Catherine looks to the torn banners, hoping to recognize any crests or sigils that may be present, or spot familiar markings on any of the buildings. Had such a place ever been mentioned in her clan's lore? Perhaps, if only she could recall.....
Unfortunately you are unable to see any sign of markings on the banners within view, Catherine.
Sieghart, looking around you barely notice the footprints of an individual. Their gait is that of walking speed. You can't see too far, due to the dim light beyond tour torch, but you have tracks that you assume are Orbids.
Happy, were you wanting to inspect inside any building, or the one Sieghart looked in? Sieghart peered inside of a three story structure on the right side of the street.. There is a two story on left, the next pair is a single on the left, and two story on the right.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Happy, you walk up to the front door of the structure and notice that is slightly ajar. As you slowly push the door open, Siegharts torch light floods the room. Much like what Sieghart found, the room looks ran sacked. Broken funiture is strewn about, rusted candelabras lie on the floor and appear as if they would snap if you disturb them, a set of stone stairs leading up has a wooden banister with a broken section. What's left of the pieces lies on the main floor as if something, or someone, was forced through it. There are two doors, one directly ahead, and another that is under the landing of the stairs. Would you like to continue, or head back out to the group?
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
You see that the shore is more of an eroded rut than a gentle slope, like what you'd find on any beach, causing you to think that the stream does not typically swell. Right now the water is close to the top, but is not lapping over the edge.
Following the tracks you all follow it toward the first major intersection with a road heading right. Along the way you all instinctually keep an eye on your surroundings. Dark windows and open doors keep you all on pins and needles.
Reaching the intersection, you notice the tracks round the corner and head right. Looking up to survey the new path, you all are confronted with the road ending in a different looking structure. The stone walls stand as high as the two story buildings in the area, with the two fore corners peaking in spires that reach another story higher. There are four tall windows facing you, also with broken glass. You notice that the interior has the same green ambient light, but brighter. The entrance has a set of double wooden doors and have a arched top. The wood is severely deteriorated, and the iron bands holding the planks together are rusted and bent. The doors rest slightly ajar, enough for one individual to squeeze through.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Your approach to the building is unhindered. Taking a look at the door, you don't notice anything that would mean harm. You do notice that there are heavy amounts of knicks in the door. As if someone was trying to chop their way in with axes and sword, which the last part would be apparent to everyone as they get closer to the doors.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Perception check: 10
Catherine looks to the torn banners, hoping to recognize any crests or sigils that may be present, or spot familiar markings on any of the buildings. Had such a place ever been mentioned in her clan's lore? Perhaps, if only she could recall.....
History: 1
(oof, well, she tried..... never the smartest cookie in the batch xd)
Happy investigates one of the buildings.
Investigation: 11
Unfortunately you are unable to see any sign of markings on the banners within view, Catherine.
Sieghart, looking around you barely notice the footprints of an individual. Their gait is that of walking speed. You can't see too far, due to the dim light beyond tour torch, but you have tracks that you assume are Orbids.
Happy, were you wanting to inspect inside any building, or the one Sieghart looked in? Sieghart peered inside of a three story structure on the right side of the street.. There is a two story on left, the next pair is a single on the left, and two story on the right.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo is just trying to do his best to keep an eye on everyone, making sure no one separates, or gets lost. He’s keeping an eye on their route, too.
Paladin - warforged - orange
The two story on the left.
Make a perception check to keep an eye out, Arlo.
Happy, you walk up to the front door of the structure and notice that is slightly ajar. As you slowly push the door open, Siegharts torch light floods the room. Much like what Sieghart found, the room looks ran sacked. Broken funiture is strewn about, rusted candelabras lie on the floor and appear as if they would snap if you disturb them, a set of stone stairs leading up has a wooden banister with a broken section. What's left of the pieces lies on the main floor as if something, or someone, was forced through it. There are two doors, one directly ahead, and another that is under the landing of the stairs. Would you like to continue, or head back out to the group?
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo perception 22
Paladin - warforged - orange
Happy doesn’t want to wander to far off and returns to the group.
Catherine nods to Happy as he returns.
"Anything?"
“That place was trashed as well. Nothing of value.” Happy says to Catherine while shaking his head.
Sieghart returns to the group to share his discovery.
"I’ve found footprints. I think it might be Orbid’s."
“Well let’s follow them.” Arlo gestures
Paladin - warforged - orange
Lucas follows along but first checks the waterline and any evidence of a sudden change in the river profile.
Investigation: 9
You see that the shore is more of an eroded rut than a gentle slope, like what you'd find on any beach, causing you to think that the stream does not typically swell. Right now the water is close to the top, but is not lapping over the edge.
Following the tracks you all follow it toward the first major intersection with a road heading right. Along the way you all instinctually keep an eye on your surroundings. Dark windows and open doors keep you all on pins and needles.
Reaching the intersection, you notice the tracks round the corner and head right. Looking up to survey the new path, you all are confronted with the road ending in a different looking structure. The stone walls stand as high as the two story buildings in the area, with the two fore corners peaking in spires that reach another story higher. There are four tall windows facing you, also with broken glass. You notice that the interior has the same green ambient light, but brighter. The entrance has a set of double wooden doors and have a arched top. The wood is severely deteriorated, and the iron bands holding the planks together are rusted and bent. The doors rest slightly ajar, enough for one individual to squeeze through.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart points to the building where the light seems to be emanating from.
"This might be it." he whispers to the group.
He advances while also keeping an eye out for traps.
(Investigation: 5)
Your approach to the building is unhindered. Taking a look at the door, you don't notice anything that would mean harm. You do notice that there are heavy amounts of knicks in the door. As if someone was trying to chop their way in with axes and sword, which the last part would be apparent to everyone as they get closer to the doors.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Mmm. Perhaps this is the rat's hiding hole. How shall we flush him out?"
Catherine begins to approach the doors cautiously, holding her axe slightly aloft as if readying to swing at it. If no one has any better ideas....
Cast: https://www.dndbeyond.com/spells/detect-evil-and-good
Lucas closes his eyes and mutters a brief chant. When he opens his eyes they have a faint, pulsing white glow.
Axe in hand he motions to the door and says, "Let's finish this evil".