"Mmmh" Horkohm grumbles "No Lights, all seems quiet. I say we have a look around the Outside first, see if there are any broken Windows or other obvious entrances where the Goblins went in. Although judging from what we saw in the Village they didn't seem to be stealthy"
Horkohm approaches the door and looks around carefully to see if he finds any tracks leading somewhere or marks on the Door.
You find many tracks of goblin, that as you though didn't make any particular effort to hide their passage. You cannot make much sense of the confusion on the ground, but you can definitely see wider tracks as well, probably dwarven, coming and going from and around the house.
The door has clearly been opened by force, as the lock is broken, however you cannot discern anything else of importance.
Being closer to the door now you can see a little bit more into the house. You see part of a corridor that fades into darkness and a door on your left.
"Look boyyo, I don't think that we'll find our answers by 'anging around out 'ere now." says Gulrom to his fellow dwarf. "Now kicking down doors is more my usual style but I think some precaution isn't a bad idea 'ere." He crouches slightly as he walks to one corner of the front of the house then slides quietly along to the ajar door, and listens out for any trouble.
Ash moves up quietly with Gulrom, peering through into the corridor.
"This house could be filled with traps" Ash whispers quietly to the others.
"Or perhaps the goblins did not have enough time to set anything..." With a quick rummage through the pack he carries at his side, Ash grabs his rope and softly throws the end into the open doorway. Trying to determine if any tripwires or traps will interact with the rope without making a lot of noise.
the rope sails in the corridor, but it gets a bit stuck in the door so you are able to cover only 15 ft. When it lands, nothing happens. The corridor is very dark and you have trouble seeing more than 5ft in.
"a.. rope? really?.." thinks Marsilius while trying to hide hisself from whoever could be inside (hiding9 ); "Let me have a crack at that.." whispers Marsilius gently pushing Ash and his rope out of the way and checking for traps <roll>; after that he tries to see what's going on on the other side of the window in the lower right corner of the house (investigation 23 ).
it's very dark inside, and you can barely see beyond the main door. You don't see anything that could make you think of a trap in the first 5ft of the corridor anyway. Moving back to the window you peer inside. It's barely illuminated by the moons light, but you are used being in the shadows, so you can make out more or less the shape of the room.
It looks like a study. A desk is close to the window, a lot of papers and books are scattered on it. You can barely see some bookshelves on the opposite wall.
As you are looking at this you shift your weight too much forward and accidentally lean on the window, which opens with a loud "CREEEAAAAAAK".
Everyone freezes for ten very long seconds, but nothing seems to happen.
opening the door and stepping in allows you to take a better look at the corridor and two adjacent rooms with their doors 10 ft inside the hallway. The room on the right has some bookshelves on the north wall, the one on the left has a round table and some chairs. At the very end of the hallway you barely see an open door that leads into a room.
Horkohm looks behind him to check if the others are with him, then points to the left door and himself and then counting down from five to one with his fingers held out to the others. At 0 he moves around into the room on the left while drawing his sword
Flinching as much as his fellow dwarf at the out of placing creaking, Gulrom follows Horkohm into the entrance hallway. The other dwarf quickly scans around the room, and seemingly deciding on a course of action started a countdown on his fingers.
At the prescribed moment, Gulrom hunkers down behind his shield, leaving his trusty blade at his side and moves swiftly into the room following him.
You enter what most certainly is the dining room. A big round table is surrounded by chairs, some of which are toppled. There's a fireplace at the opposite wall, and you see that the few decorations that are on it and in the rest of the room have been smashed or toppled as well.
Horkohm looks at Gulrom and shakes his head, turns around and heads back into the Hallway wanting to head down the corridor going deeper into the house
As you walk forward in the hallway you can now see more clearly another room directly in front of you. It looks like a bedroom. The window on the opposite wall looks to be broken, a faint breeze moving your hair as it creates a current with the open main door at the entrance of the house.
Another door sits on the far right of the corridor, but you can barely see it.
Gulrom nods at Horkohm as he passes, but spends a moment looking around the room surveying the disarray and clutter for any evidence as to what happened. (Investigation check for looking at the room: 10.
After a few moments, he shrugs and heads after the other dwarf, and once he draws level he signals that he will step out into the cross corridor. His last few steps take him beyond the safety of the corridor's corners, so he tightens his shield close as he does so.
There is no doubt that the mess in the dining room is due to goblins. Dirty marks and scratches shows where the creatures touched the furniture, and you even find a partly eaten rat on the floor, probably dropped by one of the creatures. In the mess you notice a glass container on the ground beside the fireplace, somehow it miraculously didn't break with the fall. It contains a dark liquid.
As you proceed in the corridor, you notice another room on the left, and some stairs on the right, leading down in the darkness.
it took a long moment for the man to unfreeze himself after hearing the ominous creaking sound made by the window. "Stupid! Idiot! always check the hinges! Always!" mutters Marsilius, and after sensing that the others entered the building he jumps in trough the window. After a short moment waiting for his eyes to acclimatise to the darkness, Marsilius starts checking out the various items on the table while approaching the door on the left.
This post has potentially manipulated dice roll results.
Ash
Walking forwards, Ash comes up beside Gulrom and infront of Horkohm, illuminating the rest of the hallway with light and listening for anything coming from the stairs leading down into the darkness.
It's very dark in the room, and with only the moonlight shining through the open window it's difficult to make things out. In any case you manage to read a couple of pages of a big book laid open on the desk. It's actually a registry of financial transactions, detailing the import of goods necessary for a quarry and a mine to operate, and the export of stone and metals.
When Ash passes by in the corridor, his light shines for a moment on the far side wall of the room where your attention is caught by a pedestal with a tome on it and something very shiny sitting on top of the pedestal, beside the book. Getting closer you see that it's a small sphere of very thick glass.
Ash:
Your light manages to illuminate the room in front of you and part of the corridor. All is silent, except for a faint breeze coming from a smashed window of the room, that you now notice is the bedroom.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Horkohm
"Mmmh" Horkohm grumbles "No Lights, all seems quiet. I say we have a look around the Outside first, see if there are any broken Windows or other obvious entrances where the Goblins went in. Although judging from what we saw in the Village they didn't seem to be stealthy"
Horkohm approaches the door and looks around carefully to see if he finds any tracks leading somewhere or marks on the Door.
Investigate Door 7
Check for Tracks 11
Horkohm:
You find many tracks of goblin, that as you though didn't make any particular effort to hide their passage. You cannot make much sense of the confusion on the ground, but you can definitely see wider tracks as well, probably dwarven, coming and going from and around the house.
The door has clearly been opened by force, as the lock is broken, however you cannot discern anything else of importance.
Being closer to the door now you can see a little bit more into the house. You see part of a corridor that fades into darkness and a door on your left.
Gulrom
"Look boyyo, I don't think that we'll find our answers by 'anging around out 'ere now." says Gulrom to his fellow dwarf. "Now kicking down doors is more my usual style but I think some precaution isn't a bad idea 'ere." He crouches slightly as he walks to one corner of the front of the house then slides quietly along to the ajar door, and listens out for any trouble.
Perception: 7
Gulrom:
everything is quiet and the only thing you can hear at the moment is the gentle noise of the stream that crosses the village.
Ash
Ash moves up quietly with Gulrom, peering through into the corridor.
"This house could be filled with traps" Ash whispers quietly to the others.
"Or perhaps the goblins did not have enough time to set anything..." With a quick rummage through the pack he carries at his side, Ash grabs his rope and softly throws the end into the open doorway. Trying to determine if any tripwires or traps will interact with the rope without making a lot of noise.
Dex Roll: 6
Ash:
the rope sails in the corridor, but it gets a bit stuck in the door so you are able to cover only 15 ft. When it lands, nothing happens. The corridor is very dark and you have trouble seeing more than 5ft in.
Marsilius
"a.. rope? really?.." thinks Marsilius while trying to hide hisself from whoever could be inside (hiding 9 );
"Let me have a crack at that.." whispers Marsilius gently pushing Ash and his rope out of the way and checking for traps <roll>; after that he tries to see what's going on on the other side of the window in the lower right corner of the house (investigation 23 ).
Marsilius:
it's very dark inside, and you can barely see beyond the main door. You don't see anything that could make you think of a trap in the first 5ft of the corridor anyway. Moving back to the window you peer inside. It's barely illuminated by the moons light, but you are used being in the shadows, so you can make out more or less the shape of the room.
It looks like a study. A desk is close to the window, a lot of papers and books are scattered on it. You can barely see some bookshelves on the opposite wall.
As you are looking at this you shift your weight too much forward and accidentally lean on the window, which opens with a loud "CREEEAAAAAAK".
Everyone freezes for ten very long seconds, but nothing seems to happen.
Horkohm cringes as he hears the loud noise to his right.
Sighing he shrugs and pushes open the door and enters the main Hallway. (moves forward so that he stands next to the door on the left)
Horkohm:
opening the door and stepping in allows you to take a better look at the corridor and two adjacent rooms with their doors 10 ft inside the hallway. The room on the right has some bookshelves on the north wall, the one on the left has a round table and some chairs. At the very end of the hallway you barely see an open door that leads into a room.
Horkohm looks behind him to check if the others are with him, then points to the left door and himself and then counting down from five to one with his fingers held out to the others. At 0 he moves around into the room on the left while drawing his sword
Flinching as much as his fellow dwarf at the out of placing creaking, Gulrom follows Horkohm into the entrance hallway. The other dwarf quickly scans around the room, and seemingly deciding on a course of action started a countdown on his fingers.
At the prescribed moment, Gulrom hunkers down behind his shield, leaving his trusty blade at his side and moves swiftly into the room following him.
Horhohm and Gulrom:
You enter what most certainly is the dining room. A big round table is surrounded by chairs, some of which are toppled. There's a fireplace at the opposite wall, and you see that the few decorations that are on it and in the rest of the room have been smashed or toppled as well.
Horkohm looks at Gulrom and shakes his head, turns around and heads back into the Hallway wanting to head down the corridor going deeper into the house
As you walk forward in the hallway you can now see more clearly another room directly in front of you. It looks like a bedroom. The window on the opposite wall looks to be broken, a faint breeze moving your hair as it creates a current with the open main door at the entrance of the house.
Another door sits on the far right of the corridor, but you can barely see it.
Gulrom
Gulrom nods at Horkohm as he passes, but spends a moment looking around the room surveying the disarray and clutter for any evidence as to what happened. (Investigation check for looking at the room: 10.
After a few moments, he shrugs and heads after the other dwarf, and once he draws level he signals that he will step out into the cross corridor. His last few steps take him beyond the safety of the corridor's corners, so he tightens his shield close as he does so.
Gulrom
There is no doubt that the mess in the dining room is due to goblins. Dirty marks and scratches shows where the creatures touched the furniture, and you even find a partly eaten rat on the floor, probably dropped by one of the creatures. In the mess you notice a glass container on the ground beside the fireplace, somehow it miraculously didn't break with the fall. It contains a dark liquid.
As you proceed in the corridor, you notice another room on the left, and some stairs on the right, leading down in the darkness.
Marsilius
it took a long moment for the man to unfreeze himself after hearing the ominous creaking sound made by the window. "Stupid! Idiot! always check the hinges! Always!" mutters Marsilius, and after sensing that the others entered the building he jumps in trough the window.
After a short moment waiting for his eyes to acclimatise to the darkness, Marsilius starts checking out the various items on the table while approaching the door on the left.
Investigation: 16 Perception: 18
Ash
Walking forwards, Ash comes up beside Gulrom and infront of Horkohm, illuminating the rest of the hallway with light and listening for anything coming from the stairs leading down into the darkness.
Perception: 9
Marsilius:
It's very dark in the room, and with only the moonlight shining through the open window it's difficult to make things out. In any case you manage to read a couple of pages of a big book laid open on the desk. It's actually a registry of financial transactions, detailing the import of goods necessary for a quarry and a mine to operate, and the export of stone and metals.
When Ash passes by in the corridor, his light shines for a moment on the far side wall of the room where your attention is caught by a pedestal with a tome on it and something very shiny sitting on top of the pedestal, beside the book. Getting closer you see that it's a small sphere of very thick glass.
Ash:
Your light manages to illuminate the room in front of you and part of the corridor. All is silent, except for a faint breeze coming from a smashed window of the room, that you now notice is the bedroom.