You all fan out and begin checking the most likely places Orbid could hide. Throwing open the two wardrobes only reveals various cloaks and dusty, but finely made clothing, two of you go on either side of the bed and swing the blankets off the floor only to find more dust accumulating. Lucas, Happy, and Arlo begin patting the walls for secret doors and pulling on books in hopes a secret door opens.
Catherine and Sieghart:
You both stand at the center of the room scanning for anything missed. As your eyes meet the pitter-patter sound of gentle rain draws your attentions to the window. A calm summer storm as swept in. Rain falls and fog begins forming from the sun baked grounds, but it doesn't completely obscure what you can see. About 160 feet across and 200 yards out, you see a well manicured landscape of trimmed bushes in the forms of various animals, islands of squat flowering trees, a small pond with lily pads floating in a corner, patches of vibrant flowers and bushes. Mixed throughout are various statues on pedestals of humanoid figures in different poses. Way out in the distance, probably 400 feet out, a dark cloaked figure darts from one statue to the next. You both also notice the backdrop beyond the tree line is the mountain range, and about halfway up is that same green light you saw when you first laid eyes on Vil'malish the last night. It looks like it comes from a cave opening with a waterfall pouring out. The figure is making their way in that direction.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo looks where Catherine is staring. “I think perhaps we should find someplace to hide and patch up our wounds before we continue. There’s still a town full of people after us.”
Arlo starts slowly for the door to be sure the plan is sitting well with the rest.
As you all watch Orbid make his way to the gate, a purple rift opens before him. As he runs into the rift, a second opens on the other side of the gate with him exiting it, continuing on into the tree line.
The tapping sound of rain on window fills in the silence until an echoing BOOM takes over. Your first thought is typical thunder. A few seconds later, BOOM!... That sounded like the front door... As far as you all know, Helio and Nox have not entered the mansion. The banging noise continues with about 3 seconds between.
"Magic... of course..." Catherine mutters angrily.
It's clear that she wants nothing more than to give chase, but even the headstrong barbarian must make allowance for prudence at some point. They still had companions outside who might be in danger, after all.
"Come. Let us retrieve our allies. Then we must make a warplan...." she says, striding back towards the door out of the room.
You all make your way past the slain archer, down the stairs, and arrive on the first floor. The entire way the booming continues along with an increase in the rain fall.
Sieghart:
That archer you knocked unconscious across the hall is no longer laying there.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
As the group run down the stairs, Sieghart picks up the dead archer’s quiver. These arrows would probably be more useful to him than that poor soul. He then notices that the number of guards is different than before they entered Lord Orbid’s room. One of them was missing. Sieghart began looking around the room for any sign of the missing guard.
’’Be on your guard, one of the guards we dealt with is missing.’’ He tells the rest of the group going forward.
Sieghart, roll a perception check to pick up on any clues as to the missing guards whereabouts.
Arlo and Happy, from looking at the hall's back wall, you don't notice any doors leading out, but there are the two doors that go into other rooms of the mansion that might have exits.
Catherine and Lucas, with each progressive bang on the front door that you both stand before, you begin to notice a crack in the solid wood door. No one locked the doors preventing entry to your knowledge. Whatever is on the other side is attempting to beat their way in.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
You run to the left door and fling it open. This room appears to be used for entertainment. There is a billiard table, a secluded sitting area with a fireplace at the focus, and a cards table with four finely carved wooden chairs. Along the outer wall are two large windows allowing for easy viewing of the back yard. Between the windows is a door with a scrawling tree design crafted from metal. If you want to run to the door and jiggle the handle, you'll find that it is unlocked.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine throws the bow-and-arrow back down in barely-restrained fury.
"Pah! Such a coward, hiding behind his magic!" she exclaims, hefting her axe once more and slamming it into a wall out of rage.
Once that's done, however, she joins the other in rifling through the room, searching desperately for any clues as to Orbid's whereabouts.
Perception: 18
Lucas limps into the bedroom behind everyone else, taking a quick scan of the room.
Perception: 10
"We'll he got outta here quickly. While we are looking for clues, does anyone need to be healed? I have a little energy left"
As Happy sees that the room is empty he quickly scans it to find possible exits.
Perception: 5
You all fan out and begin checking the most likely places Orbid could hide. Throwing open the two wardrobes only reveals various cloaks and dusty, but finely made clothing, two of you go on either side of the bed and swing the blankets off the floor only to find more dust accumulating. Lucas, Happy, and Arlo begin patting the walls for secret doors and pulling on books in hopes a secret door opens.
Catherine and Sieghart:
You both stand at the center of the room scanning for anything missed. As your eyes meet the pitter-patter sound of gentle rain draws your attentions to the window. A calm summer storm as swept in. Rain falls and fog begins forming from the sun baked grounds, but it doesn't completely obscure what you can see. About 160 feet across and 200 yards out, you see a well manicured landscape of trimmed bushes in the forms of various animals, islands of squat flowering trees, a small pond with lily pads floating in a corner, patches of vibrant flowers and bushes. Mixed throughout are various statues on pedestals of humanoid figures in different poses. Way out in the distance, probably 400 feet out, a dark cloaked figure darts from one statue to the next. You both also notice the backdrop beyond the tree line is the mountain range, and about halfway up is that same green light you saw when you first laid eyes on Vil'malish the last night. It looks like it comes from a cave opening with a waterfall pouring out. The figure is making their way in that direction.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine puts a hand above her forehead and squints in disbelief, moving to the window for a better look.
"Can it be him?" she asks, pointing out the figure. "How could he move so quickly?"
Arlo looks where Catherine is staring. “I think perhaps we should find someplace to hide and patch up our wounds before we continue. There’s still a town full of people after us.”
Arlo starts slowly for the door to be sure the plan is sitting well with the rest.
Paladin - warforged - orange
Sieghart turns to the window to confirm what Catherine saw.
''He's a crafty bastard. Arlo's right. We should regroup and think of a plan before rushing head first into a possible trap.''
As you all watch Orbid make his way to the gate, a purple rift opens before him. As he runs into the rift, a second opens on the other side of the gate with him exiting it, continuing on into the tree line.
The tapping sound of rain on window fills in the silence until an echoing BOOM takes over. Your first thought is typical thunder. A few seconds later, BOOM!... That sounded like the front door... As far as you all know, Helio and Nox have not entered the mansion. The banging noise continues with about 3 seconds between.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Magic... of course..." Catherine mutters angrily.
It's clear that she wants nothing more than to give chase, but even the headstrong barbarian must make allowance for prudence at some point. They still had companions outside who might be in danger, after all.
"Come. Let us retrieve our allies. Then we must make a warplan...." she says, striding back towards the door out of the room.
“Agreed. We have to get out of here and leave this cursed place for now.”
You all make your way past the slain archer, down the stairs, and arrive on the first floor. The entire way the booming continues along with an increase in the rain fall.
Sieghart:
That archer you knocked unconscious across the hall is no longer laying there.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"We have to fight our way out of here, don't we? Or has anyone seen another exit?"
As the group run down the stairs, Sieghart picks up the dead archer’s quiver. These arrows would probably be more useful to him than that poor soul. He then notices that the number of guards is different than before they entered Lord Orbid’s room. One of them was missing. Sieghart began looking around the room for any sign of the missing guard.
’’Be on your guard, one of the guards we dealt with is missing.’’ He tells the rest of the group going forward.
Arlo hears Sieghart and starts to serpentine from cover to cover(Dodge), looking to leave out the back of this place.
Paladin - warforged - orange
"We must find our companions," Catherine repeats, moving instead towards the source of the banging noise, the front of the mansion.
"Helio! Nox!" she calls out, determined to at least try and find them before fleeing.
Lucas follows Catherine, but first he pauses and grabs her shoulder.
"Hey take a second to catch your breath before you charge ahead. We don't know what's out there."
Cast: Lay hands (3HP left to give) +2 to Catherine, +1 to myself
Sieghart, roll a perception check to pick up on any clues as to the missing guards whereabouts.
Arlo and Happy, from looking at the hall's back wall, you don't notice any doors leading out, but there are the two doors that go into other rooms of the mansion that might have exits.
Catherine and Lucas, with each progressive bang on the front door that you both stand before, you begin to notice a crack in the solid wood door. No one locked the doors preventing entry to your knowledge. Whatever is on the other side is attempting to beat their way in.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo picks a door and goes for it.
Paladin - warforged - orange
You run to the left door and fling it open. This room appears to be used for entertainment. There is a billiard table, a secluded sitting area with a fireplace at the focus, and a cards table with four finely carved wooden chairs. Along the outer wall are two large windows allowing for easy viewing of the back yard. Between the windows is a door with a scrawling tree design crafted from metal. If you want to run to the door and jiggle the handle, you'll find that it is unlocked.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Perception check: 6