The stench of civilization is too strong down here in the depths of the estate for Karst to get a sense of his quarry. With a grunt he pushes on down the tunnel, feeling his way along the wall as he goes.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Landris blinks a few times as he comes to. "Oh, musta dozed off there I gue-" he cuts himself off as he notices the makeshift bandages and blood. "Ah...guess that sword got me but good!" He gives a slightly pained chuckle before shakily climbing to his feet. "I owe you one, Krieger". He'll pat the gnome on the back before following the others.
The tunnel leads down to a ladder, where you climb up and find yourselves lifting a barrel lid. You are just outside the manor of House Tor, it seems. You didn't go far. This area appears to be an unoccupied stable, the smell of hay abundant. There are a two giant rats outside scavenging for food. They haven't seen you yet, or don't care that you're there.
There are no signs of the spy.
However, in the stalls of the stable, you appear to have uncovered some sort of underground operation. Who would like to tell me what you all have found?
This post has potentially manipulated dice roll results.
Karst lifts himself out of the hole and looks around the area nearby to see if there are any tracks in the stable's dirt floor that would show which way the assailant went. If the rats look his way, he hisses at them menacingly in hopes of scaring them off.
((I'll wait while everyone else catches up and does some investigating of their own, but if nobody else mentions it, Karst wants the guard to know an attacker escaped through this hatch and to either have someone keep an eye on it, or cover it with some heavy, hard to move stable equipment temporarily so that it can't be used as a point of access to the manor house again tonight before heading back.))
This post has potentially manipulated dice roll results.
Balarouse climbs up after Karst and takes a second to listen for anything that might be in the barn with them.
Investigation (for sounds): 5
If she doesn't hear anything, she reaches into her pack and takes out a torch. Lighting it, she begins walking around the stable. Pausing as she hears Karst hiss at the rats. She turns and gives him a confused look for a second, before continuing to search around the stable.
(If she does hear anything she will will not light the torch, but will still search the stable)
Investigation: 2
OOC: She hears really good, apparently, but can't see shit.
Strangely, the stables area is clear, and very quiet. Other than the rats scurrying away, and the wet hay, there is nothing else of interest - and weirdly, no tracks.
The guard suggests to return to the ball, another incident has happened, and something there requires your attention.
((Just our luck, our assailants can either fly or are wererats and/or the kitchen scuffle was just a distraction to get us out of the way for the main event.))
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
As the night progresses and you return to the ball at House Tor, more guards approach you all and let you know that someone suspicious was spotted at the lavatories. The lavatories have been closed off and the guards want you guys to deal with anything that may have happened. Finally, the guards believe that the same "culprit" is responsible for this, and advise looking for clues or evidence that will assist you guys.
The stench of civilization is too strong down here in the depths of the estate for Karst to get a sense of his quarry. With a grunt he pushes on down the tunnel, feeling his way along the wall as he goes.
Balarouse stalks behind Karst, taking in the the damp hallway. She begins checking the hall for any more traps.
Investigation: 4
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
Shy, nothing else pop out at you except the dirty gross rats at your feet. =)
Louder squeaking and rustling is heard up ahead.
Landris blinks a few times as he comes to. "Oh, musta dozed off there I gue-" he cuts himself off as he notices the makeshift bandages and blood. "Ah...guess that sword got me but good!" He gives a slightly pained chuckle before shakily climbing to his feet. "I owe you one, Krieger". He'll pat the gnome on the back before following the others.
ENCOUNTER TWO
The tunnel leads down to a ladder, where you climb up and find yourselves lifting a barrel lid. You are just outside the manor of House Tor, it seems. You didn't go far. This area appears to be an unoccupied stable, the smell of hay abundant. There are a two giant rats outside scavenging for food. They haven't seen you yet, or don't care that you're there.
There are no signs of the spy.
However, in the stalls of the stable, you appear to have uncovered some sort of underground operation. Who would like to tell me what you all have found?
Karst lifts himself out of the hole and looks around the area nearby to see if there are any tracks in the stable's dirt floor that would show which way the assailant went. If the rats look his way, he hisses at them menacingly in hopes of scaring them off.
Survival: 11
Intimidation: 22
Interestingly enough, there are no tracks or footprints, not to mention you manage to scare off the giants rats with that menacing hiss.
After a moment, a guard doing rotations walks up to you guys, and suggests you head back to the party, and says nice job so far.
The stable itself is about 50 feet long, and very dark.
90xp to each player. Good job so far!
((I'll wait while everyone else catches up and does some investigating of their own, but if nobody else mentions it, Karst wants the guard to know an attacker escaped through this hatch and to either have someone keep an eye on it, or cover it with some heavy, hard to move stable equipment temporarily so that it can't be used as a point of access to the manor house again tonight before heading back.))
Sounds good
Balarouse climbs up after Karst and takes a second to listen for anything that might be in the barn with them.
Investigation (for sounds): 5
If she doesn't hear anything, she reaches into her pack and takes out a torch. Lighting it, she begins walking around the stable. Pausing as she hears Karst hiss at the rats. She turns and gives him a confused look for a second, before continuing to search around the stable.
(If she does hear anything she will will not light the torch, but will still search the stable)
Investigation: 2
OOC: She hears really good, apparently, but can't see shit.
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
Strangely, the stables area is clear, and very quiet. Other than the rats scurrying away, and the wet hay, there is nothing else of interest - and weirdly, no tracks.
The guard suggests to return to the ball, another incident has happened, and something there requires your attention.
((We'll head back that way once Xero and Walrus get their posts in.))
Landris, still a tad woozie from his little 'nap', will just nod and wobble on back to the ball room.
And with that, Karst stalks back to the manor house to see what fresh troubles await.
New details coming soon!
Balarouse follows the group, before leaving she throws a quick glance over her shoulder at the stables.
"Ugh, Magic." She grumbles under her breath shaking her head.
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
((Just our luck, our assailants can either fly or are wererats and/or the kitchen scuffle was just a distraction to get us out of the way for the main event.))
"Nothing really. Magic can be useful,but its mostly annoying. Makes Balarouse's job harder for her. Why do you care, little one?"
Avery Highdale-Halfling Rogue(Thief) Lv.3
Penelope Skyshatter-Dragonborn Sorcerer(Draconic Bloodline) Lv.2
Red Skies in Mourning: DM
Volqelli Ryxu- Drow Wizard(Conjuration School)/Rogue Lv. 13
ENCOUNTER THREE
As the night progresses and you return to the ball at House Tor, more guards approach you all and let you know that someone suspicious was spotted at the lavatories. The lavatories have been closed off and the guards want you guys to deal with anything that may have happened. Finally, the guards believe that the same "culprit" is responsible for this, and advise looking for clues or evidence that will assist you guys.
The guards lead you to the lavatories, then stay outside. There are three stalls with benches and garderobes.