This post has potentially manipulated dice roll results.
Listening to the old man's words, Famh quickly realizes that this place is not necessarily any safer than Hob's Dell was. In her own living memory she has had no contact with either magus or warlock; but the Druids her faerie ancestors knew combined that sort of arcane knowledge with their own unique brand of power, and besides she had always loved listening to the old tales and sagas whenever she had the chance. She knew more than she'd like about the kind of terrible power such a scholar could wield if they had fallen to the darkness that constantly whispers temptation to one's soul ... most especially to those who already possess the kind of power the Dark One craves.
She cannot help, at this point, stepping protectively in between Cainneach and the old man; though she pretends it was only coincidence and she simply wanted to look the fellow in the eye as she addresses him.
"Magus Karvala? I don't believe we're acquainted with a sage of that name. Are you his pupil? You might be able to tell us enough about him that we need not trespass here; though of course it is for my liege," she gestures to Sir Almeric, "to give the final word on that."
===========
Persuasion 20
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
This post has potentially manipulated dice roll results.
Cainneach quickly scans the remains for any insignia or other markings that might identify the fallen warriors, and his memory for tales of Magus Karvala and what this ruined keep might hold. He will remain alert as he ponders this new challenge and awaits a response from the crusty sentinel or from Almeric.
Listening to the old man's words, Famh quickly realizes that this place is not necessarily any safer than Hob's Dell was. In her own living memory she has had no contact with either magus or warlock; but the Druids her faerie ancestors knew combined that sort of arcane knowledge with their own unique brand of power, and besides she had always loved listening to the old tales and sagas whenever she had the chance. She knew more than she'd like about the kind of terrible power such a scholar could wield if they had fallen to the darkness that constantly whispers temptation to one's soul ... most especially to those who already possess the kind of power the Dark One craves.
She cannot help, at this point, stepping protectively in between Cainneach and the old man; though she pretends it was only coincidence and she simply wanted to look the fellow in the eye as she addresses him.
"Magus Karvala? I don't believe we're acquainted with a sage of that name. Are you his pupil? You might be able to tell us enough about him that we need not trespass here; though of course it is for my liege," she gestures to Sir Almeric, "to give the final word on that."
===========
Persuasion 10
“Centuries ago, Magus Karvala and his ninety sons were driven by evil sorcery from their homeland of Kraath, and a geas placed upon them that they wander the world until they could raise a hall not on the earth nor in the sea, not in fire nor in air. After years of journeying, Magus Karvala saw a child building a castle of sand on this strand and, thanking the old gods for their sign, built his hall on land that was neither of the earth nor of the sea. At the last he surrounded the hall with a high wall to keep back the sea. "
" Here he dwelt with his sons, and the sons of his sons as they took brides from the coastal Clans."
“From across the sea there came another people, fierce and wild and with something of the jotun in their bearing and among them unknown to Karvala were agents of his ancient enemy. Karvala took himself to his tower and shut himself within, saying that he must ponder how to punish these sea-pests. But the servants of the Magi amongst them bewitched him so that he fell into a deep sleep and could not aid his people. And they set wards about his tower, and locks of magic upon its doors, and slew his people so that none might free him. Then they ruled this land many scores of years."
“But Karvalas god was enraged that the one they had chosen to rule should be thus set aside. They sent fire and plague and earthquake to trouble the citadel, until the mighty walls that Karvala had built fell at last, and the sea and the Clans swept in. Still Karvala did not wake, and in honour, or fear, of him it was decreed that none should dwell in his citadel till he comes again to choose those most worthy.”
Cainneach quickly scans the remains for any insignia or other markings that might identify the fallen warriors, and his memory for tales of Magus Karvala and what this ruined keep might hold. He will remain alert as he ponders this new challenge and awaits a response from the crusty sentinel or from Almeric.
From some of the heavily rusted and tarnished iron and copper remnants among the bones Cainneach is fairly certain that the dead are a mix of highland and lowland Clansfolk though from many generations past, though there are a few strangely formed items of brass and steel jewelry amongst them that he does not recognise at all.
Of the keep itself and Karvala he can recall nothing....but his folk are from very far inland, he knows that Mercanians used to and still do raid and settle along the coast and that many of the lowland Thulanders have Mercanian as well as Thulish ancestors....perhaps this Karvala was one of those....he does not know the name Kraath that the old man spoke of.
Both he and Salt spot no immediate threats though the place is more than a little unsettling....
This post has potentially manipulated dice roll results.
Coming off of the ship looking like a drowned rat, Thatch jumps at the opportunity to stretch his legs and scout ahead with Cainneach and Salt. He pulls up short at the sign of the ruins and the strange, old gatekeeper and stands nervously shifting his weight from one side to another as the group talks of people and places he has never heard about. As Cainneach looks around the fallen warriors, Thatch tries to look at the citadel itself without raising suspicion, looking for any sign of entrances or dangers.
Coming off of the ship looking like a drowned rat, Thatch jumps at the opportunity to stretch his legs and scout ahead with Cainneach and Salt. He pulls up short at the sign of the ruins and the strange, old gatekeeper and stands nervously shifting his weight from one side to another as the group talks of people and places he has never heard about. As Cainneach looks around the fallen warriors, Thatch tries to look at the citadel itself without raising suspicion, looking for any sign of entrances or dangers.
Perception: 18.
.
Most of the buildings are in ruins only a few of the larger ones and the central tower appear to be relatively sound.....moving among them will risk rockfalls and collapses most likely.
Almeric looks at Fahm grimly, then flicks glances to the others to get their attention.
"There does not seem to be any threat here and we may not need to investigate further. We could report back to the ship." Almeric considers the blind old mans tale for a moment.
"Some of you are experienced at exploring ancient ruins like this. Could there be any salvage worth collecting? We might assess the main tower, quickly?"
History = 6Almeric was absent during the history lesson concerning The Spyte of Krarth.
Famh returns Sir Almeric's glance steadily; though she does wonder if the Crusader is angry with her for her boldness, or simply worried for the group's safety and more grim-looking in consequence. After a moment she concludes that she had acknowledged his authority in her words, so if he was angry it wasn't her fault. He had said more than once since she'd known him that he wanted his retinue to speak their minds when no higher authority was present; so she would continue to advise him freely, as requested, until he explicitly said otherwise.
"We don't know who this Karvala's god was. It could have been Gatanades calling to him in the times before He manifested openly in the world. Brither Cadfael, from my girlhood, he thought that the Holy One manifests to folk in the form they're best able to hear His voice in. Even allow them to think He's Morkaan if necessary: good is good and evil is evil no matter whose name it is done in."
"I think you're right that we should go back and tell the Baron about this first thing. But we might just be called to come back afterwards and see if it's us Gatanades is calling to free this poor man from his centuries of imprisonment. If our liege approves our doing a holy deed that would redound to his credit, of course ... "
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
"Almeric, I agree with you and Famh that it may be best to return to the Baron with this news. It seems that there's little chance of an attack on the party from the citadel if we leave it undisturbed and our latest encounters with the undead have not gone especially well. I suppose we'll have to see if the baron thinks it worth the risk to explore it further. I don't recall anything of this legend, but the dead warriors here seem to be mainly mortal men of Thuland, long fallen and unlikely to rise again. Or at least Salt doesn't seem to sniff any danger from them."
Thatch looks over at the ruins. “If you please, Sir, the Baron did say to investigate and salvage anything of value. We should return with something, and if this mage is found and awakened, I imagine it would be a boon to the Baron’s mission. Wouldn’t it?” Thatch doesn’t really believe there is anything inside to awaken. He remembers the dangers of the tomb of the Bear King, but he also remembers the treasures found inside and is curious about the citadel.
This post has potentially manipulated dice roll results.
Ori hefts the club up onto his shoulder, no need to irritate the old timer by dragging that all over. He starts to look for signs of storage area, perhaps under rubble (Perception: 19). Looking from the entrance, not wondering through as the group debates thier next move. Ori didn't think there would be anything to find, but he was in no rush to get to that forsaken ship.
Looking through the gate and beyond the courtyard there seem to be mostly completely fallen ruins but three structures still seem somewhat intact....
As Ori looks about and Cainneach inspects the dead they pass through the gate into the citadel, walking a short way into a long processional avenue lined with the broken ruins of mighty buildings. Rubble partially blocks the wide carriageway, and there are signs of widespread long ago burning.
The citadel is full of shadows in the weak winter sunlight, and high clouds threaten more snow. The wind makes a constant keening as it rushes between the fallen columns. A large seagull flaps away, alarmed by your approach. Your unease builds as you look toward the main square.
A black obelisk twelve paces broad at the base dominates the square. Its surface is covered with geometrical patterns, entwined glyphs, and a script whose like you have never seen. The air is tense with the watchful calm that presages danger. If this obelisk is the tower of Karvala to which the gatekeeper referred, you can see no sign of any doorway.
About the square stand more buildings ravaged by fire and decay, all of the same monolithic construction. Of the two other ' intact' structures the first is a small hexagonal edifice with a domed roof, set atop a large square plinth. The other is a fortress with four massive square towers.
Your eyes catch a movement. It seems as if someone was standing at a high window of the fortress, and ducked back as you looked up!
"The old man may not be lying, but he could be wrong. What if there are bandits hiding in the ruins and our return leads them to the Baron? I think we should investigate to be sure it is clear. As for awakening Karvala, I think this should be avoided, at least until we confirm the site is clear of danger." Fergus offers up, his hands close to his daggers upon seeing the silhouette. He stares at the obelisk, his irises alight with a subtle yellow glow as they take in the patterns and glyphs, trying to discern some order or pattern.
(Can Fergus make out anything written on the obelisk using Eyes of the Rune Keeper?)
"The old man may not be lying, but he could be wrong. What if there are bandits hiding in the ruins and our return leads them to the Baron? I think we should investigate to be sure it is clear. As for awakening Karvala, I think this should be avoided, at least until we confirm the site is clear of danger." Fergus offers up, his hands close to his daggers upon seeing the silhouette. He stares at the obelisk, his irises alight with a subtle yellow glow as they take in the patterns and glyphs, trying to discern some order or pattern.
(Can Fergus make out anything written on the obelisk using Eyes of the Rune Keeper?)
The script and patterns winding around the tower appear to be a mixture of Cabbandari, Arcane, Infernal and Abyssal all extolling the great wisdom, strength and glory of Karvala.
Almeric considers the opportunity of entering an area of unknown risk for unknown rewards. This was his job now, as a Retained Knight to a Nobleman. Nodding in agreement to Thatch and Fergus, Almeric signals towards the Fortress Tower, to investigate the sighting.
This post has potentially manipulated dice roll results.
Cainneach is perturbed that his companions seem so eager to entangle themselves with the undead, powerful magicks, or both, yet again and especially after how they fared in their last encounters. He shakes his head, mutters "Seo sinn a-rithist!", and pats Salt to settle the hound prior to entering this unnatural place. After taking a look around to gauge the rest of the party's locations and activities, Cainneach starts to poke around a few of the 'youngest' corpses while trying to keep an eye out for any movement in the three intact buildings.
Fergus relays what he can translate to the others, the self proclaimed majesty of Karvala. Staying on his toes, Fergus looks in shadowy corners as they enter but his focus is pulled to look for the shadowy figure in the window.
Ori just huffs as a response to Almeric's nodding response and will start wandering through the place behind Thatch. The halfling seemed to want to explore and Ori figures curiosity can get some in some tight spots, best to stick by him. Probably the most likely to find anything interesting, good or bad. Ori doesn't care much about searching vs leaving the place undisturbed, as long as it keeps his feet on solid ground. (Help action for perception to Thatch)
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Listening to the old man's words, Famh quickly realizes that this place is not necessarily any safer than Hob's Dell was. In her own living memory she has had no contact with either magus or warlock; but the Druids her faerie ancestors knew combined that sort of arcane knowledge with their own unique brand of power, and besides she had always loved listening to the old tales and sagas whenever she had the chance. She knew more than she'd like about the kind of terrible power such a scholar could wield if they had fallen to the darkness that constantly whispers temptation to one's soul ... most especially to those who already possess the kind of power the Dark One craves.
She cannot help, at this point, stepping protectively in between Cainneach and the old man; though she pretends it was only coincidence and she simply wanted to look the fellow in the eye as she addresses him.
"Magus Karvala? I don't believe we're acquainted with a sage of that name. Are you his pupil? You might be able to tell us enough about him that we need not trespass here; though of course it is for my liege," she gestures to Sir Almeric, "to give the final word on that."
===========
Persuasion 20
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
(hmmm. Post says 10; but when I hover the cursor over it, says "14 + 2 = 16". Will accept either, request DM ruling)
(also meant to drop an Arcana roll (20) in there to see if Karvala is in fact mentioned in the sagas Famh loves so much)
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Cainneach quickly scans the remains for any insignia or other markings that might identify the fallen warriors, and his memory for tales of Magus Karvala and what this ruined keep might hold. He will remain alert as he ponders this new challenge and awaits a response from the crusty sentinel or from Almeric.
History 6
Passive WIS (Perception) 20 (any other threats emerging or things that might catch his eye?)
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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“Centuries ago, Magus Karvala and his ninety sons were driven by evil sorcery from their homeland of Kraath, and a geas placed upon them that they wander the world until they could raise a hall not on the earth nor in the sea, not in fire nor in air. After years of journeying, Magus Karvala saw a child building a castle of sand on this strand and, thanking the old gods for
their sign, built his hall on land that was neither of the earth nor of the sea. At the last he surrounded the hall with a high wall to keep back the sea. "
" Here he dwelt with his sons, and the sons of his sons as they took brides from the coastal Clans."
“From across the sea there came another people, fierce and wild and with something of the jotun in their bearing and among them unknown to Karvala were agents of his ancient enemy. Karvala took himself to his tower and shut himself within, saying that he must ponder how to punish these sea-pests. But the servants of the Magi amongst them bewitched him so that he fell into a deep sleep and could not aid his people. And they set wards about his tower, and locks of magic upon its doors, and slew his people so that none might free him. Then they ruled this land many scores of years."
“But Karvalas god was enraged that the one they had chosen to rule should be thus set aside. They sent fire and plague and earthquake to trouble the citadel, until the mighty walls that Karvala had built fell at last, and the sea and the Clans swept in. Still Karvala did not wake, and in honour, or fear, of him it was decreed that none should dwell in his citadel till he comes again to choose those most worthy.”
From some of the heavily rusted and tarnished iron and copper remnants among the bones Cainneach is fairly certain that the dead are a mix of highland and lowland Clansfolk though from many generations past, though there are a few strangely formed items of brass and steel jewelry amongst them that he does not recognise at all.
Of the keep itself and Karvala he can recall nothing....but his folk are from very far inland, he knows that Mercanians used to and still do raid and settle along the coast and that many of the lowland Thulanders have Mercanian as well as Thulish ancestors....perhaps this Karvala was one of those....he does not know the name Kraath that the old man spoke of.
Both he and Salt spot no immediate threats though the place is more than a little unsettling....
Coming off of the ship looking like a drowned rat, Thatch jumps at the opportunity to stretch his legs and scout ahead with Cainneach and Salt. He pulls up short at the sign of the ruins and the strange, old gatekeeper and stands nervously shifting his weight from one side to another as the group talks of people and places he has never heard about. As Cainneach looks around the fallen warriors, Thatch tries to look at the citadel itself without raising suspicion, looking for any sign of entrances or dangers.
Perception: 18.
.
Most of the buildings are in ruins only a few of the larger ones and the central tower appear to be relatively sound.....moving among them will risk rockfalls and collapses most likely.
Almeric looks at Fahm grimly, then flicks glances to the others to get their attention.
"There does not seem to be any threat here and we may not need to investigate further. We could report back to the ship." Almeric considers the blind old mans tale for a moment.
"Some of you are experienced at exploring ancient ruins like this. Could there be any salvage worth collecting? We might assess the main tower, quickly?"
History = 6 Almeric was absent during the history lesson concerning The Spyte of Krarth.
Famh returns Sir Almeric's glance steadily; though she does wonder if the Crusader is angry with her for her boldness, or simply worried for the group's safety and more grim-looking in consequence. After a moment she concludes that she had acknowledged his authority in her words, so if he was angry it wasn't her fault. He had said more than once since she'd known him that he wanted his retinue to speak their minds when no higher authority was present; so she would continue to advise him freely, as requested, until he explicitly said otherwise.
"We don't know who this Karvala's god was. It could have been Gatanades calling to him in the times before He manifested openly in the world. Brither Cadfael, from my girlhood, he thought that the Holy One manifests to folk in the form they're best able to hear His voice in. Even allow them to think He's Morkaan if necessary: good is good and evil is evil no matter whose name it is done in."
"I think you're right that we should go back and tell the Baron about this first thing. But we might just be called to come back afterwards and see if it's us Gatanades is calling to free this poor man from his centuries of imprisonment. If our liege approves our doing a holy deed that would redound to his credit, of course ... "
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
"Almeric, I agree with you and Famh that it may be best to return to the Baron with this news. It seems that there's little chance of an attack on the party from the citadel if we leave it undisturbed and our latest encounters with the undead have not gone especially well. I suppose we'll have to see if the baron thinks it worth the risk to explore it further. I don't recall anything of this legend, but the dead warriors here seem to be mainly mortal men of Thuland, long fallen and unlikely to rise again. Or at least Salt doesn't seem to sniff any danger from them."
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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The old man simply grows still again staring out silently into the dark as the companions talk.
Thatch looks over at the ruins. “If you please, Sir, the Baron did say to investigate and salvage anything of value. We should return with something, and if this mage is found and awakened, I imagine it would be a boon to the Baron’s mission. Wouldn’t it?” Thatch doesn’t really believe there is anything inside to awaken. He remembers the dangers of the tomb of the Bear King, but he also remembers the treasures found inside and is curious about the citadel.
Ori hefts the club up onto his shoulder, no need to irritate the old timer by dragging that all over. He starts to look for signs of storage area, perhaps under rubble (Perception: 19). Looking from the entrance, not wondering through as the group debates thier next move. Ori didn't think there would be anything to find, but he was in no rush to get to that forsaken ship.
Looking through the gate and beyond the courtyard there seem to be mostly completely fallen ruins but three structures still seem somewhat intact....
As Ori looks about and Cainneach inspects the dead they pass through the gate into the citadel, walking a short way into a long processional avenue lined with the broken ruins of mighty buildings. Rubble partially blocks the wide carriageway, and there are signs of widespread long ago burning.
The citadel is full of shadows in the weak winter sunlight, and high clouds threaten more snow. The wind makes a constant keening as it rushes between the fallen columns. A large seagull flaps away, alarmed by your approach. Your unease builds as you look toward the main square.
A black obelisk twelve paces broad at the base dominates the square. Its surface is covered with geometrical patterns, entwined glyphs, and a script whose like you have never seen. The air is tense with the watchful calm that presages danger. If this obelisk is the tower of Karvala to which the gatekeeper referred, you can see no sign of any doorway.
About the square stand more buildings ravaged by fire and decay, all of the same monolithic construction. Of the two other ' intact' structures the first is a small hexagonal edifice with a domed roof, set atop a large square plinth. The other is a fortress with four massive square towers.
Your eyes catch a movement. It seems as if someone was standing at a high window of the fortress, and ducked back as you looked up!
"The old man may not be lying, but he could be wrong. What if there are bandits hiding in the ruins and our return leads them to the Baron? I think we should investigate to be sure it is clear. As for awakening Karvala, I think this should be avoided, at least until we confirm the site is clear of danger." Fergus offers up, his hands close to his daggers upon seeing the silhouette. He stares at the obelisk, his irises alight with a subtle yellow glow as they take in the patterns and glyphs, trying to discern some order or pattern.
(Can Fergus make out anything written on the obelisk using Eyes of the Rune Keeper?)
The script and patterns winding around the tower appear to be a mixture of Cabbandari, Arcane, Infernal and Abyssal all extolling the great wisdom, strength and glory of Karvala.
Almeric considers the opportunity of entering an area of unknown risk for unknown rewards. This was his job now, as a Retained Knight to a Nobleman. Nodding in agreement to Thatch and Fergus, Almeric signals towards the Fortress Tower, to investigate the sighting.
Cainneach is perturbed that his companions seem so eager to entangle themselves with the undead, powerful magicks, or both, yet again and especially after how they fared in their last encounters. He shakes his head, mutters "Seo sinn a-rithist!", and pats Salt to settle the hound prior to entering this unnatural place. After taking a look around to gauge the rest of the party's locations and activities, Cainneach starts to poke around a few of the 'youngest' corpses while trying to keep an eye out for any movement in the three intact buildings.
Investigation 18
Passive WIS (Perception) 20
Salt: Perception 20 (sniffing around for trouble)
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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Fergus relays what he can translate to the others, the self proclaimed majesty of Karvala. Staying on his toes, Fergus looks in shadowy corners as they enter but his focus is pulled to look for the shadowy figure in the window.
(Investigation: 8)
Ori just huffs as a response to Almeric's nodding response and will start wandering through the place behind Thatch. The halfling seemed to want to explore and Ori figures curiosity can get some in some tight spots, best to stick by him. Probably the most likely to find anything interesting, good or bad. Ori doesn't care much about searching vs leaving the place undisturbed, as long as it keeps his feet on solid ground. (Help action for perception to Thatch)