The half-elf takes a step back into a defensive stance as Keestake again becomes overly-aggressive. In doing so, he raises his right hand, still holding the coin, which suddenly becomes sheathed in a brilliant green energy, reaching up his forearm. As surprised to see this as anyone else, Denethir studies his arm for a second, before showing it to Keestake.
"Careful my friend, there's no telling what fate could befall you should you continue to lose your temper."
Lusith will look torn between the desire to comfort Keestake and the need to keep moving, settling for placing a comforting hand on his shoulder as he passes before joining Eurim and Lyle at the door.
"Three." Grunts the dwarf, giving the handle a turn and the door a shove. His crossbow at the ready to attack, Eurim hugs the door as it opens, sweeping the room and checking for enemies with his loaded weapon.
With a thump, the door gives way as does part of the rotten door frame. Beyond the door are the ruins of a once magnificent bedroom. A large bed stands to the left facing the window. Smashed chairs and tables, broken wardrobe doors, pieces of statuary, and rusted souvenirs of seafaring days are scattered about. Frayed and rotten tapestries slump from the walls onto the floor and rotted carpeting are scattered about the wooden floors. The window to the room, long ago broken from the inside, ushers in a cold, wet wind.
Nicholas looks over the items from the desk with Denethir, examining them over his shoulder as he pulls them from their hiding place. As the others kick open the door, he steps in and joins the search, looking for any kind of hidden passage or escape from the bedroom.
"The other side of the mansion. We need to cross over and then we need to go left," he says between tears of anguish. "We can go through that door (south) or back through the halls."
Denethir
As your companions search the room, you feel the magic of the wand fade.
1) Don't forget Denethir has found a potion and a magic dagger
2) Updated big and little maps
Lusith
Opening the door, you are confronted by a moldy tapestry hanging over the door. Moving it aside, you find a room with 3 small smashed reading desks and 2 ruined ruined tables, and some long-ago rat eaten scrolls littering the floor.
This room had once been a study. There is the moldy remains of a rug on the floor, three smashed desks, and two ruined tables.
Lyle moves up to look. “I thought you said we could go through here, Keestake? I don’t see any doors.”
Sorry, if you didnt look at the map, there is a set of double doors to the south (likely to the hall, in front of you) and a door the the east (your left)
This post has potentially manipulated dice roll results.
Lusith will trust Keestake and that the others are following and move through the east door. He'll continue along toward our destination trying to stay out of the hallway and listening for any sign of goblins or orcs.
This room was once a library. Once, as now the mold, mildew of hundreds of books and scrolls make breathing difficult to breath. Shelves once lined the walls, which over the years have been broken and their contents scattered on the floor. Dust and spores of brown and green cover the floor, and windows, allowing only a faint light. On the east wall, a giant relief has been pulled down. The relief depicts a full sized, burly man standing on the prow of a ship, with a harpoon in his hand. In the distance, a whale can be seen surfacing for air.
There is a pair of double doors on the south wall.
This post has potentially manipulated dice roll results.
Eurim is careful to keep his back to the West wall, but approaches the relief and spares it a glance, keeping his weapon trained on the double doors to the south.
Denethir
The half-elf takes a step back into a defensive stance as Keestake again becomes overly-aggressive. In doing so, he raises his right hand, still holding the coin, which suddenly becomes sheathed in a brilliant green energy, reaching up his forearm. As surprised to see this as anyone else, Denethir studies his arm for a second, before showing it to Keestake.
"Careful my friend, there's no telling what fate could befall you should you continue to lose your temper."
Intimidation: 16
Keestake, resigned to the desecration of his former King's belongings, goes back into the first room with tears of anguish to sit in the far corner.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will look torn between the desire to comfort Keestake and the need to keep moving, settling for placing a comforting hand on his shoulder as he passes before joining Eurim and Lyle at the door.
"Three." Grunts the dwarf, giving the handle a turn and the door a shove. His crossbow at the ready to attack, Eurim hugs the door as it opens, sweeping the room and checking for enemies with his loaded weapon.
OCC: Updated Map
With a thump, the door gives way as does part of the rotten door frame. Beyond the door are the ruins of a once magnificent bedroom. A large bed stands to the left facing the window. Smashed chairs and tables, broken wardrobe doors, pieces of statuary, and rusted souvenirs of seafaring days are scattered about. Frayed and rotten tapestries slump from the walls onto the floor and rotted carpeting are scattered about the wooden floors. The window to the room, long ago broken from the inside, ushers in a cold, wet wind.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lyle rummages around looking for valuables, secret cupboards, doors etc.
8 perception or investigation, same score
Paladin - warforged - orange
Nicholas looks over the items from the desk with Denethir, examining them over his shoulder as he pulls them from their hiding place. As the others kick open the door, he steps in and joins the search, looking for any kind of hidden passage or escape from the bedroom.
Investigation: 25
Despite your searching you find nothing but trash.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will move back to Keestake, "I'm sorry, I know you're upset right now, but we have to keep moving, where is this secret passage?"
Lusith
"The other side of the mansion. We need to cross over and then we need to go left," he says between tears of anguish. "We can go through that door (south) or back through the halls."
Denethir
As your companions search the room, you feel the magic of the wand fade.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will take the lead, choosing the south door rather than risk the halls.
Stealth 26
OCC:
1) Don't forget Denethir has found a potion and a magic dagger
2) Updated big and little maps
Lusith
Opening the door, you are confronted by a moldy tapestry hanging over the door. Moving it aside, you find a room with 3 small smashed reading desks and 2 ruined ruined tables, and some long-ago rat eaten scrolls littering the floor.
This room had once been a study. There is the moldy remains of a rug on the floor, three smashed desks, and two ruined tables.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lyle moves up to look. “I thought you said we could go through here, Keestake? I don’t see any doors.”
Paladin - warforged - orange
Sorry, if you didnt look at the map, there is a set of double doors to the south (likely to the hall, in front of you) and a door the the east (your left)
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will trust Keestake and that the others are following and move through the east door. He'll continue along toward our destination trying to stay out of the hallway and listening for any sign of goblins or orcs.
Perception 11
This room was once a library. Once, as now the mold, mildew of hundreds of books and scrolls make breathing difficult to breath. Shelves once lined the walls, which over the years have been broken and their contents scattered on the floor. Dust and spores of brown and green cover the floor, and windows, allowing only a faint light. On the east wall, a giant relief has been pulled down. The relief depicts a full sized, burly man standing on the prow of a ship, with a harpoon in his hand. In the distance, a whale can be seen surfacing for air.
There is a pair of double doors on the south wall.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(The map looks like it is just open to the east, is that right?)
Just got the map up... You came in from the door on the west. Relief is leaning on the east wall.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Eurim is careful to keep his back to the West wall, but approaches the relief and spares it a glance, keeping his weapon trained on the double doors to the south.
Investigation: 7
A careful investigation of the relief reveals the the "harpoon's" shaft is actually a separate peace which can be removed.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG