Hoid will also listen at the door. If he hears nothing, he will slowly open the door, look and then enter. If there are not any apparent enemies, he will proceed to the unexplored T-intersection by the stairs at the western part of the map. I moved his icon there.
(( See updated map position. This is the door Trolkarl proceeded to by my understanding. ))
This room appears to be the rotting remains of a sitting room or living room. There are two unlit sconces on the opposing right and left walls. A setting of two chairs at a low table on a rotting rug are in the center. Across the room is a bureau with two doors and a central column of drawers. Tattered tapestries hang from rods on the walls nearest you on each side of the door.
When the party moves into the room Chadwick will start searching by taking down the tapestries, checking behind them, then checking if the rods might hold something in them. He'll then move on to the bureau, assuming others will also check, but more eyes the better.
Investigation and perception both 7. Chadwick may not find the room.
When the party moves into the room Chadwick will start searching by taking down the tapestries, checking behind them, then checking if the rods might hold something in them. He'll then move on to the bureau, assuming others will also check, but more eyes the better.
Investigation and perception both 7. Chadwick may not find the room.
Noted. Currently, everyone remains in the hallway. Hoid and Gneuman have peered into the room.
Unless someone else wants to roll some dice in relation to this room, let’s head down the hallway in the opposite direction. At the door, 8 investigation, 16 perception for Hoid.
Conditionally (based on anything found in the bureau) Trolkarl will also check the door to the north as Hoid moves up that way. Share info and move back into order to allow Hoid to breach that door.
As you enter the room, the door suddenly slams closed. Three of you were able to enter the room. The contents of the room then come to life and attack! Chadwick, Trolkarl and Kragen are inside the room. Hoid, Gneuman and Erbert are facing an animated door attacking them. It is closed, blocking access to the room.
Silent. The bugbears must all be sleeping or nobody is home. Ready for breaching.
Trolkarl will step behind Hoid (using the marching order as we are on the steps until we organize something better)
Gneuman continues to follow Hoid and Trolkarl.
Hoid will also listen at the door. If he hears nothing, he will slowly open the door, look and then enter. If there are not any apparent enemies, he will proceed to the unexplored T-intersection by the stairs at the western part of the map. I moved his icon there.
(( See updated map position. This is the door Trolkarl proceeded to by my understanding. ))
This room appears to be the rotting remains of a sitting room or living room. There are two unlit sconces on the opposing right and left walls. A setting of two chairs at a low table on a rotting rug are in the center. Across the room is a bureau with two doors and a central column of drawers. Tattered tapestries hang from rods on the walls nearest you on each side of the door.
Before Hoid goes digging for traps and mold spores, I propose everyone perceive the room.
Hoid and Gneuman are the only two who can see into the room appreciably.
Both perceive what is described.
When the party moves into the room Chadwick will start searching by taking down the tapestries, checking behind them, then checking if the rods might hold something in them. He'll then move on to the bureau, assuming others will also check, but more eyes the better.
Investigation and perception both 7. Chadwick may not find the room.
7 investigation
20 perception
Noted. Currently, everyone remains in the hallway. Hoid and Gneuman have peered into the room.
Hoid sees nothing different that the room as described.
Gneuman perception check = 11
"Looks like a room to me."
Hoid will get out of the way unless something needs to be interacted with.
Kragen moves into said room and moves around the room examining various areas in an attempt to determine if there is anything noteworthy.
Investigation = 9
leaves the room finding nothing
Unless someone else wants to roll some dice in relation to this room, let’s head down the hallway in the opposite direction. At the door, 8 investigation, 16 perception for Hoid.
Does anyone else want to check out the door?
Trolkarl looks through the bureau.
Percepton:12
Conditionally (based on anything found in the bureau) Trolkarl will also check the door to the north as Hoid moves up that way. Share info and move back into order to allow Hoid to breach that door.
As you enter the room, the door suddenly slams closed. Three of you were able to enter the room. The contents of the room then come to life and attack! Chadwick, Trolkarl and Kragen are inside the room. Hoid, Gneuman and Erbert are facing an animated door attacking them. It is closed, blocking access to the room.
Chair1 lunges at Trolkarl, missing. To Hit = 11.
Hoid is up.
11 to hit, 13 damage against the door.
Hoid lands a solid blow with his sword against the door. It is damaged.
Chair2 attacks Kragen and misses, To Hit = 12.
Trolkarl to act.
Casting cantrip Green-Flame BladeLooking to return the favor to Chair 1 and burn the bureau on a hit.
Attack: 8
Trolkarl will Radiant Castigation hellish rebuke as a reaction if hit before the next round.
Trolkarl misses the chair as it deftly dodges his blade.
Gneuman is up.