a bit of a crossroads. There's an opening to the west (right when looking south) past a crumbling wall, but you can't see where it goes. Another curtain directly south. And another passage coming in from the east (left when looking south), but, again, you can't see where it goes.
Ian, you begin searching the rotting crates and ancient barrels. You're very careful, but there's nothing to find here except more proof that this building has been here a long time, but hasn't been kept up in years and years. You're about to give up and check on Glynquinal (who's peeking through the southern curtain), when something on one of the crates catches your eye. You rub away some of the dust and dirt to see a symbol painted on the side of one of the crates. It isn't complete — some of the paint has been rubbed or flaked away — but it looks like one of the symbols from your family's former tribe. Again, you find nothing but ancient junk inside the crate, but you're almost positive you recognize that symbol from before your family left the woods.
Glynquinal to Ian, "There is another passage here that splits off."
Glynquinal will slice the rest of the heavy curtain out of the way with a horizontal cut, and walk through to the passageway to the east a short distance to see what it may reveal.
Investigation 16
Rock will follow Glyn Great axe in hand
Glynquinal (and Rock), you enter the southern area. There are doors west and east and the curtain south you saw earlier.
Glynquinal will turn to the east again. Taking out one of his daggers, Glynquinal draws from his component pouch, and speaking his arcane words, cast Light on it and hands it to rock in case they run across an area too dark for the Dragon born to see.
To Rock, "Tuck this in your belt and it will so you can see where we are going."
Glynquinal will move forward to occupy S11 and will try the door to see if it's locked or not.
Rock puts danger in belt
Gruxx will move to the door at O,10 and attempt to listen to see if he can hear anything on the other side.
(Rolling without modifiers as character sheets have been down for hours) Perception: 8
Ian will listen at the door at S7. If he cant hear anything, he will attempt to stealthily open the door and peer in. If there is nothing in there, he will join the others in the next area.
Perception at door 8
Stealth to open door 13
Investigation in room 18