The group, prodding the Redbrand and following behind, continues eastward down the road As they near the last house, which sits before a small patch of farmland, the Redbrand continues forward, passing north of the house and through a broken-down wall, which is another remnant of what Phandalin used to be. As they pass the house, Ian catches something out of the corner of his eye at the front of the house, but when he looks, he doesn't see anything of note.
On the other side of the wall is the start of a wood. It runs along the southern side of the hill upon which the ruins of the old mansion stand. The Redbrand enters the wood and heads to the wall-like edge of the hill hidden by the trees. As they get closer, the group can see there is a cave in the side of the hill. The Redbrand stops and turns to look at his captors. "It's right there. Now, let me go. I don't want to die."
"Wait," the Herr Doktor Professor tells the Rebrand.
"You said there were two ways into your lair. If I recall correctly, you said something about a kitchen. Where is this kitchen located?
"More importantly, which entrance do your comrades and that Nothic prefer to haunt? We want you to lead us to where we can catch your gang by surprise, not walk us into their waiting arms. If you're planning to lead us to an ambush, we'll make sure to march you in front so you can catch all the arrows!"
The Redbrand jerks his head northward. "The kitchen is in the old mansion. Both entrances lead to the hideout. This way bypasses the barracks, but exits into the cave where the nothic is. But you ... well ... what is it you're wanting to do in there?" After Gruxx's question, the Redbrand looks confused. "That little halfling kid? He lives in that house we passed."
This post has potentially manipulated dice roll results.
"This fella here made a comment about this path being close to where a little brat live, see." Gruxx calmly says to Herr Doktor. "I think a leash is a good idea. That's what you put on beasts."
Gruxx will take some rope and go behind the Redbrand. "See, I don't trust folks who lie about their families. And I certainly don't like people who are mean to kids. Gotta make sure you don't go runnin' off."
Gruxx would like to tie a noose around the Redbrands neck.
The Redbrand grimaces as Gruxx ties the rope around his neck. The man in the red cloak stares daggers at the human barbarian, but does not speak his mind.
Glynquinal leaves the group at the mouth of the cave tunnel and carefully walks 30 feet as Gruxx had suggested. He sees no traps. Looking ahead, it looks like he's a little over half way to the end of the tunnel, and that it opens up into a larger space after that.
This post has potentially manipulated dice roll results.
Glynquinal advancing with caution into the deeper reaches of the tunnel. will continue scouting ahead listening for any sounds of someone present ahead of him.
Glynquinal, with Rock following behind, finishes the 100-foot tunnel. He reaches the end and looks around. He is located at the southern end of a long, 30-or-so-foot-wide by approximately 50-foot long cavern, which is torch-lit. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the 20-foot-high ceiling. Two arched wooden bridges span the chasm. There is a man-made hallway cut into the rock both left and right on the south end of the cavern and a man-made room just visible on the north end.
This post has potentially manipulated dice roll results.
Moving close to Rock, Glynquinal quietly tells him, "We should take a look in that room to the north, so we don't have anyone come at us from behind. Move as quietly as you can." Before Glynquinal moves off.
Ian to Glyn Agreed. One thing at a time. Lets see what we can do with these Redbrands first, then perhaps we can take care of some Orcs.
The group, prodding the Redbrand and following behind, continues eastward down the road As they near the last house, which sits before a small patch of farmland, the Redbrand continues forward, passing north of the house and through a broken-down wall, which is another remnant of what Phandalin used to be. As they pass the house, Ian catches something out of the corner of his eye at the front of the house, but when he looks, he doesn't see anything of note.
On the other side of the wall is the start of a wood. It runs along the southern side of the hill upon which the ruins of the old mansion stand. The Redbrand enters the wood and heads to the wall-like edge of the hill hidden by the trees. As they get closer, the group can see there is a cave in the side of the hill. The Redbrand stops and turns to look at his captors. "It's right there. Now, let me go. I don't want to die."
"I agree with the Doctor "
"Wait," the Herr Doktor Professor tells the Rebrand.
"You said there were two ways into your lair. If I recall correctly, you said something about a kitchen. Where is this kitchen located?
"More importantly, which entrance do your comrades and that Nothic prefer to haunt? We want you to lead us to where we can catch your gang by surprise, not walk us into their waiting arms. If you're planning to lead us to an ambush, we'll make sure to march you in front so you can catch all the arrows!"
"Is this place where that little brat lives?" Gruxx asks smiling at the Redbrand.
"Who has a rope, let's put a leash on this dog and let him sniff out the way, if we get hit I say it should be him first"
The Redbrand jerks his head northward. "The kitchen is in the old mansion. Both entrances lead to the hideout. This way bypasses the barracks, but exits into the cave where the nothic is. But you ... well ... what is it you're wanting to do in there?" After Gruxx's question, the Redbrand looks confused. "That little halfling kid? He lives in that house we passed."
"What little halfling kid," the Herr Doktor Professor asks, confused.
"This fella here made a comment about this path being close to where a little brat live, see." Gruxx calmly says to Herr Doktor. "I think a leash is a good idea. That's what you put on beasts."
Gruxx will take some rope and go behind the Redbrand. "See, I don't trust folks who lie about their families. And I certainly don't like people who are mean to kids. Gotta make sure you don't go runnin' off."
Gruxx would like to tie a noose around the Redbrands neck.
Survival: 13
The Redbrand grimaces as Gruxx ties the rope around his neck. The man in the red cloak stares daggers at the human barbarian, but does not speak his mind.
Glynquinal ask the rest of the group, "Do Ian and I need to scout ahead a bit, or do we want a quiet group approach?"
"Go up ahead 'bout 30 feet or so. I'll feel this one back here out of sight where he can't make any noises." Gruxx says to Glynquinal.
Going forward northward toward the old mansion quietly, Glynquinal will take a look around paying attention to areas that might be trapped.
If you're looking for traps, roll investigation.
Glynquinal's investigation 9
Glynquinal leaves the group at the mouth of the cave tunnel and carefully walks 30 feet as Gruxx had suggested. He sees no traps. Looking ahead, it looks like he's a little over half way to the end of the tunnel, and that it opens up into a larger space after that.
Rock will follow Glyn
Glynquinal advancing with caution into the deeper reaches of the tunnel. will continue scouting ahead listening for any sounds of someone present ahead of him.
Perception 12
Glynquinal, with Rock following behind, finishes the 100-foot tunnel. He reaches the end and looks around. He is located at the southern end of a long, 30-or-so-foot-wide by approximately 50-foot long cavern, which is torch-lit. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the 20-foot-high ceiling. Two arched wooden bridges span the chasm. There is a man-made hallway cut into the rock both left and right on the south end of the cavern and a man-made room just visible on the north end.
Moving close to Rock, Glynquinal quietly tells him, "We should take a look in that room to the north, so we don't have anyone come at us from behind. Move as quietly as you can." Before Glynquinal moves off.
Stealth 13