This post has potentially manipulated dice roll results.
As Cyryc [the lizard] darts to the door of each room, he checks for signs of current habitation, such as movement or recent smells. Knowing his master's well, he also looks in each room for other exits.
Rober notes the information provided by Cyryc, passing it along to his fellow employees. He then heads to the open door, carefully checking this living area as he goes, including the ceiling.
Perception 10
Before entering that room, he scans for signs of danger or enemies, or other means of entry or exit, and then enters.
OOC: if you need another Perception check for this room, here it is 16
This post has potentially manipulated dice roll results.
"Ash, could you and Cheddar give us a description of that patio? While you do that, let's have a look at that door." Feanaro steps to the door and takes a closer look inside for any details.
Upstairs the lizard doesn't smell any really recent smells, though he thinks one room might have been used more recently than others. It is one with a window that looks out towards the sea. He also finds a back stairs that leads down to the dining room.
Since a couple of you have asked about the next room...
The only thing of note in the room is a clump of tiny red mushrooms growing around a fireplace in a semicircular formation. Otherwise, the room is bare.
This post has potentially manipulated dice roll results.
Rober comes over. “Interesting. My familiar says nothing is living upstairs though a room facing the sea, with an open window, was more recently occupied than the others. He has also found a set of stairs down to the dining room.
”I think we should check out the next room, and the one beyond that, then come back to this.”
Turning, he head back to the room with the mushroom and begins investigating it, being careful when he checks the mushrooms and fireplace.
"I would surmise that the trap door there would be the one we saw in the basement," Feanaro said. "We can use it when we plan to go back down to be sure. Please do be careful near those mushrooms though, who knows what kind the may be." He joins Rober at the fireplace but stands a little further back.
Rober pauses in his investigation, looking at Alex. He nods once. He hasn’t been planning on doing that but NOT doing it ...well he hadn’t exactly planned that either.
OOC: Rober will be careful to neither touch nor go past the mushrooms.
The group moves into the room with the chimney and mushroom.
Rober finds...
Treasure. A character who searches the chimney of the fireplace discovers a loose stone about 3 feet above the top of the fireplace that conceals a small cavity. Inside the cavity is a small leather pouch containing two cut pieces of blue quartz (10 gp each).
The mushrooms are quickly determined to be harmless, and has no affect on Durlin when he eats one.
Moving through to the next room, you find another living area...
Aside from a large amount of plaster that has fallen from the ceiling, this room is bare.
A door from here leads to the dining room...
At one time a long table stood in the center of this room; now it lies broken on the floor. A broken chair sits against the wall between the windows, and there is a heap of broken dishes in the northwest corner.
There is nothing else of note here.
A set of stairs go up, with a door leading to the front of the house and another leading to the kitchen. Yet another door leads off opposite the one you came through.
Moving to this third door you find...
Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall.
A character who succeeds on a DC 12 Wisdom (Perception) check finds a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth.
A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.
Treasure. The hidden compartment contains a wooden box. Inside the box are 30 cp and two small pouches of alchemical powders (5 gp each).
The group has no problems dispatching the pesky spiders, so continue back to the dining room and up the stairs to the second level...
What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide).
Decrepit Bedroom
Rubbish is scattered around what was once a fine guest bedroom; there is evidence of rodent infestation, and webs hang in the corners. A four-poster bed stands against the wall opposite the fireplace. Its woodwork is worm-ridden, and the curtains that once screened the bed are torn and stained. There is no bed linen, but the bed is mostly intact.
While some smugglers have slipped away to nap here in recent months, there is nothing of particular note here.
Guest Bedroom
This bedroom has no furniture, but rubbish is scattered everywhere, and webs cover the walls and ceiling. From the doorway, you can see a glint of light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends from the webs above the door a moment later. Both wash down the walls with the muffled clatter of thousands of tiny legs.
Fireplace. The glint inside the fireplace comes from a small crystal bauble (5 sp) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who succeeds on a DC 10 Intelligence (Investigation) check while examining the bauble realizes it might be a part of a set of similar crystals used as counterweights in alchemical work.
Again the spiders are not a threat and easily dispatched.
Crumbling Bedroom
This room appears to be another dirty, decaying bedroom without furniture. Even viewed from the doorway, it’s evident that the floor in here does not look safe; some of the floorboards are missing, and others are partially dislodged.
Anyone who enters the room with reasonable care can avoid moving into the part of the floor that is sagging and damaged, looking perhaps not strong enough to support significant weight. A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check enables a character to detect recent tracks that lead from the door to the window, and back again, along the west edge of the room.
Clues at the Window. A combination of the position of the house and the topography of the cliff results in this room providing the best view of the sea from any part of the house, and it is from here that the smugglers signal to their colleagues out at sea. A character who carefully examines the window area and makes a successful DC 12 Intelligence (Investigation) check discovers small clues to this fact: fresh scratches on the sill where the signaling lantern has been placed, scuffing of the floor dust immediately near the window, and so forth. These signs cannot be seen from the door; they require up-close observation to be discovered.
Another Bedroom
Nothing of interest is in this room.
Alchemist’s Bedroom
Damp mold covers portions of the walls and ceiling in this large bedroom, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that were never in fashion — nothing of value — and a bundle of documents. These pages are rotted and stained, their meaning lost long ago.
Box Room
This room appears to have been used for storage. A large, ill-made oak chest stands under the window, its lid closed. Elsewhere in the room lie three broken wooden chairs, two splintered wooden buckets, and a mildewed sack. Just inside the door is a heap of clothing; these garments have collected little dust, appearing to have been placed here only recently.
The chest is empty and the sack contains drab, rotted clothing — laundry soiled long ago by the house’s former owner. Those who untangle the balled contents find an inordinate number of wool socks.
Landing
Along the north wall of this area, a staircase descends to the ground floor of the rear of the house. The treads appear to be loose and perilous, coming out in the dining room.
What the group knows from all of this...
From the captive smuggler leader you found out that they were smuggling weapons for the lizardfolk. You know that there is a ship that they contact, where the other half of the smugglers use the ship to do the actual smugglign work. You know that the room ont he second floor is used to do the signalling to the ship.
In one of the books the group took earlier on you found the signalling instructions for how to signal the ship. You also found the lantern used to do the signalling.
You have now checked out the entire house, so return to the danger-marked door...
This post has potentially manipulated dice roll results.
As they approach the door, Rober debates using Justice or Vindication. In the end, he decides to wait and see what lies beyond. Bending closer, he listens for anything.
Perception 5
After passing along what, if anything, he heard, the fighter turns back to the others and asks, “Everyone ready?”
After they all indicate assent, Rober removes the bar and opens the door swiftly.
OOC: My intention here is to give the others a chance to do whatever before the door is opened, such as readying weapons casting prep spells, whatever.
Ash goes through and makes notes of the various rooms with annotations regarding any potential lore to further investigate. At the danger door, he puts his notebook away and pulls his bow. "I am ready as is Cheddar."
Rollback Post to RevisionRollBack
I have an intelligence of six, I know what I'm doing.
This post has potentially manipulated dice roll results.
Feanaro is really interested in the signalling, his mind filling in the possibilities of who they are aligned against and how best to move forward. As the group now stands before the barred door, he stands confidently behind the first ranks. He brings out a tiny wooden toy, it looks to be a lovingly crafted lion turtle. He cups it in his hand and brings it to his mouth, whispering a few words and then places it upon the ground.
The group gains 6 temporary hit points from the crawling Protector Eldritch Cannon.
"I am ready, let us finish this investigation. We have learned much and should begin to plan our next steps."
After everyone else is ready. Orgen mutters some words under his breath and the rune on shield begins to glow. When this happens the dwarf instantly appears to have gain muscle mass being much bulky than before. After this, he appears to instantly grow in size becoming a 9 ft. tall wall of muscle. He stands beside Rober to take on anything that comes out of the door.
Rollback Post to RevisionRollBack
Dormark Calling of Strahd (warforged cleric) 4
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As Cyryc [the lizard] darts to the door of each room, he checks for signs of current habitation, such as movement or recent smells. Knowing his master's well, he also looks in each room for other exits.
Rober notes the information provided by Cyryc, passing it along to his fellow employees. He then heads to the open door, carefully checking this living area as he goes, including the ceiling.
Perception 10
Before entering that room, he scans for signs of danger or enemies, or other means of entry or exit, and then enters.
OOC: if you need another Perception check for this room, here it is 16
Tandor the White, Human Life Cleric
"Ash, could you and Cheddar give us a description of that patio? While you do that, let's have a look at that door." Feanaro steps to the door and takes a closer look inside for any details.
Perception: 19
You see another living room through the door. (Will give more details when we move that direction.)
You spot a set of footprints heading to a section of the floor, which you discover is a trap door.
Upstairs the lizard doesn't smell any really recent smells, though he thinks one room might have been used more recently than others. It is one with a window that looks out towards the sea. He also finds a back stairs that leads down to the dining room.
Since a couple of you have asked about the next room...
The only thing of note in the room is a clump of tiny red mushrooms growing around a fireplace in a semicircular formation. Otherwise, the room is bare.
Another door leads on from it though...
Ash glances back at everyone and says "I found a trap door. Does anyone want to look at this?"
I have an intelligence of six, I know what I'm doing.
Rober comes over. “Interesting. My familiar says nothing is living upstairs though a room facing the sea, with an open window, was more recently occupied than the others. He has also found a set of stairs down to the dining room.
”I think we should check out the next room, and the one beyond that, then come back to this.”
Turning, he head back to the room with the mushroom and begins investigating it, being careful when he checks the mushrooms and fireplace.
investigation 8
Nature 17
Tandor the White, Human Life Cleric
"I would surmise that the trap door there would be the one we saw in the basement," Feanaro said. "We can use it when we plan to go back down to be sure. Please do be careful near those mushrooms though, who knows what kind the may be." He joins Rober at the fireplace but stands a little further back.
Nature: 25
“I don’t like the way those mushrooms are growing near the fire place. I suggest to not break the line of mushrooms.”
Orgren looks around seeing if there are any metal objects in the room.
Perception: 16
Dormark Calling of Strahd (warforged cleric) 4
Hector stands vigilantly by the trap door -- just in case.
Rober pauses in his investigation, looking at Alex. He nods once. He hasn’t been planning on doing that but NOT doing it ...well he hadn’t exactly planned that either.
OOC: Rober will be careful to neither touch nor go past the mushrooms.
Tandor the White, Human Life Cleric
Not paying attention to anything, Durlin reaches for a mushroom, if no one stops him from touching the mushrooms, he pops one in his mouth:
If poisonous, con save:11
The group moves into the room with the chimney and mushroom.
Rober finds...
Treasure. A character who searches the chimney of the fireplace discovers a loose stone about 3 feet above the top of the fireplace that conceals a small cavity. Inside the cavity is a small leather pouch containing two cut pieces of blue quartz (10 gp each).
The mushrooms are quickly determined to be harmless, and has no affect on Durlin when he eats one.
Moving through to the next room, you find another living area...
Aside from a large amount of plaster that has fallen from the ceiling, this room is bare.
A door from here leads to the dining room...
At one time a long table stood in the center of this room; now it lies broken on the floor. A broken chair sits against the wall between the windows, and there is a heap of broken dishes in the northwest corner.
There is nothing else of note here.
A set of stairs go up, with a door leading to the front of the house and another leading to the kitchen. Yet another door leads off opposite the one you came through.
Moving to this third door you find...
Two stuffed armchairs stand near the fireplace of this room. The covers of both have been torn and the stuffing has been pulled out, but the wooden frames are intact. A broken table lies on the floor near the north wall.
A character who succeeds on a DC 12 Wisdom (Perception) check finds a stone out of place on the chimney above the fireplace. Removing the stone reveals a hidden compartment. Additionally, characters who approach the fireplace notice a collection of mouse bones spilling out from the hearth.
A swarm of insects (spiders) lurks in the crevices of the fireplace and chimney. The spiders flood forth with obvious irritation if any creatures move to within 5 feet of the fireplace.
Treasure. The hidden compartment contains a wooden box. Inside the box are 30 cp and two small pouches of alchemical powders (5 gp each).
The group has no problems dispatching the pesky spiders, so continue back to the dining room and up the stairs to the second level...
What was once a fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide).
Decrepit Bedroom
Rubbish is scattered around what was once a fine guest bedroom; there is evidence of rodent infestation, and webs hang in the corners. A four-poster bed stands against the wall opposite the fireplace. Its woodwork is worm-ridden, and the curtains that once screened the bed are torn and stained. There is no bed linen, but the bed is mostly intact.
While some smugglers have slipped away to nap here in recent months, there is nothing of particular note here.
Guest Bedroom
This bedroom has no furniture, but rubbish is scattered everywhere, and webs cover the walls and ceiling. From the doorway, you can see a glint of light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends from the webs above the door a moment later. Both wash down the walls with the muffled clatter of thousands of tiny legs.
Fireplace. The glint inside the fireplace comes from a small crystal bauble (5 sp) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who succeeds on a DC 10 Intelligence (Investigation) check while examining the bauble realizes it might be a part of a set of similar crystals used as counterweights in alchemical work.
Again the spiders are not a threat and easily dispatched.
Crumbling Bedroom
This room appears to be another dirty, decaying bedroom without furniture. Even viewed from the doorway, it’s evident that the floor in here does not look safe; some of the floorboards are missing, and others are partially dislodged.
Anyone who enters the room with reasonable care can avoid moving into the part of the floor that is sagging and damaged, looking perhaps not strong enough to support significant weight. A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check enables a character to detect recent tracks that lead from the door to the window, and back again, along the west edge of the room.
Clues at the Window. A combination of the position of the house and the topography of the cliff results in this room providing the best view of the sea from any part of the house, and it is from here that the smugglers signal to their colleagues out at sea. A character who carefully examines the window area and makes a successful DC 12 Intelligence (Investigation) check discovers small clues to this fact: fresh scratches on the sill where the signaling lantern has been placed, scuffing of the floor dust immediately near the window, and so forth. These signs cannot be seen from the door; they require up-close observation to be discovered.
Another Bedroom
Nothing of interest is in this room.
Alchemist’s Bedroom
Damp mold covers portions of the walls and ceiling in this large bedroom, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that were never in fashion — nothing of value — and a bundle of documents. These pages are rotted and stained, their meaning lost long ago.
Box Room
This room appears to have been used for storage. A large, ill-made oak chest stands under the window, its lid closed. Elsewhere in the room lie three broken wooden chairs, two splintered wooden buckets, and a mildewed sack. Just inside the door is a heap of clothing; these garments have collected little dust, appearing to have been placed here only recently.
The chest is empty and the sack contains drab, rotted clothing — laundry soiled long ago by the house’s former owner. Those who untangle the balled contents find an inordinate number of wool socks.
Landing
Along the north wall of this area, a staircase descends to the ground floor of the rear of the house. The treads appear to be loose and perilous, coming out in the dining room.
What the group knows from all of this...
From the captive smuggler leader you found out that they were smuggling weapons for the lizardfolk. You know that there is a ship that they contact, where the other half of the smugglers use the ship to do the actual smugglign work. You know that the room ont he second floor is used to do the signalling to the ship.
In one of the books the group took earlier on you found the signalling instructions for how to signal the ship. You also found the lantern used to do the signalling.
You have now checked out the entire house, so return to the danger-marked door...
Investigation for down stairs 23
Up stairs investigation 24
”In our report we should talk about the potential for a trap to catch the smugglers on the ship.”
Down by the danger door Alex will have the ham floating by his head ready to fly into the room.
As they approach the door, Rober debates using Justice or Vindication. In the end, he decides to wait and see what lies beyond. Bending closer, he listens for anything.
Perception 5
After passing along what, if anything, he heard, the fighter turns back to the others and asks, “Everyone ready?”
After they all indicate assent, Rober removes the bar and opens the door swiftly.
OOC: My intention here is to give the others a chance to do whatever before the door is opened, such as readying weapons casting prep spells, whatever.
Tandor the White, Human Life Cleric
Ash goes through and makes notes of the various rooms with annotations regarding any potential lore to further investigate. At the danger door, he puts his notebook away and pulls his bow. "I am ready as is Cheddar."
I have an intelligence of six, I know what I'm doing.
Feanaro is really interested in the signalling, his mind filling in the possibilities of who they are aligned against and how best to move forward. As the group now stands before the barred door, he stands confidently behind the first ranks. He brings out a tiny wooden toy, it looks to be a lovingly crafted lion turtle. He cups it in his hand and brings it to his mouth, whispering a few words and then places it upon the ground.
The group gains 6 temporary hit points from the crawling Protector Eldritch Cannon.
"I am ready, let us finish this investigation. We have learned much and should begin to plan our next steps."
“Well that’s a neat turtle... lion... thing?”
After everyone else is ready. Orgen mutters some words under his breath and the rune on shield begins to glow. When this happens the dwarf instantly appears to have gain muscle mass being much bulky than before. After this, he appears to instantly grow in size becoming a 9 ft. tall wall of muscle. He stands beside Rober to take on anything that comes out of the door.
Dormark Calling of Strahd (warforged cleric) 4