Bree's careful investigation reveals that the four goblins have been dead for quite a while, and rats have gnawed at them. The bodies have been looted and nothing remains of any interest on them.
The room is covered in tracks, both goblinoid, humanoid and something with claws of some sort - but an upright walker, not the rodent tracks from outside.
"They've been dead for some time," Bree murmurs to no one in particular while she's looking over the bodies.
When she discovers the tracks, she takes a moment trying to look at them from different angles to figure out what each pair is. The human and goblinoid footprints are fairly easily to distinguish, but the clawed ones are not. All she can ascertain is that they are bipedal. "We're not alone here. Some rats have had at these bodies. Might be what is in that pit out there. There's also something else that has been through here. Bipedal. Clawed feet. So, keep your eyes open."
Let me know if anyone has any other rolls or actions they want to drop for the room - otherwise there's a door to the NW and a door to the SW - pick your poison path
This post has potentially manipulated dice roll results.
Jane walks to the NW door and tries to determine if any humanoid tracks might lead through/to it ( Survival: 18 if that's ok to roll, Investigation is -1 if that's the preferred skill here), before stepping up and checking the handle on it as well.
Hoghead follows into the main room. "Jane, if that door is unlocked, I think I should go in first. There is something probably big with claws in here and I need to earn my keep somehow. I'm not so good with figgering stuff out but I'm good at taking and delivering a beating." Hoghead moves past Jane and walks through the door.
Hoghead sees a long hallway ahead of him, roughly 40 ft long. The hallway has a total of four doors - the one Hogshead is standing in (East) one 40 feet away at the opposite end of the hallway (West) and two facing each other North and South roughly 2/3 of the way down the hallway.
The hallway is made of the same aging, but otherwise unremarkable masonry as the Tower shell you all entered through.
Another long hall lies on the other side of the SW door. The door opens near the top of a 20x30 rectangular room. The
The masonry walls are in poor repair and the southern section (30 feet from where Z stands) is filled with rubble from the collapse of the wall there.
The western wall (directly across the door Z opens and about 20 feet away) is in much better shape than the other walls.
About 5 feet from the collapsed southern wall (35 ft south and 20 feet West from where Z stands) is a single stone door with a rearing dragon carved in relief on it.
Summary and Action
Hogshead is looking West down a long hallway with 3 unexplored doors.
Zerxius is looking SouthWest into a large space with rubble intruding from a wall collapse and an intricate-looking door on the far wall.
"This side looks fairly well traveled by some goblins or something, I wouldn't want to go this way without all of us. A fancy door sounds promising, what do you think Hogshead?"
Bree's careful investigation reveals that the four goblins have been dead for quite a while, and rats have gnawed at them. The bodies have been looted and nothing remains of any interest on them.
The room is covered in tracks, both goblinoid, humanoid and something with claws of some sort - but an upright walker, not the rodent tracks from outside.
"They've been dead for some time," Bree murmurs to no one in particular while she's looking over the bodies.
When she discovers the tracks, she takes a moment trying to look at them from different angles to figure out what each pair is. The human and goblinoid footprints are fairly easily to distinguish, but the clawed ones are not. All she can ascertain is that they are bipedal.
"We're not alone here. Some rats have had at these bodies. Might be what is in that pit out there. There's also something else that has been through here. Bipedal. Clawed feet. So, keep your eyes open."
Summary and Action
Let me know if anyone has any other rolls or actions they want to drop for the room - otherwise there's a door to the NW and a door to the SW - pick your
poisonpathZerxius turns the handle of the SW door to see if its locked
Laissez les bons temps rouler
The door is unlocked, the handle turning easily in Zerexius' hand
"This one is not locked"
Laissez les bons temps rouler
Jane walks to the NW door and tries to determine if any humanoid tracks might lead through/to it ( Survival: 18 if that's ok to roll, Investigation is -1 if that's the preferred skill here), before stepping up and checking the handle on it as well.
Tracks lead back and forth from the NW to the E door - clearly a regular pathway for some set of goblinoids and humanoids.
The NW door appears unlocked and untrapped.
Hoghead follows into the main room. "Jane, if that door is unlocked, I think I should go in first. There is something probably big with claws in here and I need to earn my keep somehow. I'm not so good with figgering stuff out but I'm good at taking and delivering a beating." Hoghead moves past Jane and walks through the door.
Hoghead sees a long hallway ahead of him, roughly 40 ft long. The hallway has a total of four doors - the one Hogshead is standing in (East) one 40 feet away at the opposite end of the hallway (West) and two facing each other North and South roughly 2/3 of the way down the hallway.
The hallway is made of the same aging, but otherwise unremarkable masonry as the Tower shell you all entered through.
Zerxius peeks in the SW door of the main chamber
Laissez les bons temps rouler
Another long hall lies on the other side of the SW door. The door opens near the top of a 20x30 rectangular room. The
The masonry walls are in poor repair and the southern section (30 feet from where Z stands) is filled with rubble from the collapse of the wall there.
The western wall (directly across the door Z opens and about 20 feet away) is in much better shape than the other walls.
About 5 feet from the collapsed southern wall (35 ft south and 20 feet West from where Z stands) is a single stone door with a rearing dragon carved in relief on it.
Summary and Action
Hogshead is looking West down a long hallway with 3 unexplored doors.
Zerxius is looking SouthWest into a large space with rubble intruding from a wall collapse and an intricate-looking door on the far wall.
Are you all splitting the party?
"Hey. This side has a fancy door"
Laissez les bons temps rouler
"This side looks fairly well traveled by some goblins or something, I wouldn't want to go this way without all of us. A fancy door sounds promising, what do you think Hogshead?"
“Yep, let’s be fancy” Hoghead closes his door and heads to the fancy door.
Summary and Action
The room appears empty from the doorway.
Drop any rolls you would like as you enter - perception, investigation, survival, etc.
Perception: 18
Laissez les bons temps rouler
Hoghead looks around the new room to see if he can see if anyone has been through here recently Survival or Perception roll 8
Zerexius and Hogshead scan the room and see nothing of any note.
(a 7 Perception is a tough roll)
Rantel will also go fancy route and look for traps.
Investigation: 10