"Sounds good to me," Hamish says. He continues to look around the docks, a little underwhelmed that they found nothing. But, Hamish supposed, that was likely for a mystery: seek out clues and connections until they had something to follow.
(OOC: Heading towards Buchenholz right? So need to make sure we have provisions and then we can use the stone on the first nights camp along the journey. That is my understanding)
OOC- Before we leave the city entirely, Ida thinks it makes sense to go to Antonius to #1- confirm he's okay, #2- confirm whatever special items that were agreed upon before leaving town, and #3- making sure he doesn't remember anything else about Volen/captors/kidnappers that could help us.
As the party makes its way through the city from the dock and towards the Priestsgate once more, they pass through the Artisan's Ward and swing by Antonius' shop-slash-villa.
An Aurelian-styled building, it's quite a jarring difference from the rest of the gothic aesthetic of the city of Haukberg.
Caper circles the house. All the windows are dark on the inside. Through one window he can see a form lying on an ottoman, facing away from the window, one arm hanging limp at its side, this seems to be the source of the sounds Hamish heard.
Hamish runs back to everyone else. "It sounds like someone might be hurt. I think I can teleport in again, but I don't know if whoever is in there is alone."
The door creaks and cracks as it's forced open, revealing a large atrium with twin staircases ascending on either side and 3 doors leading out of each wall. The space is decorated with tile mosaics and a multitude of marble.
Hamish stays close to Ida as they enter the atrium, alert to any other dangers. He lets the memory of cold morning on the street flow from him to this hand, prepared to blast any foe with an icy ray.
Ida gets her battle-axe ready and begins quickly scans the atrium. After the noise trying to o open the door she isn't terribly worried about any noise they make but she doesn't know what may be lurking behind doors. She moves to the first door, motioning for Hamish to stay close and for Agnarr to move to stay by the main entrance in case anyone gets past her or Darwin or Hamish.
Invisibility is great but you fail to account for the sound of your boots on the tile floors as you trot up one side of the staircase and Caper flies ahead of you. Caper makes a beeline to the room that he saw through the window and straight to the side of the fallen figure, who reports back the scene telepathically.
The room is a decently sized smoking lounge. Richly upholstered furniture, comfortable armchairs, and the ottoman witnessed through the window. Small end tables sit alongside every lounging spot, each sporting an ashtray. One wall has a large and well-stocked liquor cabinet with one open spot for the bottle of the amber liquid that sits on the end table beside the ottoman, a small portion of it still sitting in a crystal glass that lays on the ground a short distance from the dangling hand, a stain on the plush rug beneath those fingers showing where it initially fell. The same table has a cigar that is still smoldering, a thin stream of smoke meandering upwards from it.
The figure on the ottoman is still breathing, though rapidly and shallow. A crimson stain has spread across the abdomen of the crisp white shirt he is wearing, one hand clutched to the wound. His skin is pale and he looks unconscious to Caper.
-----
Downstairs, Ida approaches the first door, Hamish at her heel, with Agnarr guarding the front door. The door opens freely in Ida's hand, to reveal a sitting room that looks like the sort of room one would welcome guests upon entering the house. As you begin to take in the room, Hamish hears the sound of a door closing from somewhere deeper in the house at the edge of his perceptions.
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"I thought we needed the horses to go to that place Agnarr needed for his Father's cure?", Darwin asks.
"Maybe we can use the stone on the way, if we find a quiet place to camp".
He looks around for signs of Caper, but doesn't see the Faerie Dragon. No doubt he was exploring.
"Don't get lost, we'll be leaving shortly", he sends to him telepathically.
"Sounds good to me," Hamish says. He continues to look around the docks, a little underwhelmed that they found nothing. But, Hamish supposed, that was likely for a mystery: seek out clues and connections until they had something to follow.
So, where are the party headed?
(OOC: Heading towards Buchenholz right? So need to make sure we have provisions and then we can use the stone on the first nights camp along the journey. That is my understanding)
OOC- Before we leave the city entirely, Ida thinks it makes sense to go to Antonius to #1- confirm he's okay, #2- confirm whatever special items that were agreed upon before leaving town, and #3- making sure he doesn't remember anything else about Volen/captors/kidnappers that could help us.
As the party makes its way through the city from the dock and towards the Priestsgate once more, they pass through the Artisan's Ward and swing by Antonius' shop-slash-villa.
An Aurelian-styled building, it's quite a jarring difference from the rest of the gothic aesthetic of the city of Haukberg.
There is no answer at the door.
Ida knocks loudly again and asks each of them "Can you hear anything? Any movement inside??"
Hamish drops into a crouch and starts to go around the building, listening carefully for anything from inside Antonius's workshop.
((Stealth 25, Perception 19))
Hamish can hear some very faint moaning sounds from inside the house
“Would you see if you can find a way in please Caper?”, Darwin asks the invisible Faerie Dragon telepathically.
Caper uncoils from around his neck and stretches his wings, before leaping into the air, his wings spreading and lifting him up and away.
”Be careful and stay out of sight”.
”I have sent Caper for a quick look”, he tells the others.
Caper Stealth: 17
Caoer Perception: 14
Caper circles the house. All the windows are dark on the inside. Through one window he can see a form lying on an ottoman, facing away from the window, one arm hanging limp at its side, this seems to be the source of the sounds Hamish heard.
Darwin waits impatiently for Caper to report back what he sees. "Can you see anything?", he send telepathically.
"Someone is upstairs, and they aren't moving. Is that usual for your kind?", Caper reports back.
"Right, we need to get in there, someone is upstairs and not sure they are ok. Can you get us in Ida, or you Hamish?", he asks urgently.
Hamish runs back to everyone else. "It sounds like someone might be hurt. I think I can teleport in again, but I don't know if whoever is in there is alone."
"Wait Hamish, Agnarr and I can get the door."
Ida swings her bodyweight into her left shoulder and tries to budge the door while using her battle-axe against the handle.
Strength Check: 18+4 = 22
The door creaks and cracks as it's forced open, revealing a large atrium with twin staircases ascending on either side and 3 doors leading out of each wall. The space is decorated with tile mosaics and a multitude of marble.
Darwin calls Caper back to him and as he lands, he holds his crystal and waves it in the air around himself, muttering some arcane words in Sylvan.
Suddenly Darwin disappears.A whisper comes out of thin air, "I will look around".
And with that he carefully makes his way into the house, to the stairs on the right, checking for danger as he creeps along.
"You can move faster and more queitly than I", he sends to Caper, and the faerie dragon flies up to the second floor.
Perception: 2 (Passive: 11)
Stealth: 6
Caper:
Perception: 17
Stealth: 12
(As we are invisible, stealth should be advantage. Darwin: 9 , Caper: 18 )
Hamish stays close to Ida as they enter the atrium, alert to any other dangers. He lets the memory of cold morning on the street flow from him to this hand, prepared to blast any foe with an icy ray.
Ida gets her battle-axe ready and begins quickly scans the atrium. After the noise trying to o open the door she isn't terribly worried about any noise they make but she doesn't know what may be lurking behind doors. She moves to the first door, motioning for Hamish to stay close and for Agnarr to move to stay by the main entrance in case anyone gets past her or Darwin or Hamish.
She attempts to open the first door.
Invisibility is great but you fail to account for the sound of your boots on the tile floors as you trot up one side of the staircase and Caper flies ahead of you. Caper makes a beeline to the room that he saw through the window and straight to the side of the fallen figure, who reports back the scene telepathically.
The room is a decently sized smoking lounge. Richly upholstered furniture, comfortable armchairs, and the ottoman witnessed through the window. Small end tables sit alongside every lounging spot, each sporting an ashtray. One wall has a large and well-stocked liquor cabinet with one open spot for the bottle of the amber liquid that sits on the end table beside the ottoman, a small portion of it still sitting in a crystal glass that lays on the ground a short distance from the dangling hand, a stain on the plush rug beneath those fingers showing where it initially fell. The same table has a cigar that is still smoldering, a thin stream of smoke meandering upwards from it.
The figure on the ottoman is still breathing, though rapidly and shallow. A crimson stain has spread across the abdomen of the crisp white shirt he is wearing, one hand clutched to the wound. His skin is pale and he looks unconscious to Caper.
-----
Downstairs, Ida approaches the first door, Hamish at her heel, with Agnarr guarding the front door. The door opens freely in Ida's hand, to reveal a sitting room that looks like the sort of room one would welcome guests upon entering the house. As you begin to take in the room, Hamish hears the sound of a door closing from somewhere deeper in the house at the edge of his perceptions.