This post has potentially manipulated dice roll results.
After a minute or to of twisting the key that way and the other way, having to stronger members try to force it to turn and so on, Zeds would pull a small pack of specialized tools out of his boot.
“Maybe this will work,” he says with one eye peering into the lock, his tongue bitten between his teeth and his hands skillfully grabbing the small, slim tools and inserting them into the key hole just so…
Zeds hears a satisfactory click, and the door is now unlocked. Opening the door reveals an entryway that is overgrown with weeds and brambles thick enough to hide the door.
You hear the sounds of battle in the distance and assume it's the guards and the Castellan fighting. Now is your chance to save those trapped in the temple.
((Zeds did not roll a 25. I think it was a 13 if I recall... Forum rolling nonsense. lol... Just rolled on character sheet, got a 19 and I would be adding 6 to the d20 roll... so I guess the 25 was fated??))
"Quick, everyone out," Zeds calls out to the others in a hushed but stressed voice. "I need to seal this back up so the keep isn't vulnerable... But really, they should have a guard here!"
Once everyone has scooted out, Zeds will indeed re-lock the door. Hopefully they are not returning this way on the run.
“What I recall of the map, we follow the tree line along the water about 200 feet or so then cut through the trees heading east and that should bring us out near the back of the church,” Zeds recalls. “Couldn’t tell what kind or high high the fence is. Anyone have an idea?”
Once they exit the tunnel Stirling extinguishs his light spell then looks around.
I think we should follow the trees to the back side of the church. The wood fence sounding the temple is just over twice a man's height. But the trees on that side are just as tall if not taller. There is a chance we find a gape or loose wood in the fence. If that fails we could xlimb a tree and hop over. On the back side of the temple there is a small door only used by the clergy
The party makes a bee line towards the tree line and uses it as cover until they reach the Temple fence. You can hear heavy thuds as the sell swords try to break down the Temple front doors while there is another group in the back trying to burn the townsfolk out by lighting a fired near the back door. You can see the billow smoke rise, but you can't make out how many sell swords are there until you're on the other side of the fence.
This post has potentially manipulated dice roll results.
knowing that krackle isn't strong enough to break the fence, he would quickly leap towards the wooden fence and attempt to climb up and over. he would dig his clawed hands and feet into the wood while attempting to climb up...
Ironthar grins as the rats are being burned.
”Good job, hate those rats!”
Upon seeing the broken door that is rotted and wont budge with the key, Ironthar said.
“Let me know if you can’t open the lock. I might be able to just break the hinge if need be.”
After a minute or to of twisting the key that way and the other way, having to stronger members try to force it to turn and so on, Zeds would pull a small pack of specialized tools out of his boot.
“Maybe this will work,” he says with one eye peering into the lock, his tongue bitten between his teeth and his hands skillfully grabbing the small, slim tools and inserting them into the key hole just so…
Pick Locks: 23
“Maybe this will do it?”
Zeds hears a satisfactory click, and the door is now unlocked. Opening the door reveals an entryway that is overgrown with weeds and brambles thick enough to hide the door.
You hear the sounds of battle in the distance and assume it's the guards and the Castellan fighting. Now is your chance to save those trapped in the temple.
((Zeds did not roll a 25. I think it was a 13 if I recall... Forum rolling nonsense. lol... Just rolled on character sheet, got a 19 and I would be adding 6 to the d20 roll... so I guess the 25 was fated??))
"Quick, everyone out," Zeds calls out to the others in a hushed but stressed voice. "I need to seal this back up so the keep isn't vulnerable... But really, they should have a guard here!"
Once everyone has scooted out, Zeds will indeed re-lock the door. Hopefully they are not returning this way on the run.
Do you head to the tree line or approach the temple from a different direction? There is also the fence that surrounds the Temple.
(Rolled a Nat 20 on history. Stirling has been living here the past few days almost a week. He is trying to remember the best way in)
“What I recall of the map, we follow the tree line along the water about 200 feet or so then cut through the trees heading east and that should bring us out near the back of the church,” Zeds recalls. “Couldn’t tell what kind or high high the fence is. Anyone have an idea?”
The party is at 2 and nearby is a thick cope of trees along a shallow brook. The temple is 3.
Sterling recalls that the fence is 15 ft high and is made of wood. The only opening is front of the temple.
The temple itself has a front double doors and back single door.
Once they exit the tunnel Stirling extinguishs his light spell then looks around.
I think we should follow the trees to the back side of the church. The wood fence sounding the temple is just over twice a man's height. But the trees on that side are just as tall if not taller. There is a chance we find a gape or loose wood in the fence. If that fails we could xlimb a tree and hop over. On the back side of the temple there is a small door only used by the clergy
"Or be could just break the fence," Zeds suggests. "We're trying to save their lives, I'm sure they would forgive us some petty vandalism..."
Surprised he did not even consider it an option Stirling nods.
The party makes a bee line towards the tree line and uses it as cover until they reach the Temple fence. You can hear heavy thuds as the sell swords try to break down the Temple front doors while there is another group in the back trying to burn the townsfolk out by lighting a fired near the back door. You can see the billow smoke rise, but you can't make out how many sell swords are there until you're on the other side of the fence.
There are no broken fence pieces.
Now the party can decide how to get in. Jump the fence or breaking it.
knowing that krackle isn't strong enough to break the fence, he would quickly leap towards the wooden fence and attempt to climb up and over. he would dig his clawed hands and feet into the wood while attempting to climb up...
Acrobatics? 10 plus guidance 1
Krackles fails to dig in his claws and falls back to the ground with a thud.
You then hear this conversation.
"Did you hear something it sounded like a thud?"
"Ah that is just men out front pounding at the door."
"Hmm. makes sense."
"Ouch, that didn't work" he would whisper as he stands up and rubs his back.
17 perception
Stirling looks for the easiest route over.
Anyone have a rope?
Nat 20 athletes
Stirling hearing the enemy getting closer to break in feels divine strength taking the rope if he is given 1 will attempt to climb up.
If he makes it to the top he will whisper down and tell the party how many enemies there are then tie off the rope.
The fence is uniform in height and there is no gate or anything similar to use.
There are tall trees near the fence if you want to use them.
“I’ll help you guys climb the fences.” Ironthar stands against the fences hands ready to give people a boost.
(I’ll aid people get up, advantage on everyone.)