With everyone now safely across the pit, the party has but one choice...to follow the passage leading south, ending in a wooden door. It opens into a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. There is another door on the northern part of the west wall. Stone steps ascend in two short flights to a five-foot-wide landing and door about fifteen feet above you.
(You all get another 25 XP for surviving the trap =)
The tiefling spots no other traps, but her inspection of the room does reveal another secret door! This one is in the southwestern portion of the room. (Map updated!)
Valefor take his familiar a smaller than normal brown barn owl and lifts her off his shoulder letting her flutter over to the door on the right to listen in for anything behind the door.
The owl familiar misjudges the landing and thumps into the door! But as it's an owl - and a fey spirit in the form of an owl at that - it is only really audible to the group. Valefor, through his familiar, hears snoring from the other side of the wooden door to the northwest.
"I suggest we draw whoever is in that room out, rather than us go in friend Salty Joe. I may be able to use the water in the cistern to provide a distraction that we can use to our advantage..."
(My suggestion is to have the party hide out of sight in the room we are currently in, then make a noise on the door to draw out whatever is in the room. I think we have enough cover to be able to hide and spring an ambush. I can use my Shape Water cantrip to manipulate the water in the cistern to (hopefully) provide a distraction...)
(Because we have no idea what/who/how many are behind the door. What if whatever is in the room is laying an ambush for us? At least by drawing it/them out we can see what we're up against before engaging, and maybe get an attack in before they realize we're there.)
(I'm good with whatever the group decides though - onwards we go!)
(Drawing then out sound like a good plan but if they arm up and wait inside we will have a harder time, I like the idea of drawing them out but with a good stealth at least we will get a surprise round but either way I’m down let do this woop woop!)
"If they really are asleep I can oil those hinges to prevent any sqeaks then slip in and cut their throats nice and quiet. If we try to draw them out we should at least investigate the secret door and the door at the top of the stairs to make sure we aren't luring more than we are prepared for. Either way we will have an advantage, but if we sneak in and do it quite then we don't risk alerting anything else nearby."Penumbra says as she digs a small flask of oil from her thieves tool kit.
Valefor nods “Sound like a plan Penumbra but just in case” And Valefor pulls one his cured leather glove and whispers a few arcane words( casting mage armor).
This post has potentially manipulated dice roll results.
Everyone who will enter the next room make a Stealth check with advantage (nice play with oiling the hinges, Penumbra!). If you beat their Perception you may act during a surprise round. Everyone roll for initiative.
AFTER you decide whether you are staying put or entering the room and rolled Stealth, read the spoiler below, then enter your actions in a spoiler. Since this is going to be fast and (perhaps) quiet, don't look at anyone else's spoiler post! I'll write up a summary when I have everyone's move =)
Perception: 8
Initiative: 10
This 15' x 20' room appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the north wall near the door, while barrels and crates fill the southern half of the chamber. There are three redbrand ruffians asleep in the bunks.
This post has potentially manipulated dice roll results.
Valefor would back up stairs at the bottom to the wall so he can keep an eye on both the door at the top of the stairs and the one salty joe is making his way toward all while trying to be as quiet as possible and commanding his small barn owl playfully called bubo to come back and hang around the door at the top of the stairs.
This post has potentially manipulated dice roll results.
Waiting to enter the room, Bankur whispers to the group "My skills at stealth are as good as, nay better, than my trap detection skills. I move with the grace of a cat and the whisper of a wind. My masters taught me that a light step is better than heavy steel when it comes to staying alive. Now let us proceed silently into the room and dispatch the evil living therein before they even realize we are there."
(Stealth roll: 5)
Entering the room in a cautious crouch and moving as silently as he can, Bankur first steps on, then trips over Salty Joe's foot. Bankur's attempt to stop himself from falling flat on his face manifests itself in a frenzied and somewhat comical flailing of arms and legs. In the end, Bankur manages to barely catch himself and stay on his feet.
Rand takes a step and hears the rattle of his chainmail. "I better stay here and join in if there is trouble. I will be ready to come quickly to your aid, you can be assured of that."
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Seeing the commotion come to an end rather quickly Valefor shuffles in behind Salty Joe along the edge.
Acrobatics: 15
With everyone now safely across the pit, the party has but one choice...to follow the passage leading south, ending in a wooden door. It opens into a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. There is another door on the northern part of the west wall. Stone steps ascend in two short flights to a five-foot-wide landing and door about fifteen feet above you.
(You all get another 25 XP for surviving the trap =)
Love God. Love Others. Any Questions?
Penumbra takes a look around trying to spot anymore traps or anything that looks strange or out of place.
Perception: 13
The tiefling spots no other traps, but her inspection of the room does reveal another secret door! This one is in the southwestern portion of the room. (Map updated!)
Love God. Love Others. Any Questions?
Valefor take his familiar a smaller than normal brown barn owl and lifts her off his shoulder letting her flutter over to the door on the right to listen in for anything behind the door.
Stealth for Familiar: 6
Perception for Familiar: 23
The owl familiar misjudges the landing and thumps into the door! But as it's an owl - and a fey spirit in the form of an owl at that - it is only really audible to the group. Valefor, through his familiar, hears snoring from the other side of the wooden door to the northwest.
Love God. Love Others. Any Questions?
Valefor turns back to the others in the group whispering “Their are some asleep in that room to the right”
"Cool. Easy kills. Me first...wait on second thought. Could someone else go first?"
I got alot a doods
"I suggest we draw whoever is in that room out, rather than us go in friend Salty Joe. I may be able to use the water in the cistern to provide a distraction that we can use to our advantage..."
(My suggestion is to have the party hide out of sight in the room we are currently in, then make a noise on the door to draw out whatever is in the room. I think we have enough cover to be able to hide and spring an ambush. I can use my Shape Water cantrip to manipulate the water in the cistern to (hopefully) provide a distraction...)
"Whatever's inside is already asleep. Why ruin the advantage we currently have?"
I got alot a doods
(Because we have no idea what/who/how many are behind the door. What if whatever is in the room is laying an ambush for us? At least by drawing it/them out we can see what we're up against before engaging, and maybe get an attack in before they realize we're there.)
(I'm good with whatever the group decides though - onwards we go!)
(Drawing then out sound like a good plan but if they arm up and wait inside we will have a harder time, I like the idea of drawing them out but with a good stealth at least we will get a surprise round but either way I’m down let do this woop woop!)
"If they really are asleep I can oil those hinges to prevent any sqeaks then slip in and cut their throats nice and quiet. If we try to draw them out we should at least investigate the secret door and the door at the top of the stairs to make sure we aren't luring more than we are prepared for. Either way we will have an advantage, but if we sneak in and do it quite then we don't risk alerting anything else nearby." Penumbra says as she digs a small flask of oil from her thieves tool kit.
Bankur nods to Penumbra "Your plan is sound friend Penumbra. Let us try sneaking into the room as you propose."
Valefor nods “Sound like a plan Penumbra but just in case” And Valefor pulls one his cured leather glove and whispers a few arcane words( casting mage armor).
Everyone who will enter the next room make a Stealth check with advantage (nice play with oiling the hinges, Penumbra!). If you beat their Perception you may act during a surprise round. Everyone roll for initiative.
AFTER you decide whether you are staying put or entering the room and rolled Stealth, read the spoiler below, then enter your actions in a spoiler. Since this is going to be fast and (perhaps) quiet, don't look at anyone else's spoiler post! I'll write up a summary when I have everyone's move =)
Perception: 8
Initiative: 10
This 15' x 20' room appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the north wall near the door, while barrels and crates fill the southern half of the chamber. There are three redbrand ruffians asleep in the bunks.
Love God. Love Others. Any Questions?
Salty Joe walks into the room and draws his rapier. Stealth 23
Forgotten Advantage Roll 7
(I guess it was meant to be)
I got alot a doods
Valefor would back up stairs at the bottom to the wall so he can keep an eye on both the door at the top of the stairs and the one salty joe is making his way toward all while trying to be as quiet as possible and commanding his small barn owl playfully called bubo to come back and hang around the door at the top of the stairs.
Stealth: 18
Initiative: 7
Waiting to enter the room, Bankur whispers to the group "My skills at stealth are as good as, nay better, than my trap detection skills. I move with the grace of a cat and the whisper of a wind. My masters taught me that a light step is better than heavy steel when it comes to staying alive. Now let us proceed silently into the room and dispatch the evil living therein before they even realize we are there."
(Stealth roll: 5)
Entering the room in a cautious crouch and moving as silently as he can, Bankur first steps on, then trips over Salty Joe's foot. Bankur's attempt to stop himself from falling flat on his face manifests itself in a frenzied and somewhat comical flailing of arms and legs. In the end, Bankur manages to barely catch himself and stay on his feet.
(Initiative roll: 9)
Rand takes a step and hears the rattle of his chainmail. "I better stay here and join in if there is trouble. I will be ready to come quickly to your aid, you can be assured of that."