Vhon waits until the end, once thd others are down and seem safe he will follow down "Let's not get carried away, we haven't even checked out the house. I hope there aren't any of these smugglers up here..."
While Zeph is checking the pile and Floki is noticing the trap door, Gilly has ventured into the building and is looking for the source of the scary voice while trying to be stealthy.
As Floki makes his way down the stairs (DM’sSecret roll = 6) he hears a clatter as if somebody has kicked a pot over.
Out of the corner of his eye he catches a flicker of movement as somebody or something dashed through what is possible a door in the southwestern corner of the room.
As Floki reaches the base of the stairs he can see that a large torchlit chamber (30’ East to West & 75’ North to South) which was possibly an old cellar has now been converted into living quarters. Ten crude beds are aligned along the western wall - each of which has a wooden locker at its foot. A long wooden table ringed by rickety chairs dominates the room. Dirty plates, cups and crockery sit atop the table. A cookstove is in the eastern wall and he can see a door in the northwestern corner.
Gilly is pretty sure that the voice was centered on the trap door.
This post has potentially manipulated dice roll results.
Once at the bottom of the stairs, Zeph would move the dancing lights out towards the perimeter of the room... spinning slightly around the space. Seeing the footlockers, the tabaxi would grin wide and bounce towards the closest one. He would pause for a moment and quickly examine the box for any locks or traps before attempting to open it. IF he is able to open the footlocker, he would riffle through it looking for anything of importance or value before moving to the next chest. The tabaxi would continue this process until every footlocker had been opened.
"Hey... you guys want to try to open these footlockers? I mean.. it's our property at this point right?" The tabaxi would say looking to the rest of the group.
"Fine... But when these footlockers are full of holy water, and we get attacked by whatever angry ghost yelled at us upstairs.... You are going to wish we opened them" Zeph would say with a grumble, moving away form the footlockers.
As Zin moves closer to the door at the end of the room he realises it is in a bit of an alcove (10x10 feet) [sorry can’t do a map working on I-pad] and as enters the alcove he can see another door on the eastern wall.
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Loremaster - A tangled skein (adventures in Eriador using the LOTR5e game system)
Zin looks back and forth between the two doors trying to decide which one to open first. Finally he just picks one and reaches out to open the door he was first going for, not the new door he found entering the alcove.
Vhon waits until the end, once thd others are down and seem safe he will follow down "Let's not get carried away, we haven't even checked out the house. I hope there aren't any of these smugglers up here..."
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Floki will make his way down the entirety of the stairs if he sees no immediate danger. Once down, he will scan for any threats.
Perception: 12
While Zeph is checking the pile and Floki is noticing the trap door, Gilly has ventured into the building and is looking for the source of the scary voice while trying to be stealthy.
Investigation: 20
If I need to roll for stealth again:
23
Loremaster - A tangled skein (adventures in Eriador using the LOTR5e game system)
Gilly follows Zeph and Floki.
As Zin reaches the bottom of the stairs he starts to look around the room.
Once at the bottom of the stairs, Zeph would move the dancing lights out towards the perimeter of the room... spinning slightly around the space. Seeing the footlockers, the tabaxi would grin wide and bounce towards the closest one. He would pause for a moment and quickly examine the box for any locks or traps before attempting to open it. IF he is able to open the footlocker, he would riffle through it looking for anything of importance or value before moving to the next chest. The tabaxi would continue this process until every footlocker had been opened.
Perception to spot locks / traps / loot? 19
Zeph does not discover any traps on the footlockers but they are all locked.
Loremaster - A tangled skein (adventures in Eriador using the LOTR5e game system)
"Hey... you guys want to try to open these footlockers? I mean.. it's our property at this point right?" The tabaxi would say looking to the rest of the group.
"Zeph," Gilly says, keeping his eyes peeled for danger, "maybe we should do the job before we start collecting the reward."
Zin moves to the door at the end of the room and checks to see if it is locked.
"Fine... But when these footlockers are full of holy water, and we get attacked by whatever angry ghost yelled at us upstairs.... You are going to wish we opened them" Zeph would say with a grumble, moving away form the footlockers.
As Zin moves closer to the door at the end of the room he realises it is in a bit of an alcove (10x10 feet) [sorry can’t do a map working on I-pad] and as enters the alcove he can see another door on the eastern wall.
Loremaster - A tangled skein (adventures in Eriador using the LOTR5e game system)
"Great, two doors here." He calls back to the others. "Are we checking the rest of the house first or exploring down here first?"
"I say we keep exploring down here" Zeph would say zin, bouncing back and forth ready to go.
Gilly grins at Zeph's pessimism and follows along, ready to assist where he can.
Zin looks back and forth between the two doors trying to decide which one to open first. Finally he just picks one and reaches out to open the door he was first going for, not the new door he found entering the alcove.
Before Zin does that he notices that the door is barred and written on it is the word ‘DANGER’.
My bad for not telling you earlier (one of the problems of trying to work on an I-pad while travelling).
Loremaster - A tangled skein (adventures in Eriador using the LOTR5e game system)
As Zin reaches for the door handle he suddenly sees a sign on the door.
"Uh, boss! This one says 'DANGER' on it. Maybe I'll try the other door first."
He then goes to open the other door.
As Zin moves to the other door, Gilly listens at the DANGER door.
Perception: 18