Before moving forward, Syzygy will remind Byrony of the scrolls she's holding. "May I have a quick look, they may be useful in this pinch."
[I should have done this earlier, soon as I saw Byrony again, because I'm not sure how long it would take to analyse...arcana: 18 to figure out what spells are on the scroll.]
Syzygy also says to the others "...perhaps whatever creature lurking in the southern chamber can be persuaded to assist us if we free it."
Unless Bryony objects, Syzygy examines and quickly recognizes both scrolls; they are spell scrolls of hold person and fireball. (The latter would require a DC13 CHA check for Syzygy to successfully cast, I believe. But both scrolls are unintelligible to Bryony.)
If so, Syzygy will thank Byrony (and possibly distribute a scroll to Jurgen?) then quietly enter the guard quarters to approach the boarded up door to the south.
He gets close, about a foot away and in hushed voice hisses …”who is it here that these cragmaw ruffians have captured?”
Syzygy moves south, passing the straw pallets in the Guard Quarters, and approaches the southern door. The wall to the south has collapsed, but the boarded-up door in that direction is still standing. It would definitely take a few rounds of work and a bit of noise to remove the boards and open it.
Syzygy whispers through the door. There is no answer.
Quinn looks around the guard quarters and rifles through the straw pallets. He finds nothing of interest – just dirty straw and bed lice. It looks like this room was once a parlor for the castle’s original occupants, though its rotted furnishings have mostly been broken up and used for firewood for the brazier.
Syzygy and Jurgen begin to carefully and quietly pry the boards off the southern door. It's far from silent, however; you hope the noise doesn't attract any attention. It doesn't look like this door has been opened in recent months, but it's definitely not of original construction.
“True, Kimberley is priority. And Gundren. Let’s Move on.” Syzygy pauses as he’s not to bad with directions “the room to the north, and then east. To the right. Is where I last saw her.”
Syzygy, this time in the castle in his own skin and not that of a wizard, quietly leads the others toward the mighty King of Cragmaw’s chamber.
Jurgen and Syzygy abandon the half-unboarded door and lead the party north, through another canvas flap and into a featureless alcove adjacent to what Syzygy and Bryony know to be the King's Quarters. The door is slightly ajar, and you can hear low voices grumbling in Goblin inside.
Quinn follows Syzygy and Jurgen into the room beyond the curtain. He spies the door to the east that his draws his friends focus. Trusting their instinct, he moves to guard the door to the west to make sure they aren't surprised by any unwelcome visitors.
He places his ear to the door and listens.
Perception check: 13
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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)
You can't see much of anything through the narrow crack where the iron-reinforced wooden door leading east into the king's chamber stands ajar.
A loud, abrasive voice - Bryony and Syzygy recognize it as the king's, is questioning a second unseen figure in Goblin about geography. Jurgen can't make out everything, but they refer to "Phandalin" more than once, as well as "Triboar Trail", "Zorzula's", and "Icespire". It sounds like they are trying to orient themselves.
Quinn listens at the door to the west, to make sure they were not followed or about to be ambushed. He hears nothing but silence.
The king and his conversation partner(s) seem unaware of your presence as of yet. The ruins seem otherwise quiet. The door is very slightly ajar, but you can see almost nothing through the crack.
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Carefully closing the door, Jurgen retreats, and then checks the east door.
The guard quarters is currently unoccupied. A lit stone brazier smolders in the middle of this small barrack.
Before moving forward, Syzygy will remind Byrony of the scrolls she's holding. "May I have a quick look, they may be useful in this pinch."
[I should have done this earlier, soon as I saw Byrony again, because I'm not sure how long it would take to analyse...arcana: 18 to figure out what spells are on the scroll.]
Syzygy also says to the others "...perhaps whatever creature lurking in the southern chamber can be persuaded to assist us if we free it."
Unless Bryony objects, Syzygy examines and quickly recognizes both scrolls; they are spell scrolls of hold person and fireball. (The latter would require a DC13 CHA check for Syzygy to successfully cast, I believe. But both scrolls are unintelligible to Bryony.)
If so, Syzygy will thank Byrony (and possibly distribute a scroll to Jurgen?) then quietly enter the guard quarters to approach the boarded up door to the south.
He gets close, about a foot away and in hushed voice hisses …”who is it here that these cragmaw ruffians have captured?”
Syzygy moves south, passing the straw pallets in the Guard Quarters, and approaches the southern door. The wall to the south has collapsed, but the boarded-up door in that direction is still standing. It would definitely take a few rounds of work and a bit of noise to remove the boards and open it.
Syzygy whispers through the door. There is no answer.
Jurgen will join Syzygy at the South door and also listen for any noise. If none, and Syzygy is OK with it, he would open the door.
D&D since 1984
Make a Perception check to listen.
Opening the door will require some time to carefully pry all the boards off. If you want to do this, roll a Stealth check.
Syzygy will help, he has proficiency in carpenters tools but knows Jurgen is pretty good at putting and pulling things apart.
Quinn follows Jurgen and Syzygy. He looks around the room and quickly rifles through the bedrolls searching for anything of value.
Perception check: 6
Once he's done searching, Quinn will stand with his back to the curved all to the north of this room and stand at the ready to defend the group.
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)
Jurgen:
Quinn looks around the guard quarters and rifles through the straw pallets. He finds nothing of interest – just dirty straw and bed lice. It looks like this room was once a parlor for the castle’s original occupants, though its rotted furnishings have mostly been broken up and used for firewood for the brazier.
Syzygy and Jurgen begin to carefully and quietly pry the boards off the southern door. It's far from silent, however; you hope the noise doesn't attract any attention. It doesn't look like this door has been opened in recent months, but it's definitely not of original construction.
Jurgen Wil say “hey, I don’t think they would have her in there. Let’s check out that door north of here to the west.
D&D since 1984
(You've removed about half the boards from the blocked door. Do you want to remove the remainder of the boards, or head north?)
“True, Kimberley is priority. And Gundren. Let’s Move on.” Syzygy pauses as he’s not to bad with directions “the room to the north, and then east. To the right. Is where I last saw her.”
Syzygy, this time in the castle in his own skin and not that of a wizard, quietly leads the others toward the mighty King of Cragmaw’s chamber.
stealth: 16
Jurgen and Syzygy abandon the half-unboarded door and lead the party north, through another canvas flap and into a featureless alcove adjacent to what Syzygy and Bryony know to be the King's Quarters. The door is slightly ajar, and you can hear low voices grumbling in Goblin inside.
Jurgen will again listen for any noise. If none, and Syzygy is OK with it, he would open the door.
D&D since 1984
Jurgen presses into the door and tries to hearwhat is said, where they may be and how many. (Perception 16)
D&D since 1984
Quinn follows Syzygy and Jurgen into the room beyond the curtain. He spies the door to the east that his draws his friends focus. Trusting their instinct, he moves to guard the door to the west to make sure they aren't surprised by any unwelcome visitors.
He places his ear to the door and listens.
Perception check: 13
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)
You can't see much of anything through the narrow crack where the iron-reinforced wooden door leading east into the king's chamber stands ajar.
A loud, abrasive voice - Bryony and Syzygy recognize it as the king's, is questioning a second unseen figure in Goblin about geography. Jurgen can't make out everything, but they refer to "Phandalin" more than once, as well as "Triboar Trail", "Zorzula's", and "Icespire". It sounds like they are trying to orient themselves.
Quinn listens at the door to the west, to make sure they were not followed or about to be ambushed. He hears nothing but silence.
Jurgen suggests surprising them with the attack. Jurgen will do his best to tank for the team. He readies his shield and long sword.
D&D since 1984
(What's your plan, team?)
The king and his conversation partner(s) seem unaware of your presence as of yet. The ruins seem otherwise quiet. The door is very slightly ajar, but you can see almost nothing through the crack.