Pru make her way to the old broken down stables. The doors are opened, the windows are free of glass. As she peers through the window, a few squirrels run across one of the beams.
It's dark enough inside that the light fro outside doesn't make it well past a few feet of the openings.
Four glowing orbs of light appear just above her head. Pru smiles up at them and nods into the dark stable. The orbs whip inside, taking up positions in each of the four corners of the stable.
She peeks back in though the doors and windows to see if anything of interest can now be seen.
Beryl carefully inspects the stonework of the fountain, wondering when it was first built, and by whom. And who might have cleaned it up and gotten it started again recently? She considers the stone itself, decorative carvings (if any), the mortar, signs of toolmarks, etc.
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Aranor barely glances at Beryl as he follows the halfling toward the stable. If he had looked longer, he might have noticed just how fascinated the dwarven woman seemed to be by the fountain. Instead, he is intent on finding any more clues about the manor. He nods with approval at Pru's spell which lights up the stable. He walks carefully inside, hand on the hilt of his sword just in case, although he doubts any animal has lived here in a while.
As Beryl continues to be amazed with the fountain, she realizes that the stone is roughly the same age as the other materials on the grounds that make up the rundown quarters. Though it does seem as if someone has been meticulous about caring for the fountain, she starts to wonder if there isn't magick at work.
As Aranor makes his way into the stables, the small orbs of light created by Pru continue to dance around It looks like there had been some makeshift beds at one point. The squirrels bounce across the upper beams and out a hole in the far wall. Like the silo, there are smashed crates, ripped and shredded bags. There is old horse tack hanging on the wall that is molded and mildewed. Most of it looks like the rats have chewed through the leather. There is a broken wagon in the far corner that has seen better days. Upon closer inspection, the markings reveal the family crest of the the Bridgehill family. THough most of it seems worn away, you are able to make out what looks like a tree with an ornate woven circle around it. The whole image seems to be floating over something.
Upon further searching, you do come across some items that may be worth while. a small ragged pouch containing 12GP. There's a small bottle inside the pouch that's silver top is sealed shut with green wax. Other than these items, the stables seem empty.
This post has potentially manipulated dice roll results.
Pru smiles at the gold coins and the mysterious potion.
“That’ll cover a good night on the town when we get back,” Pru says.
She then turns her attention to the manor house and shrugs at the others.
Pru exaggerates her movements, rising up on her top toes, and creeps round the manor, looking through windows to see if she can see any sign of anyone home.
kaladin stands as still as possible, scanning the yard with his eyes waiting for a fight to break out rather than foolishly try to sneak around in armor
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
The manor is well run down. Most of the windows are boarded, some with missing planks. The tiles have been falling off for decades. It looks like parts of the roof have collapsed. Grass has overgrown the outside that the ivy looks like dead vines springing forth but is unable to gain life. The front door is closed, but off it's hinges. There seems to be dried foot prints on the steps, but they're faded, it's hard to tell how long they've been there.
Beryl tears herself away from the lovely fountain (so well-constructed! such artistry!) and moves to look at the manor. Probably well-built, back in the day, but abandonment has not been good for it. She shakes her head at the crumbling bricks behind the dead vines.
"So what do you think?" Pru asks as she looks at the door hanging off its hinges. "Did we pick the wrong fork in the path, or is this all a clever disguise?"
Pru sings up her Dancing Lights again and sends them ahead, through the doorway and into whatever room lay beyond. She then peeks through the doorway and takes a good look inside.
@All
I can keep track of what they've found and we can divide it up later, or we can split it up as we go. Any preferences? I'd vote to split it up later when they're somewhere they could actually spend the coin.
- 22cp
- 12gp
- mystery potion w/silver cap - maybe when they take their next rest, everyone can take a stab at trying to identify what's inside.
Aranor approaches the broken front doors and frowns. "This whole place looks as if it's been abandoned for ages. I don't expect we'll find the kidnappers here, but we should investigate just in case."
He peers inside through the door, aided by Pru's lights. He's alert for any sign of danger or ambush.
kaladin sighs when people stop sneaking around, now he has to do something instead of waiting around
he walks over to aranor and waits beside him and raises a hand slightly
verbos, terraes
kaladin declares, ruining the effect slightly by wobbling on the now unsteady footing, if anyone is in there come out now
he shouts in a voice louder than seems possible as the earth shakes around him
Rollback Post to RevisionRollBack
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
The long entryway is littered in tattered carpets and broken furniture. Cobwebs snug the high vaulted ceiling. The smell of mildew and dust twitches your nostrils, sneezing is utmost inevitable.The floor creaks under your weight.The back door across the way is off its hinges and you can see out back. Everything is covered in years of dust and cobwebs, with the faint traces of foot prints.
Kaladins booming voice echos off the walls. The cobwebs sway in its force. Pru's dancing lights seem to bounce off the walls. Their light seems diminished the further they go.
This post has potentially manipulated dice roll results.
Pru slips into the entryway, looks down at the old foot prints, then she reaches over to one of the walls and pokes it a couple of times. While she does so, she moves the dancing lights around into corners and up to the ceiling.
"Is this an illusion or the real deal?" she asks her self as she presses on the walls again and looks around for other doorways.
This post has potentially manipulated dice roll results.
Beryl looks around the room. Are the footprints jumbled around, or do they lead somewhere in particular? She sniffs the air - is it stale, or are there scents from people, fire/torches/candles, or food, etc.
Pru holds out her hand, showing the copper coins to Aranor.
"Not much," Pru says. "Don't think the lady of the house comes out here."
She slips back out into the yard.
"Don't fall in," she says to Beryl.
She then looks back to Aranor.
"The stables?"
Pru hops and skips across the yard, pauses and then looks for a window or door to peek through.
Perception: 12
Pru make her way to the old broken down stables. The doors are opened, the windows are free of glass. As she peers through the window, a few squirrels run across one of the beams.
It's dark enough inside that the light fro outside doesn't make it well past a few feet of the openings.
Pru takes her lyre out and strums a couple of chords.
"I'm sitting in the darkness, you're dancing in the light," she sings softly.
Casts: Dancing Lights
Four glowing orbs of light appear just above her head. Pru smiles up at them and nods into the dark stable. The orbs whip inside, taking up positions in each of the four corners of the stable.
She peeks back in though the doors and windows to see if anything of interest can now be seen.
Beryl carefully inspects the stonework of the fountain, wondering when it was first built, and by whom. And who might have cleaned it up and gotten it started again recently? She considers the stone itself, decorative carvings (if any), the mortar, signs of toolmarks, etc.
Just who has done what to this fountain and when?
History (see note on Stonecunning in spoiler): 4
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Aranor barely glances at Beryl as he follows the halfling toward the stable. If he had looked longer, he might have noticed just how fascinated the dwarven woman seemed to be by the fountain. Instead, he is intent on finding any more clues about the manor. He nods with approval at Pru's spell which lights up the stable. He walks carefully inside, hand on the hilt of his sword just in case, although he doubts any animal has lived here in a while.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
As Beryl continues to be amazed with the fountain, she realizes that the stone is roughly the same age as the other materials on the grounds that make up the rundown quarters. Though it does seem as if someone has been meticulous about caring for the fountain, she starts to wonder if there isn't magick at work.
As Aranor makes his way into the stables, the small orbs of light created by Pru continue to dance around It looks like there had been some makeshift beds at one point. The squirrels bounce across the upper beams and out a hole in the far wall. Like the silo, there are smashed crates, ripped and shredded bags. There is old horse tack hanging on the wall that is molded and mildewed. Most of it looks like the rats have chewed through the leather. There is a broken wagon in the far corner that has seen better days. Upon closer inspection, the markings reveal the family crest of the the Bridgehill family. THough most of it seems worn away, you are able to make out what looks like a tree with an ornate woven circle around it. The whole image seems to be floating over something.
Upon further searching, you do come across some items that may be worth while. a small ragged pouch containing 12GP. There's a small bottle inside the pouch that's silver top is sealed shut with green wax. Other than these items, the stables seem empty.
Pru smiles at the gold coins and the mysterious potion.
“That’ll cover a good night on the town when we get back,” Pru says.
She then turns her attention to the manor house and shrugs at the others.
Pru exaggerates her movements, rising up on her top toes, and creeps round the manor, looking through windows to see if she can see any sign of anyone home.
Stealth: 6
kaladin stands as still as possible, scanning the yard with his eyes waiting for a fight to break out rather than foolishly try to sneak around in armor
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
The manor is well run down. Most of the windows are boarded, some with missing planks. The tiles have been falling off for decades. It looks like parts of the roof have collapsed. Grass has overgrown the outside that the ivy looks like dead vines springing forth but is unable to gain life. The front door is closed, but off it's hinges. There seems to be dried foot prints on the steps, but they're faded, it's hard to tell how long they've been there.
Beryl tears herself away from the lovely fountain (so well-constructed! such artistry!) and moves to look at the manor. Probably well-built, back in the day, but abandonment has not been good for it. She shakes her head at the crumbling bricks behind the dead vines.
"So what do you think?" Pru asks as she looks at the door hanging off its hinges. "Did we pick the wrong fork in the path, or is this all a clever disguise?"
Pru sings up her Dancing Lights again and sends them ahead, through the doorway and into whatever room lay beyond. She then peeks through the doorway and takes a good look inside.
@All
I can keep track of what they've found and we can divide it up later, or we can split it up as we go. Any preferences? I'd vote to split it up later when they're somewhere they could actually spend the coin.
- 22cp
- 12gp
- mystery potion w/silver cap - maybe when they take their next rest, everyone can take a stab at trying to identify what's inside.
((I don't mind splitting things up later.))
Aranor approaches the broken front doors and frowns. "This whole place looks as if it's been abandoned for ages. I don't expect we'll find the kidnappers here, but we should investigate just in case."
He peers inside through the door, aided by Pru's lights. He's alert for any sign of danger or ambush.
Perception - 24
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
"Well, if anyone is in here it would be a kidnapper/necromancer." Beryl shudders, and moves up towards the door.
(split it up later)
kaladin sighs when people stop sneaking around, now he has to do something instead of waiting around
he walks over to aranor and waits beside him and raises a hand slightly
verbos, terraes
kaladin declares, ruining the effect slightly by wobbling on the now unsteady footing, if anyone is in there come out now
he shouts in a voice louder than seems possible as the earth shakes around him
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
The long entryway is littered in tattered carpets and broken furniture. Cobwebs snug the high vaulted ceiling. The smell of mildew and dust twitches your nostrils, sneezing is utmost inevitable.The floor creaks under your weight.The back door across the way is off its hinges and you can see out back. Everything is covered in years of dust and cobwebs, with the faint traces of foot prints.
Kaladins booming voice echos off the walls. The cobwebs sway in its force. Pru's dancing lights seem to bounce off the walls. Their light seems diminished the further they go.
Pru slips into the entryway, looks down at the old foot prints, then she reaches over to one of the walls and pokes it a couple of times. While she does so, she moves the dancing lights around into corners and up to the ceiling.
"Is this an illusion or the real deal?" she asks her self as she presses on the walls again and looks around for other doorways.
Investigation - to see how real the decay is: 22
Under Pru's keen investigation skills, the decay is real. The foot prints are relatively fresh. At least a week at best.
Pru looks around the room again. Besides the backdoor that's open, are there any other doorways? Stairways?
Beryl looks around the room. Are the footprints jumbled around, or do they lead somewhere in particular? She sniffs the air - is it stale, or are there scents from people, fire/torches/candles, or food, etc.
Survival (tracking?) or Perception - same roll for her in any case: 18
the hallway goes in about 20 feet to a four way. The back door is directly across from your current positions.
the footprints scatter all over. they disappear where there is little to no dust on the floor to deep prints where the dust is thick,
There is the smell of burnt wood coming from some place.