(So, we started discussing this earlier. The more we explore, the more likely we are to find stuff in preparation for whatever lies at M. However, we have already alerted multiple enemy parties of our existence, so the longer we take, the more likely they are to have a reinforced welcoming party. It's a classic catch 22. Eurim is all for pushing on to the exit, but is cautious enough to risk delays if there are signs of life or interesting things. What do the rest of you think? We've already begun what is essentially a full clear, so we might do well to just continue that pattern.)
OOC - I was hoping to go into F and find doors connecting everything up to M. Might try 1-2 more rooms since we have Detect Magic up. Use the rolls as needed, DM. :) Edit - some fine rolls if I do say so myself.
Denethir
Leading the group with the wand, as if divining for water, the half-elf can't resist pushing another door open further up the corridor (J), and sticking his head inside to investigate.
OCC: Time is a bit before noon, so you have about 7 hours.
As you leave the room, in the distance you hear a high pitched horn calling in a peculiar cadence, three sets of three ascending notes followed by a fourth descending set of four notes.
"My old kin call for parley," Ruki informs you. He is clearly nervous.
Keestake, too, is anxious and ready to go quickly, "Almost there, almost safe," you can hear him mutter as a litany.
Opening door J, you find another scribes room, with a broken desk in the center and the remains of Mansion paperwork. A quick circle around the room reveals no magic. A door a little to the north lead back into the hall.
As you leave the room, the Goblins call is answered by a deeper horn sounding the same series of notes.
"Well I suppose we had better make good our escape then, anyone object?" The half-elf strokes his chin with a smile on his face. "We do still have a bit of time though, those goblins and orcs still need to decide on a plan to deal with the mysterious band of people skulking around their island."
Eagerly Keestake enters another scribe's room, looking no different than the others with broken desks and the remnants of old papers. "Twenty years, or more, since I last checked on Himself and his Lady. The poor wee one, had died years before, and he's down there too." He goes directly to the north east corner, climbing the bottom shelf he reaches with his hand atop the bookcase. "AHA!" he says with delight and slams hand down.
There is an audible "click" then nothing. Keestake cries out, "No, No, No, it must work!!" as he continues to slam his hand down on the mechanism.
Keestake, anger now starting to show on his face, begins to pull on the bookcase, "Open! Open! Curse the Gods!! Open!!" Despite his pulling, the bookcase doesn't move, though the ones on other side shake as it to fall down.
This post has potentially manipulated dice roll results.
With an impatient snarl, Eurim puts his crossbow on the ground and pulls out the javelin. "Move! Stand aside!" He will begin to run his hands along the bookcase, feeling and looking deeply at the wood and stone for any seams or cracks, noting any oddities in the masonry based on the overall pattern of the manor as a whole. If he finds a crack that seems likely, he will stick the javelin in and try and use it as a prybar for leverage, trusting in the magic of the weapon to hold strong against the beating.
Investigation: 6
History (+ dwarven stonecunning): 17
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Next?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Ready to move on.
Awesome, but where are you going? Next room? Across the hall? Entrance to the catacombs? The state of inebriation? :)
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(From the best I can read the map, towards G and H? As far as I can tell, that's the direction we need to go.)
Yes, you eventually want to get to "M"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Nicholas will follow Eurim down the hall toward the exit. (Are we stopping anywhere else?)
(DM, how are we on time til sunset?)
(So, we started discussing this earlier. The more we explore, the more likely we are to find stuff in preparation for whatever lies at M. However, we have already alerted multiple enemy parties of our existence, so the longer we take, the more likely they are to have a reinforced welcoming party. It's a classic catch 22. Eurim is all for pushing on to the exit, but is cautious enough to risk delays if there are signs of life or interesting things. What do the rest of you think? We've already begun what is essentially a full clear, so we might do well to just continue that pattern.)
(Lusith is all good to head cautiously to the exit)
OOC - I was hoping to go into F and find doors connecting everything up to M. Might try 1-2 more rooms since we have Detect Magic up. Use the rolls as needed, DM. :) Edit - some fine rolls if I do say so myself.
Denethir
Leading the group with the wand, as if divining for water, the half-elf can't resist pushing another door open further up the corridor (J), and sticking his head inside to investigate.
Perception: 4
Investigation: 9
OCC: Time is a bit before noon, so you have about 7 hours.
As you leave the room, in the distance you hear a high pitched horn calling in a peculiar cadence, three sets of three ascending notes followed by a fourth descending set of four notes.
"My old kin call for parley," Ruki informs you. He is clearly nervous.
Keestake, too, is anxious and ready to go quickly, "Almost there, almost safe," you can hear him mutter as a litany.
Opening door J, you find another scribes room, with a broken desk in the center and the remains of Mansion paperwork. A quick circle around the room reveals no magic. A door a little to the north lead back into the hall.
As you leave the room, the Goblins call is answered by a deeper horn sounding the same series of notes.
"The Orcs accept," Ruki informs you.
OCC: Wand 6 min
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
"Well I suppose we had better make good our escape then, anyone object?" The half-elf strokes his chin with a smile on his face. "We do still have a bit of time though, those goblins and orcs still need to decide on a plan to deal with the mysterious band of people skulking around their island."
"This will not take long, once they set their scouts to it. Come, let's move!"
Eurim carefully takes the lead and continues walking down the corridor towards M.
Ruki looks at Eurim, "Not long, no, quick."
Eagerly Keestake enters another scribe's room, looking no different than the others with broken desks and the remnants of old papers. "Twenty years, or more, since I last checked on Himself and his Lady. The poor wee one, had died years before, and he's down there too." He goes directly to the north east corner, climbing the bottom shelf he reaches with his hand atop the bookcase. "AHA!" he says with delight and slams hand down.
There is an audible "click" then nothing. Keestake cries out, "No, No, No, it must work!!" as he continues to slam his hand down on the mechanism.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Eurim's frown could curdle heavy cream. "Explain yourself!"
Keestake, anger now starting to show on his face, begins to pull on the bookcase, "Open! Open! Curse the Gods!! Open!!" Despite his pulling, the bookcase doesn't move, though the ones on other side shake as it to fall down.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lyle pulls out a dagger and starts using it to chop at the bookshelf. “Don’t just stand there, move!” Hut says
Paladin - warforged - orange
Denethir
Moving back towards the door they just entered, Denethir peers out into the corridor, looking both ways. "Get the door open, I will act as lookout."
15
With the strength of desperation, Keestake pulls and jerks against the bookcase. Although it shakes, it does not budge.
Lyle's hacking also produces little results, as this bookcase is made of stout oak.
Denethir Perception: 19
Denethir, however, hears the sound of doors being broken open from the direction they came.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
"Company will be with us soon, lady and gentlemen, so are we continuing here, escaping, or making a stand?"
Thanks DM, I had forgotten to roll. :)
With an impatient snarl, Eurim puts his crossbow on the ground and pulls out the javelin. "Move! Stand aside!" He will begin to run his hands along the bookcase, feeling and looking deeply at the wood and stone for any seams or cracks, noting any oddities in the masonry based on the overall pattern of the manor as a whole. If he finds a crack that seems likely, he will stick the javelin in and try and use it as a prybar for leverage, trusting in the magic of the weapon to hold strong against the beating.
Investigation: 6
History (+ dwarven stonecunning): 17