Nub offers (as quietly as possible) "should I cast detect magic? It will take around 11 minutes, so we may need to go back to our room first to avoid being seen out in the open, but it may give us some idea about what is behind any further door we come to."
[For the moment Nub is unsure whether the 11 minute delay is worth it for the detect magic, but if the others decide it is, he will suggest that they go back to their room and he casts it there. If not, Nub will suggest they try room #5.]
(Sorry been unable to post at the normal frequency! Soar's fine with going back to the room for the casting. If there's some compelling reason not to, she'll head to door 5 and listen. She'll head to 5 even if skipping the casting and listen.)
Nate is totally fine with going back and having Nub cast a spell although we will likely lose pass without trace... but not sure if that matters since the courtyard is empty.
Steve would you let nubs spell be retroactive before we came downstairs or no?
I'm happy to make the spell retroactive, so both Nub and Nate cast their spells before you descended the stairs.
Nub, you have Detect Magic active as you descend the stairs and move through the lower courtyard. There is a general vague sense of magic coming from the ice and the doors - it is transmutation magic, as you would expect, that is keeping the ice solid and preventing melting. However, as you approach the door at 5, you get the sense of multiple sources of magic nearby; you cannot see them, so get no more information than that.
Soar looks to the group one final, final time and prepares to open the door about a foot for a glance and then all the way unless there’s something that would be an obvious reason to slam the door. Her sword is out, pointed at the ground but ready.
And oddly, for the first time, party members notice a faint crackle of green and blue lightning across the surface of Soar’s gloved hand, coruscating almost imperceptibly onto the hilt of her sword.
(She is readying an eldritch blast to hit anything hostile.)
On the other side, you see a hallway; though you cannot see all of it, you are in line of sight of three doors, each similar to the ice door you have just opened. There's no-one here.
Nub, you would sense that more of the magic is coming from behind door b.
"Ok, I think the giant cook-out is going on up there to the left. Let's sneak in a bit and see if we can get a better view of this room."
Nate's going to hug the west wall, (with door a) and sneak up to the edge to take a look into that entire place to confirm if it is the giants he saw earlier.
This post has potentially manipulated dice roll results.
Soar stays still, aware that she sounds like a bunch of silverware falling down the stairs more often than not. She looks at the base of each door to see if there is any light coming through, and for any sign of tracks or scrapes or debris around any of them to let her know what might be behind any of them.
Soar, it's difficult to get any sense of what lies behind each door - no tracks, no light escaping - but when you approach door b, you do hear two voices engaged in what appears to be an argument. You cannot make out any of the words though. Behind door a, no sound or sign of movement, but the ground is very clean - either it has been cleaned recently, or the same magic that is preserving the icy walls and doors is also keeping the floors immaculate.
Nate, there is a door (marked e on the map) that you think would lead to where you saw the two giants by the cauldron.
Nate thinks to himself as he sees Soar take stock of the doors. He would see her point to the one with voices, door B, and then press his ear against it to see if he can make out what exactly they are saying/arguing about and/or see if the voices are familiar to him as Rezmir or Jos.
He'd actually also go to door C as well, and listen very carefully to see if he can hear anything.
Nate, you don't hear more than Soar did through door b - voices, probably male, having an argument or heated discussion, but no words are clear. You hear nothing through door c.
Soar gives a look at the rest that says, "ready?" and one at Jalt that specifically says, "dragon blender?" and opens door b. She readies an eldritch blast in case she sees a cultist, especially one she recognizes.
Soar nods at Nate, with brief glances at Jalt and Nub. She presses forward.
Nub offers (as quietly as possible) "should I cast detect magic? It will take around 11 minutes, so we may need to go back to our room first to avoid being seen out in the open, but it may give us some idea about what is behind any further door we come to."
Let me know where you're moving to... :)
[For the moment Nub is unsure whether the 11 minute delay is worth it for the detect magic, but if the others decide it is, he will suggest that they go back to their room and he casts it there. If not, Nub will suggest they try room #5.]
(Sorry been unable to post at the normal frequency! Soar's fine with going back to the room for the casting. If there's some compelling reason not to, she'll head to door 5 and listen. She'll head to 5 even if skipping the casting and listen.)
Nate is totally fine with going back and having Nub cast a spell although we will likely lose pass without trace... but not sure if that matters since the courtyard is empty.
Steve would you let nubs spell be retroactive before we came downstairs or no?
I'm happy to make the spell retroactive, so both Nub and Nate cast their spells before you descended the stairs.
Nub, you have Detect Magic active as you descend the stairs and move through the lower courtyard. There is a general vague sense of magic coming from the ice and the doors - it is transmutation magic, as you would expect, that is keeping the ice solid and preventing melting. However, as you approach the door at 5, you get the sense of multiple sources of magic nearby; you cannot see them, so get no more information than that.

Soar looks to the group one final, final time and prepares to open the door about a foot for a glance and then all the way unless there’s something that would be an obvious reason to slam the door. Her sword is out, pointed at the ground but ready.
And oddly, for the first time, party members notice a faint crackle of green and blue lightning across the surface of Soar’s gloved hand, coruscating almost imperceptibly onto the hilt of her sword.
(She is readying an eldritch blast to hit anything hostile.)
Jalt notices the color forming around Soar's hand and instinctively readies his shield in front of him.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
With the party at the ready, you open the door.
On the other side, you see a hallway; though you cannot see all of it, you are in line of sight of three doors, each similar to the ice door you have just opened. There's no-one here.
Nub, you would sense that more of the magic is coming from behind door b.
"Ok, I think the giant cook-out is going on up there to the left. Let's sneak in a bit and see if we can get a better view of this room."
Nate's going to hug the west wall, (with door a) and sneak up to the edge to take a look into that entire place to confirm if it is the giants he saw earlier.
Soar stays still, aware that she sounds like a bunch of silverware falling down the stairs more often than not. She looks at the base of each door to see if there is any light coming through, and for any sign of tracks or scrapes or debris around any of them to let her know what might be behind any of them.
Perception: 23
Soar, it's difficult to get any sense of what lies behind each door - no tracks, no light escaping - but when you approach door b, you do hear two voices engaged in what appears to be an argument. You cannot make out any of the words though. Behind door a, no sound or sign of movement, but the ground is very clean - either it has been cleaned recently, or the same magic that is preserving the icy walls and doors is also keeping the floors immaculate.
Nate, there is a door (marked e on the map) that you think would lead to where you saw the two giants by the cauldron.
Soar points to the door where she can hear arguing and looks at the others with a questioning expression...
hmmmm... cooking giants must be in that room
Nate thinks to himself as he sees Soar take stock of the doors. He would see her point to the one with voices, door B, and then press his ear against it to see if he can make out what exactly they are saying/arguing about and/or see if the voices are familiar to him as Rezmir or Jos.
He'd actually also go to door C as well, and listen very carefully to see if he can hear anything.
where the hell are they
Jalt stays still and silent. He watches the others and keeps his head on a swivel. Its too quiet for his liking.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Nate, you don't hear more than Soar did through door b - voices, probably male, having an argument or heated discussion, but no words are clear. You hear nothing through door c.
Nate shrugs his shoulders at Soar and the others, and then points for Soar to open the door with the arguing. He whispers "may as well try that one."
Soar gives a look at the rest that says, "ready?" and one at Jalt that specifically says, "dragon blender?" and opens door b. She readies an eldritch blast in case she sees a cultist, especially one she recognizes.
Nate hugs the wall (again lol), frowns his brow and nods to Soar. "Let's do it."