"Aye, it's not," Baldar agrees with Tuuli. "Those hands we fought in the sinkhole were dead too. I wonder if they came from here." She realises what she is saying and looks to the ground nervously: in her mind's eye an undead crawling hand bursts from the dirt to grab her ankle. Baldar shifts nervously. "Well, I suppose we better go see what's in there. Should we go in both doors?" She looks to Walt, indicating the door on the other side of the building.
Walt catches Baldar’s sign and gives an her a highly enthusiastic wink of the eye and head nod. He points to his chest and points towards the other door.
He will climb up onto the porch and walk towards the left side door. Along the way he’ll try to take a peek into the windows.
Perception check: 21
IF he doesn’t see anything concerning, he’ll continue walking towards the door and open it. IF he see’s any threats he’ll step away, create some space and call out the threat to his friends.
Stealth check: 20 (just in case DM requires it)
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Tuuli nods, and takes her bow out, nocking an arrow loosely. She follows Baldar as the dwarf heads for (presumably) the front door. She will leave a 5' gap between them, however.
With a head bob she indicates to Bendrak that he should go with Walt. Amazingly stealthy Walt.
Walt climbs onto the porch. Its planks creak ominously as he steps across it.
The two windows are completely covered by faded curtains within, although one has a smeared red partial fingerprint upon the glass.
Pushing open the already-ajar door on the west side, Walt sees a similar scene to Lucky's: a musty, empty hallway, with two more closed doors off it (totaling, now, five). A low bench rests at the far end of the hall.
Baldar steps inside the southern door. She smells it also – a musty smell with hints of something rotten, inside the house. (Is she venturing inside further to try to pinpoint the odor?)
The house is very quiet, save the rattling of the timbers from a forlorn breeze outside.
Baldar tries to pinpoint the smell from outside first – but is only able to discern that the odor is indeed coming from within the house. She then takes two steps inside, to just before the first two doors. The odor is only stronger within. A few streaks of red mud are smeared across the floor. The house creaks in the wind.
Tuuli gives her cat a stern look, at which the kittenish cat frowns, but then scampers inside, between Baldar’s legs, and sniffs at the doors, first on the left, then on the right, trying to figure out if the smell is stronger from one or the other. On no result, Lucky will move ahead into the T section of the hallway, and sniff again at the door straight ahead, then, if still not a stronger smell, will turn and go down the hall towards Walt, sniffing at the north door (presuming the south one to be the same room as the first door he sniffed). He’s trying to bloodhound his way into finding out which door the dead stuff is behind.
Four Perception rolls (which are with Advantage for cat nose)
Lower hall left door: 14 or 20 +3 = 23 Lower hall right door: 6 or 8 +3 = 11 Upper hall straight ahead door: 7 or 13 +3 = 16 Upper hall north door closer to Walt: 16 or 15 +3 = 19
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Bendrak will indeed follow along with Walt. Axe in hand, he nudges past and enters the hallway, looking out for rotten floorboards or other nastiness. He listens at the doors, looking to the cat for any cues.
This post has potentially manipulated dice roll results.
Lucky finds any smells emanating from the first rooms to the left and right to be uninteresting. He finds the northeast door to have a slightly-off smell; but the door to the northwest he finds gives off a stronger smell yet of decay.
Bendrak enters the hallway in front of Walt, coming face-to-face with Lucky. Perception: 15
Lucky wrinkles his nose and paws faintly at the floor in front of the door to the north, by Walt and Bendrak. Tuuli comes up behind Baldar, and says quietly, "Lucky says the door ahead and to the left is the one where the smell is strongest. Where Walt and Bendrak are. We should join them."
She will follow Baldar, and post herself at the corner of the T intersection, bow ready.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Baldar nods and moves up next to Walt and Bendrak. When they are ready, and with her own axe ready to chop anything that jumps out at them, she opens the door.
Baldar gently opens the door. A kitchen. A door leads east, a curtained window north. To the west is a large pantry door.
This kitchen has been torn apart. Pots and pans are scattered everywhere, and rotting food streaks the floorboards.
In the center of the room, four farmers stand facing each other, their crimson eyes unblinking. Two hold sharp knives; one a scythe, another a hatchet.
They stand perfectly still, and do not react to your entrance.
Baldar stands stock still, not daring to move. She does not want to get into a fight with these farmers, especially not in such tight quarters. Backing up slowly, she tries to close the door. If she is successful, she motions to her companions to go out to the porch to the west and will advise them of what was in the room.
"More farmers, with the same red eyes like the ones we fought in Promise. But they didn't attack. Maybe they're cursed and the curse is sleeping right now. I don't know, I just know I don't want to fight them again. What do you all think?"
Walt slowly follows the group out to the porch and listens to what Baldar reveals.
”Interesting. Yes, maybe it is asleep. Perhaps the AwakeningSong is somehow connected. Maybe it triggers those afflicted by this curse. After all, the attack in Promise started shortly after the song commenced.”
Walt scratches his head for a bit And furrows his brow while he ponders there next move.
”This could be risky, but since they did not react to our presence…maybe we can try tapping one on the shoulder and if they still don’t move, how’s about tying them up?”
”Dumb idea…? Or maybe just check the other rooms?” Walt grins a sheepish little grin revealing some missing teeth as he awaits a response.
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Tuuli also follows everyone out, Lucky at her heels. "I'm all for seeing what is in the other rooms. Maybe bar that one shut, for now, in case they get an idea to come out?" She glances nervously over her shoulder at the doorway to the farmhouse.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Walt looks around for things to barricade the door with.
“Iwas thinking. What if the Awakening song actually awakens the curse in these afflicted people? The cursed farmers in Promise began their rampage when the song commenced. If we hear anyone singing or chanting that song, we should be on our guard.”
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
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"Aye, it's not," Baldar agrees with Tuuli. "Those hands we fought in the sinkhole were dead too. I wonder if they came from here." She realises what she is saying and looks to the ground nervously: in her mind's eye an undead crawling hand bursts from the dirt to grab her ankle. Baldar shifts nervously. "Well, I suppose we better go see what's in there. Should we go in both doors?" She looks to Walt, indicating the door on the other side of the building.
Walt catches Baldar’s sign and gives an her a highly enthusiastic wink of the eye and head nod. He points to his chest and points towards the other door.
He will climb up onto the porch and walk towards the left side door. Along the way he’ll try to take a peek into the windows.
Perception check: 21
IF he doesn’t see anything concerning, he’ll continue walking towards the door and open it. IF he see’s any threats he’ll step away, create some space and call out the threat to his friends.
Stealth check: 20 (just in case DM requires it)
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Tuuli nods, and takes her bow out, nocking an arrow loosely. She follows Baldar as the dwarf heads for (presumably) the front door. She will leave a 5' gap between them, however.
With a head bob she indicates to Bendrak that he should go with Walt. Amazingly stealthy Walt.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Walt climbs onto the porch. Its planks creak ominously as he steps across it.
The two windows are completely covered by faded curtains within, although one has a smeared red partial fingerprint upon the glass.
Pushing open the already-ajar door on the west side, Walt sees a similar scene to Lucky's: a musty, empty hallway, with two more closed doors off it (totaling, now, five). A low bench rests at the far end of the hall.
Once Bendrak has moved into position with Walt, Baldar steps up to the door and tries to identify where the rotting smell might be coming from.
Perception 19
Baldar steps inside the southern door. She smells it also – a musty smell with hints of something rotten, inside the house. (Is she venturing inside further to try to pinpoint the odor?)
The house is very quiet, save the rattling of the timbers from a forlorn breeze outside.
Baldar tries to pinpoint the smell from outside first – but is only able to discern that the odor is indeed coming from within the house.
She then takes two steps inside, to just before the first two doors. The odor is only stronger within. A few streaks of red mud are smeared across the floor.
The house creaks in the wind.
Tuuli gives her cat a stern look, at which the kittenish cat frowns, but then scampers inside, between Baldar’s legs, and sniffs at the doors, first on the left, then on the right, trying to figure out if the smell is stronger from one or the other. On no result, Lucky will move ahead into the T section of the hallway, and sniff again at the door straight ahead, then, if still not a stronger smell, will turn and go down the hall towards Walt, sniffing at the north door (presuming the south one to be the same room as the first door he sniffed). He’s trying to bloodhound his way into finding out which door the dead stuff is behind.
Four Perception rolls (which are with Advantage for cat nose)
Lower hall left door: 14 or 20 +3 = 23
Lower hall right door: 6 or 8 +3 = 11
Upper hall straight ahead door: 7 or 13 +3 = 16
Upper hall north door closer to Walt: 16 or 15 +3 = 19
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Bendrak will indeed follow along with Walt. Axe in hand, he nudges past and enters the hallway, looking out for rotten floorboards or other nastiness. He listens at the doors, looking to the cat for any cues.
Lucky finds any smells emanating from the first rooms to the left and right to be uninteresting. He finds the northeast door to have a slightly-off smell; but the door to the northwest he finds gives off a stronger smell yet of decay.
Bendrak enters the hallway in front of Walt, coming face-to-face with Lucky. Perception: 15
Bendrak finds the floorboards to be soft and weak, but strong enough to bear weight. The doors are quiet.
Lucky wrinkles his nose and paws faintly at the floor in front of the door to the north, by Walt and Bendrak. Tuuli comes up behind Baldar, and says quietly, "Lucky says the door ahead and to the left is the one where the smell is strongest. Where Walt and Bendrak are. We should join them."
She will follow Baldar, and post herself at the corner of the T intersection, bow ready.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Baldar nods and moves up next to Walt and Bendrak. When they are ready, and with her own axe ready to chop anything that jumps out at them, she opens the door.
Baldar gently opens the door. A kitchen. A door leads east, a curtained window north. To the west is a large pantry door.
This kitchen has been torn apart. Pots and pans are scattered everywhere, and rotting food streaks the floorboards.
In the center of the room, four farmers stand facing each other, their crimson eyes unblinking. Two hold sharp knives; one a scythe, another a hatchet.
They stand perfectly still, and do not react to your entrance.
Lucky pokes his head around the corner to look in the room, and Tuuli gasps. Lucky then removes himself from danger, retreating to Tuuli's side.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Baldar stands stock still, not daring to move. She does not want to get into a fight with these farmers, especially not in such tight quarters. Backing up slowly, she tries to close the door. If she is successful, she motions to her companions to go out to the porch to the west and will advise them of what was in the room.
"More farmers, with the same red eyes like the ones we fought in Promise. But they didn't attack. Maybe they're cursed and the curse is sleeping right now. I don't know, I just know I don't want to fight them again. What do you all think?"
Walt slowly follows the group out to the porch and listens to what Baldar reveals.
”Interesting. Yes, maybe it is asleep. Perhaps the Awakening Song is somehow connected. Maybe it triggers those afflicted by this curse. After all, the attack in Promise started shortly after the song commenced.”
Walt scratches his head for a bit And furrows his brow while he ponders there next move.
”This could be risky, but since they did not react to our presence…maybe we can try tapping one on the shoulder and if they still don’t move, how’s about tying them up?”
”Dumb idea…? Or maybe just check the other rooms?” Walt grins a sheepish little grin revealing some missing teeth as he awaits a response.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Bendrak shrugs.
"I say we block the door. We can let them out once we sort this out. Don't need more possessed townsfolk running about."
Tuuli also follows everyone out, Lucky at her heels. "I'm all for seeing what is in the other rooms. Maybe bar that one shut, for now, in case they get an idea to come out?" She glances nervously over her shoulder at the doorway to the farmhouse.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
“Yes. Yes! That sounds like a much better idea.”
Walt looks around for things to barricade the door with.
“I was thinking. What if the Awakening song actually awakens the curse in these afflicted people? The cursed farmers in Promise began their rampage when the song commenced. If we hear anyone singing or chanting that song, we should be on our guard.”
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)