Nic will come back down the hall and do a quick check in the art room while the others are dispatching the goblins.
Perception before entering to see if there is any one on the other side of the door: 10
You hear the Sounds of Silence... Opening the door you are confronted by 2 zombie, hippie musicians with acoustic guitars.... Just Kidding.
This was once the Mansion's gallery, with two sets of double doors in the north wall and 3 sets of double windows in the south. Now, it is filled with rotten canvas and broken picture frames
OCC: I added a map and labeled all the doors, since Keestake wasn't much of a cartographer. I will also be in an all day meeting today, tonight is anniversary and tomorrow taking my son to the waterpark, so posts may be sparse.
Door A
This chamber contains little furniture: one massive oaken table, still standing and little damaged, and the ruins of about 20 wooden chairs. A quick search of the room reveals nothing.
Holding the wand in his left hand, the half-elf feels it's magic coursing through him, gaining a heightened awareness of the dagger and javelin held by Eurim.
Holding the wand in his left hand, the half-elf feels it's magic coursing through him, gaining a heightened awareness of the dagger and javelin held by Eurim.
Nicholas turns to the warlock and asks, “Anything?” Assuming he answers in the negative he will walk up the hall with Denethir once he is ready, picking his way over the dead goblins.
(spider illusion drops after 10 minutes, so assuming it’s gone now...if not will send it down the hall ahead of us as we head toward the exit).
"Nothing, yet, but we may become more fortunate if we keep moving." The half-elf strides up the hallway (OOC - towards E and F), beckoning the rest to follow.
Eurim falls in, wincing in expected pain from the wound but feeling nothing, for the effectiveness of Melisana'a healing. He beckons for Ruki to join him.
Melisana looks at Eurim, "Well, you were rude to her to ignore her and pretend to sleep. You snore like a pack of wolves snarling over the last bone. We all knew you were awake. Maybe a thank you to her, you gruff little bear."
Both Ruki & Keestake are nervous. Keestake moving forward quickly, while Ruki keeps looking behind for pursuit.
You reach the area between E & F without incident.
Taking a glance at both doors, Denethir decides on the door on the side they need to be on (F). He slowly pushes the door open, and walks in, holding the wand in front of him.
Opening the door (F) 25ft (w) x 30dt (d) room with single window on the other side of the room. The broken remnants of two scribes desk are in the center of the room. The walls are covered in broken shelves and paper trays, and moldy scraps of paper litter the floor. You sense nothing magical.
Eurim slinks into the room as stealthily as he can and takes a moment to examine the bookshelves and whatever scraps of paper seem intact enough to be legible after the years of decay and damage. If he doesn't find anything, he's satisfied to move on.
You hear the Sounds of Silence... Opening the door you are confronted by 2 zombie, hippie musicians with acoustic guitars.... Just Kidding.
This was once the Mansion's gallery, with two sets of double doors in the north wall and 3 sets of double windows in the south. Now, it is filled with rotten canvas and broken picture frames
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Nicholas frowns, scanning the room for anything interesting. “Denethir, you could swing that wand around in here, just in case...”
Perception:12
Lusith will continue moving forward, but take a quick peek in the (guard?) Captains rooms.
Perception 8
A quick scan reveals nothing new
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
OCC: I added a map and labeled all the doors, since Keestake wasn't much of a cartographer. I will also be in an all day meeting today, tonight is anniversary and tomorrow taking my son to the waterpark, so posts may be sparse.
Door A
This chamber contains little furniture: one massive oaken table, still standing and little damaged, and the ruins of about 20 wooden chairs. A quick search of the room reveals nothing.
Door C
Came from and retreated thru this door.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
Holding the wand in his left hand, the half-elf feels it's magic coursing through him, gaining a heightened awareness of the dagger and javelin held by Eurim.
OOC - one charge left on wand.
Both weapons are +2...
Nothing else is detected.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Nicholas turns to the warlock and asks, “Anything?” Assuming he answers in the negative he will walk up the hall with Denethir once he is ready, picking his way over the dead goblins.
(spider illusion drops after 10 minutes, so assuming it’s gone now...if not will send it down the hall ahead of us as we head toward the exit).
"What's the deal with that healing mumble you did earlier, Mel? Stung like lash, it did."
Denethir
"Nothing, yet, but we may become more fortunate if we keep moving." The half-elf strides up the hallway (OOC - towards E and F), beckoning the rest to follow.
Eurim falls in, wincing in expected pain from the wound but feeling nothing, for the effectiveness of Melisana'a healing. He beckons for Ruki to join him.
Melisana looks at Eurim, "Well, you were rude to her to ignore her and pretend to sleep. You snore like a pack of wolves snarling over the last bone. We all knew you were awake. Maybe a thank you to her, you gruff little bear."
Both Ruki & Keestake are nervous. Keestake moving forward quickly, while Ruki keeps looking behind for pursuit.
You reach the area between E & F without incident.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
OCC: Going thru a door or continuing on?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
Taking a glance at both doors, Denethir decides on the door on the side they need to be on (F). He slowly pushes the door open, and walks in, holding the wand in front of him.
Wand: 8 min
Opening the door (F) 25ft (w) x 30dt (d) room with single window on the other side of the room. The broken remnants of two scribes desk are in the center of the room. The walls are covered in broken shelves and paper trays, and moldy scraps of paper litter the floor. You sense nothing magical.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Eurim slinks into the room as stealthily as he can and takes a moment to examine the bookshelves and whatever scraps of paper seem intact enough to be legible after the years of decay and damage. If he doesn't find anything, he's satisfied to move on.
stealth: 6
investigation: 18
Nicholas follows Eurim in excitedly after he sees the scribes desk and looks around.
investigation: 11
Wand: 6 min
A quick rifling through the scraps reveals that the documents housed here were Mansion records. Numbers of bolts of cloth bought, used, colors, etc.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
29
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Unhappy with the finds, but oddly pleased to find evidence of good record keeping, Eurim readies himself to continue on.