This post has potentially manipulated dice roll results.
Taj listens at the crack, trying to make out how many creatures are behind the door.
Perception: 15
"We need a plan", she whispers, frustrated at being unable to discern who or what is inside the room. "Either we rush in and storm the room - which mightn't work out well if the door is locked - or else we make some noise out here then lure them back to an ambush. Unless anyone has a better idea?"
Minda waits at the intersection still, but if any of the others come back to discuss a plan then she would offer the following. "Find out where they go to take a piss, then lets set up an ambush there and wait. It's one of the few places where others won't suspect when someone disappears for a while."
Ruvlo, you hear shifting of armoured bodies, a faintly whispered "are you sure they're coming now?", and an urgent, but still hushed "shut the **** up, you heard the damn crash, shut up". There's the smell of unwashed bodies, but wherever their latrine is, it's not in this nest of corridors.
"We need to think carefully about our approach as you all have said but if we are to attack them now then we need to decide who goes in first." Maruck says as he looks to the door.
Minda (if someone comes back to discuss) would suggest pulling back and waiting. If nobody comes back, she keeps position and keeps listening to the sound of a fight breaking out or anyone coming or going.
"If they are waring armour, they are more likely slower and more vulnerable to spells", Taj muses, after retreating to discuss with the others. "I could create a fire which would make them think twice about following us, whilst we can rain arrows upon them. But we must be careful not to be caught in a trap ourselves - we have passed a door that we didn't investigate, and another corridor."
She sketches in the sandy floor with a finger, "see, this is a long corridor. We have 2 choke points, one at the Eastern end and one in the middle where the T-junction is. We could do a stage withdrawal to the room we cleared earlier." She beams, pleased with her suggested tactics.
Minda thinks for a bit and says, "Lets wait for a bit. I'll see if the locals can help us."
She will cast speak with animals and start making tiny squeaks, almost voiceless. She will also take a bit of her rations and crumble it here and there. If any rats or mice happen to come by, she'll ask about latest traffic. Also, if any of them is willing, she will then cast beast sense and ask the mouse/rat to peek under the doors we know about and any other passages. (checked the description again - Minda can cast those as a ritual, so an additional 10 minutes casting time for both of these, which is OK and according to plan anyways)
You watch as Minda moves back from the door and begins to cast Speak with Animals, taking her time to channel the magic of the world. It takes a while after the spell has been cast before a small dormouse gathers the courage to step out and speak back. Minda, it tells you that there's usually 7-8 humans in the room and two others that look human but smell wrong, and there's another 7 or so that sometimes come here too, as well as two more wrong-smellers and a meat-monster that they take a lot of care to hide from. Two of the humans seem to spend a lot of time shouting and throwing things at each other - which is good for the mice, since spilled food is good food - so the two nests don't spend much time together any more. The man who spills a lot of beer usually stays in this room and the lady with the meat-monster mostly stays in the bone-chair room unless there's lots of noise and then she comes and shouts at the beer man. The little mouse also points out the secret door, and asks if you could avoid that, because the mice are setting up a new nest there in between all the pots and wood and stuff the humans piled up there against the door and it would be horrible to lose such a nice nest.
Minda, roll me a persuasion check (DC10) to convince the mouse to allow you to see through their eyes.
”Maybe me and Maruck should sneak inside and ambush them from behind, while you rush them straight on. That way we can surprise them, and be able to position ourselves.”
This post has potentially manipulated dice roll results.
DM Shield
3
The dormouse reacts first, dashing at full speed back into the narrow crack in the wall that leads to it's home. Taj and Wendy, you also hear a voice hiss from inside the room "**** this, they're not coming. The Grell must have got them. Kranit, get back on the lookout post in case more come down the well. Everyone else, back to what you were doing".
Maruck will wait by the door with his bow at the ready as he waits to see if the rest of the group wants to go inside or simply let those inside leave.
“Maybe we should light a torch and throw it in there?”, Wendy suggests as he also tries to make something out in the darkness.
Perception: 19
Taj listens at the crack, trying to make out how many creatures are behind the door.
Perception: 15
"We need a plan", she whispers, frustrated at being unable to discern who or what is inside the room. "Either we rush in and storm the room - which mightn't work out well if the door is locked - or else we make some noise out here then lure them back to an ambush. Unless anyone has a better idea?"
"Here, let me try." Ruvlo says, also attempting to listen through the door.
Perception + Guidance: 15
Minda waits at the intersection still, but if any of the others come back to discuss a plan then she would offer the following. "Find out where they go to take a piss, then lets set up an ambush there and wait. It's one of the few places where others won't suspect when someone disappears for a while."
Ruvlo, you hear shifting of armoured bodies, a faintly whispered "are you sure they're coming now?", and an urgent, but still hushed "shut the **** up, you heard the damn crash, shut up". There's the smell of unwashed bodies, but wherever their latrine is, it's not in this nest of corridors.
Ruvlo turns to the others and whispers: "They're wearing armor, and they're waiting for us." Ruvlo frowns. "And they're stinky."
"We need to think carefully about our approach as you all have said but if we are to attack them now then we need to decide who goes in first." Maruck says as he looks to the door.
Minda (if someone comes back to discuss) would suggest pulling back and waiting. If nobody comes back, she keeps position and keeps listening to the sound of a fight breaking out or anyone coming or going.
"If they are waring armour, they are more likely slower and more vulnerable to spells", Taj muses, after retreating to discuss with the others. "I could create a fire which would make them think twice about following us, whilst we can rain arrows upon them. But we must be careful not to be caught in a trap ourselves - we have passed a door that we didn't investigate, and another corridor."
She sketches in the sandy floor with a finger, "see, this is a long corridor. We have 2 choke points, one at the Eastern end and one in the middle where the T-junction is. We could do a stage withdrawal to the room we cleared earlier." She beams, pleased with her suggested tactics.
Minda thinks for a bit and says, "Lets wait for a bit. I'll see if the locals can help us."
She will cast speak with animals and start making tiny squeaks, almost voiceless. She will also take a bit of her rations and crumble it here and there. If any rats or mice happen to come by, she'll ask about latest traffic. Also, if any of them is willing, she will then cast beast sense and ask the mouse/rat to peek under the doors we know about and any other passages. (checked the description again - Minda can cast those as a ritual, so an additional 10 minutes casting time for both of these, which is OK and according to plan anyways)
DM screen:
2
You watch as Minda moves back from the door and begins to cast Speak with Animals, taking her time to channel the magic of the world. It takes a while after the spell has been cast before a small dormouse gathers the courage to step out and speak back. Minda, it tells you that there's usually 7-8 humans in the room and two others that look human but smell wrong, and there's another 7 or so that sometimes come here too, as well as two more wrong-smellers and a meat-monster that they take a lot of care to hide from. Two of the humans seem to spend a lot of time shouting and throwing things at each other - which is good for the mice, since spilled food is good food - so the two nests don't spend much time together any more. The man who spills a lot of beer usually stays in this room and the lady with the meat-monster mostly stays in the bone-chair room unless there's lots of noise and then she comes and shouts at the beer man. The little mouse also points out the secret door, and asks if you could avoid that, because the mice are setting up a new nest there in between all the pots and wood and stuff the humans piled up there against the door and it would be horrible to lose such a nice nest.
Minda, roll me a persuasion check (DC10) to convince the mouse to allow you to see through their eyes.
Everyone else, roll me a perception check
(OOC: super cool stuff, DM! Thank you! :) )
Minda persuasion check: 8
Perception: 19
Perception: 13
Wendy‘s Perception: 20
”Maybe me and Maruck should sneak inside and ambush them from behind, while you rush them straight on. That way we can surprise them, and be able to position ourselves.”
Taj's perception: 21
DM Shield
3
The dormouse reacts first, dashing at full speed back into the narrow crack in the wall that leads to it's home. Taj and Wendy, you also hear a voice hiss from inside the room "**** this, they're not coming. The Grell must have got them. Kranit, get back on the lookout post in case more come down the well. Everyone else, back to what you were doing".
There's movement inside the room. What do you do?
Maruck will wait by the door with his bow at the ready as he waits to see if the rest of the group wants to go inside or simply let those inside leave.
Ruvlo will wait next to Maruck, readying a sun bolt.
Taj will wait at the back and prepare to cast create bonfire.