Ilena will continue to explore the balcony, lighting a torch of her own if it's too dark to see, still trying to keep an eye out for potential trouble.
(OOC: She doesn't want any jump scares, which is why she invested an entire feat into making herself impossible to surprise.)
This post has potentially manipulated dice roll results.
"Nothing of interest here,"Hildigrim comments. He lights one of his torches with the still-burning bonfire and moves north. (If he sees that the blaze might spread to become dangerous in any way, he would dump his waterskin on it to put it out.) Seeing Pascal moving about at the north end, he moves into the western part to check those containers as well.
As Ilena climbs the stairs she gives Pascal a strange look and then points at her eyes and the secret door that appears to be slightly ajar. She thinks she saw someone do that once.
OoC - Post #339 mentions the ajar door in the wall as well as one under the stairs, just a reminder. I don't think Jorin knows about either so i can't go look for myself, plus i'm busy menacing birds.
Ilena makes eyes and then finger-eyes at Pascal, indicating the secret door, then continues up the stairs. The second floor consists of a ten foot wide balcony running east and south along the wall, and to her left, west, a larger room with crates and boxes (also suspended above the warehouse floor below). But ahead, there is an interior wall and a door over to the right, that matches what Ilena remembers of the outside of the building. This must lead to that front door.
Drusk shuts the door downstairs by the loading doors after taking a peek out. Everything seems calm.
Jorin menaces the kneeling Kenku, who just sort of chitters nervously. The other one remains unconscious.
Hildi lights a torch from his pack just as the magical bonfire winks out of existence, leaving a dark smudge (the dirt floor did not catch on fire). The Kenku that was on fire has gone out naturally. He moves north to join Pascal, but notices that Pascal is moving around the stairs and approaching the wall.
Pascal reaches the secret door, and sure enough, it's a secret door. Looks like someone didn't secure it when last they left, and you could just wedge your fingertips (or a tool) and pry it open, if you wanted.
Map:
The part with the white hashes is the second floor, the balcony and suspended floor where Ilena is. She got to it by ascending the stairs. On the ground floor, in the main part of the warehouse, the northern wall just ends (well, not where the secret door is, of course!). Above, the building extends north a little more, above ground, where Ilena sees the door in front of her.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
"Don't forget to check for traps before going through suspicious doors!" At 1 hp, Drusk thinks it is better to watch over the prisoners (instead of possibly taking auto-damage from activated traps).
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin, seeing Pascal eyeing the ajar door and not knowing if the lizardman has an appropriate tool, draws one of the handaxes from behind his back and says, "You can use my axe to pry it open. An axe is the proper tool for any job" before winging it over it to him (aiming to stick in the wall within easy reach). Throw: 16 Damage: 5
OOC > It would be a Wisdom (Perception) check, so in this case, Ilena's modified roll would be 21. If (when?) Pascal and/or Hildi attempt to find traps on the secret door, they too would use the Perception skill. I just added a section to my D&D site about this, if you're bored, but basically, it is almost always Perception that helps to find traps or secret doors.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Ilena, overhearing Drusk's advice, examines the door before her carefully, and finds no evidence that it is trapped.
Jorin pulls out a hand axe, takes a step to the left for a better line of sight, pulls his arm back, and realizes that the throw is probably out of range (65' to the wall). He can still throw it, and it will likely clatter to the floor at the feet of Pascal, he can step closer and throw it at long range (at Disadvantage, one roll is 16 so roll another roll), or change his mind.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Ilena, feeling confident that there are no traps and remembering that she didn't hear anything in that room when listening at the painted over windows before, nonchalantly opens the door.
Ilena opens the door onto a dusty old office. There's a small table and a broken chair. Across from her is the door to the outside, barred from the inside. To her left is another closed door. On the wall next to that door is a steel bell attached to a wire that runs through a hole into the wall.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Ilena recognizes the signal bell as something used to summon people so you don’t have to shout. She cautiously opens the door to her left, trying to peer through rather than swinging it wide open.
Ilena finds another empty, dusty room. This one has a few old crates in it, and a dusty bookshelf missing several shelves. There are two doors across the way.
OOC > In the interest of efficiency...
Checking those two doors leads to two more smaller rooms, with no additional exits, similarly disused. One has several molding boxes in a corner, the other a small writing desk with a couple of drawers and a busted chair. It is apparent that whomever uses this warehouse does not spend much time in these rooms.
The wire passed through the first wall into the second room, runs along the wall to a second bell, and then through into the room with the desk. In there, it attaches to yet a third bell, and then the wire disappears through a hole back into the warehouse.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Ilena will continue to explore the balcony, lighting a torch of her own if it's too dark to see, still trying to keep an eye out for potential trouble.
(OOC: She doesn't want any jump scares, which is why she invested an entire feat into making herself impossible to surprise.)
~♡~
OoC - i love the dead kenku silhouettes the map, lol
Pascal will check the secret wall door.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
OOC > I'm going to assume Ilena pointed it out to Pascal, on her way up the stairs.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Nothing of interest here," Hildigrim comments. He lights one of his torches with the still-burning bonfire and moves north. (If he sees that the blaze might spread to become dangerous in any way, he would dump his waterskin on it to put it out.) Seeing Pascal moving about at the north end, he moves into the western part to check those containers as well.
Investigation: 7
Let's roll that again — LUCKY: 24
(OOC: Oh yeah)
As Ilena climbs the stairs she gives Pascal a strange look and then points at her eyes and the secret door that appears to be slightly ajar. She thinks she saw someone do that once.
~♡~
OoC - Post #339 mentions the ajar door in the wall as well as one under the stairs, just a reminder. I don't think Jorin knows about either so i can't go look for myself, plus i'm busy menacing birds.
Ilena makes eyes and then finger-eyes at Pascal, indicating the secret door, then continues up the stairs. The second floor consists of a ten foot wide balcony running east and south along the wall, and to her left, west, a larger room with crates and boxes (also suspended above the warehouse floor below). But ahead, there is an interior wall and a door over to the right, that matches what Ilena remembers of the outside of the building. This must lead to that front door.
Drusk shuts the door downstairs by the loading doors after taking a peek out. Everything seems calm.
Jorin menaces the kneeling Kenku, who just sort of chitters nervously. The other one remains unconscious.
Hildi lights a torch from his pack just as the magical bonfire winks out of existence, leaving a dark smudge (the dirt floor did not catch on fire). The Kenku that was on fire has gone out naturally. He moves north to join Pascal, but notices that Pascal is moving around the stairs and approaching the wall.
Pascal reaches the secret door, and sure enough, it's a secret door. Looks like someone didn't secure it when last they left, and you could just wedge your fingertips (or a tool) and pry it open, if you wanted.
Map:
The part with the white hashes is the second floor, the balcony and suspended floor where Ilena is. She got to it by ascending the stairs. On the ground floor, in the main part of the warehouse, the northern wall just ends (well, not where the secret door is, of course!). Above, the building extends north a little more, above ground, where Ilena sees the door in front of her.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Don't forget to check for traps before going through suspicious doors!" At 1 hp, Drusk thinks it is better to watch over the prisoners (instead of possibly taking auto-damage from activated traps).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin, seeing Pascal eyeing the ajar door and not knowing if the lizardman has an appropriate tool, draws one of the handaxes from behind his back and says, "You can use my axe to pry it open. An axe is the proper tool for any job" before winging it over it to him (aiming to stick in the wall within easy reach). Throw: 16 Damage: 5
Hearing Drusk's warning, Ilena makes a note in her journal, then searches for traps around the door in front of her.
assuming investigation : 3)
~♡~
OOC > It would be a Wisdom (Perception) check, so in this case, Ilena's modified roll would be 21. If (when?) Pascal and/or Hildi attempt to find traps on the secret door, they too would use the Perception skill. I just added a section to my D&D site about this, if you're bored, but basically, it is almost always Perception that helps to find traps or secret doors.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
ooc: great! I wasn't sure so I went with the lesser of my skills :)
~♡~
Ilena, overhearing Drusk's advice, examines the door before her carefully, and finds no evidence that it is trapped.
Jorin pulls out a hand axe, takes a step to the left for a better line of sight, pulls his arm back, and realizes that the throw is probably out of range (65' to the wall). He can still throw it, and it will likely clatter to the floor at the feet of Pascal, he can step closer and throw it at long range (at Disadvantage, one roll is 16 so roll another roll), or change his mind.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Ilena, feeling confident that there are no traps and remembering that she didn't hear anything in that room when listening at the painted over windows before, nonchalantly opens the door.
~♡~
Ilena opens the door onto a dusty old office. There's a small table and a broken chair. Across from her is the door to the outside, barred from the inside. To her left is another closed door. On the wall next to that door is a steel bell attached to a wire that runs through a hole into the wall.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Ilena recognizes the signal bell as something used to summon people so you don’t have to shout. She cautiously opens the door to her left, trying to peer through rather than swinging it wide open.
~♡~
Ilena finds another empty, dusty room. This one has a few old crates in it, and a dusty bookshelf missing several shelves. There are two doors across the way.
OOC > In the interest of efficiency...
Checking those two doors leads to two more smaller rooms, with no additional exits, similarly disused. One has several molding boxes in a corner, the other a small writing desk with a couple of drawers and a busted chair. It is apparent that whomever uses this warehouse does not spend much time in these rooms.
The wire passed through the first wall into the second room, runs along the wall to a second bell, and then through into the room with the desk. In there, it attaches to yet a third bell, and then the wire disappears through a hole back into the warehouse.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin, being much more of an expert on judge distance than GuiltySparc, takes a few steps before hucking the blade across the room.
OOC > Give me another roll then , Guiltysparc, for the Disadvantage... first roll was 16...
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.