Irma nods towards the side door heading to the one story stone building. “Let’s maintain our stealth while we can and see if we can sneak in through there.” He speaks in a hushed tone to the party.
Irma will be attempting to maintain stealth when possible, he won’t actively engage enemies and will try to stay out of sight.
Gregor will cast invisibility on Ian and wait until he is convinced that the bard is at the villa, then cast the second invisibility on Akai. Considering that the kobold is likely the most easily recognizable members of the troop, Gregor declines to cast Disguise Self after the set amount of time and simply walks from the alley to the villa, maintaining Invisibility on Akai. If no one has knocked on the door by the time Gregor gets there, he will do so.
Akai's Stealth check (with advantage) to join up with Ian: 21
Inside the single-story annex, you discover what looks like a barracks room for household guards. There are two rows of five bunk beds, each with a foot locker at one end.
The smaller room in the northwest corner contains wooden mannequins and racks designed to hold armor and weapons. Both the practice dummies and the racks are bare of any equipment.
Both rooms are deserted. A door leads out of the south end of the main room.
Skittering under the door, the spider finds that the south entrance leads back out onto the manor grounds. To the west, a side door leads into the manor proper. To the east stands a stone coach house, no doubt home to the Gralhund stables. There is nobody in sight.
Falshen finds a variety of cheap clothes and personal effects of little value in the footlockers, including small change adding up to 4 silver.
Irma whispers to the group, "lets head towards the manor through the side door." He opens the door leading out to the manor grounds back and heads out to the side door.
This post has potentially manipulated dice roll results.
Ian will follow Irma and look about the grounds as they head towards the side door. He will investigate for any signs as to the current situation and perceive the grounds in general for any additional details about the place.
Ian’s elf eyes see several things that a less keen observer might miss. The earth between the barracks door and the manor side door is freshly trampled - a troupe of booted feet must have rushed through in a hurry, within the last hour, he guesses. The side door hangs loosely on its hinges, as though banged open with a violent thrust. Wisps of grey smoke are curling out from around the door. He smells what he believes to be a cookfire - and, faintly, the tang of fresh blood.
Moving in through the side door, the paladin finds himself in the manor kitchen. In the large fireplace across from the door, a pot of stewed plums is burning on the hearth, filling the room with smoke and a sickly smell.
South of the kitchen, an open door leads into a pantry, lined with shelves containing dry foodstuffs, spices, folded tablecloths, jars of preserves, and many casks and barrels.
North of the kitchen, another open door leads into a laundry room, containing scrub buckets, wash basins, soap, mops, and chamber pots. A narrow stair leads from the laundry room to the upper floor of the manor.
Both the pantry and the laundry room have closed doors leading west into the main area of the ground floor.
Scattered around the kitchen, pantry, and laundry room are three corpses - by their appearance a maid, a butler, and a cook. The maid and the butler had their skulls smashed in, while the halfling cook had his throat cut.
From somewhere in the house, Irma can now hear raised voices, and the clash of steel.
This post has potentially manipulated dice roll results.
Irma steels himself and heads towards the pantry, figuring he'd rather not sacrifice mobility of the group if they take the narrow stairs in the laundry.
stealth roll:4
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Falshen may attempt a Dexterity check to pick the lock, adding his Proficiency bonus for his Thieves' Tools.
Falshen's Dexterity check (w/ proficiency) to pick the lock: 18
Working swiftly and skillfully, the roguish nobleman deftly picks the lock on the manor gates, and they swing open to admit the trespassing party.
Out in the street, traffic passes by as usual, and none seem to have taken notice of your activities.
Facing the strangely empty grounds of the villa, the party sees three possible paths forward.
The gates at which you stand are circled in green.
How do you proceed?

Irma nods towards the side door heading to the one story stone building. “Let’s maintain our stealth while we can and see if we can sneak in through there.” He speaks in a hushed tone to the party.
Irma will be attempting to maintain stealth when possible, he won’t actively engage enemies and will try to stay out of sight.
Falshen whispers agreement with Irma, perparing to dash as stealthily as possible for the door.
Akai's Stealth check (with advantage) to join up with Ian: 21
Gregor will follow Irma and Falshen.
Ian will follow Gregor.
Inside the single-story annex, you discover what looks like a barracks room for household guards. There are two rows of five bunk beds, each with a foot locker at one end.
The smaller room in the northwest corner contains wooden mannequins and racks designed to hold armor and weapons. Both the practice dummies and the racks are bare of any equipment.
Both rooms are deserted. A door leads out of the south end of the main room.
Gregor will send his spider familiar under the door to scout ahead, borrowing its senses.
Falshen will check through all of the footlockers.
Skittering under the door, the spider finds that the south entrance leads back out onto the manor grounds. To the west, a side door leads into the manor proper. To the east stands a stone coach house, no doubt home to the Gralhund stables. There is nobody in sight.
Falshen finds a variety of cheap clothes and personal effects of little value in the footlockers, including small change adding up to 4 silver.
Irma whispers to the group, "lets head towards the manor through the side door." He opens the door leading out to the manor grounds back and heads out to the side door.
Falshen remains in the barracks, though close to the exit, prepared to be surprise backup if anything goes wrong before the group can enter the manor.
Akai follows Irma under cover of invisibility.
Ian will follow Irma and look about the grounds as they head towards the side door. He will investigate for any signs as to the current situation and perceive the grounds in general for any additional details about the place.
Investigation: 3
Perception: 21
Ian’s elf eyes see several things that a less keen observer might miss. The earth between the barracks door and the manor side door is freshly trampled - a troupe of booted feet must have rushed through in a hurry, within the last hour, he guesses. The side door hangs loosely on its hinges, as though banged open with a violent thrust. Wisps of grey smoke are curling out from around the door. He smells what he believes to be a cookfire - and, faintly, the tang of fresh blood.
Irma readies his shield and hammer and leads the way to the door. He will move to engage any enemies that come up to attack the group.
Moving in through the side door, the paladin finds himself in the manor kitchen. In the large fireplace across from the door, a pot of stewed plums is burning on the hearth, filling the room with smoke and a sickly smell.
South of the kitchen, an open door leads into a pantry, lined with shelves containing dry foodstuffs, spices, folded tablecloths, jars of preserves, and many casks and barrels.
North of the kitchen, another open door leads into a laundry room, containing scrub buckets, wash basins, soap, mops, and chamber pots. A narrow stair leads from the laundry room to the upper floor of the manor.
Both the pantry and the laundry room have closed doors leading west into the main area of the ground floor.
Scattered around the kitchen, pantry, and laundry room are three corpses - by their appearance a maid, a butler, and a cook. The maid and the butler had their skulls smashed in, while the halfling cook had his throat cut.
From somewhere in the house, Irma can now hear raised voices, and the clash of steel.
Irma steels himself and heads towards the pantry, figuring he'd rather not sacrifice mobility of the group if they take the narrow stairs in the laundry.
stealth roll:4