Abigail peeks her head around the corner, looking to her left and right. Both hallways are built in the same layout. 7 doors per side: three one one, three on the other, with the hallway dead ending in a larger door.
The Red & Green lines run directly into those heavier looking doors at the end of each hall.
The Blue line runs into one of the doors.
Abigail glances down at the lines. It's clearly designed to mark specific areas of importance. Seeing the coat from before, and believing this to be a military building.. they likely aren't to individual rooms. But one leading to a armory, one leading to supplies, and the last heading to medical would make the most sense. Would certainly help on a large boat, assuming you had the light to see in the below decks. Darkvision turns everything black and white..
Without directly knowing, the crew being so tiptoe down the hallway along the blue and green lines. There aren't any traps you can see inside. Seems as if they aren't expecting visitors. The doors along the side the blue line connects too all appear to be heavier(A, B, C). Likely a secure lock from the way you're facing...like a prison cell or wanting to keep people from going in. Glancing ahead at the door the Green line ends at is also fortified.
(Passives) You do hear rustling sounds. The rooms are likely occupied.. but you can't tell exactly which ones.
Lafetha, in this hall you're fairly certain that there are people in D, E, and F.
You're not sure about A, B, and C - the doors are too thick. But considering they lock from the side you're at, not the other way around like the rest of the doors, they are likely occupied. What's beyond X, you have no idea.
knowing that he is way out of his element inside a closed building, Wilson indicates that he votes that Larger door at the end of the hall (Z) is where he believes they should go.
if no one stops him he will head to that door and check it for noises and traps
While Sim and Lafetha listen to the doors, Wilson slinks off down to the other end of the hall. Along the red line heading to Z (about 40ish feet away). The door at Z does not appear to be trapped; but it does have two combination safe-like-locks on it. Then a large turn-crank that will likely only activate after the combination locks. The door itself is split down the middle; swinging into the room, rather than out towards where Wilson is.
It's a more complex lock than what you glanced at the one down at X, the end of the green line.
Abigail - not knowing what Wilson is up to due to being at the front of the line, and him being in the back - tries to inspect door X for traps and the type of door/lock.
Morgan regards the blue doors, "If there are prisoners in there, that means they are too valuable to kill, so maybe they know somethings that would help us later on. Or we release them and they provide a distraction while they try to escape on one will expect us, making our way back in. That's up to our commanding intern, Abigail. More to the point, the bigger lock means that they got something more valuable behind it. So I say we look there first." Morgan will assist Abigail in the thieves tools checks on any vault Abigail wants.
Abigail takes a look at the vault door closest to her. A single combination lock combined with a large crank system on the door that swings into the area behind it. It's likely able to be locked from both sides. Glancing at the hinges of the door, it probably stays open during the day. The hinges well oiled and taken care of.
After hearing Wilson's description of the door at the end of the hall, Abigail pauses, "Well, if we are to assume that the crates are valuable, then I for one would likely to put them behind the door that has the most security, rather than the least."
Turning to Morgan, "No. This is a stanch and grab - as much as it can be - we need to secure the cargo, then figure out a way out. If a distraction is needed later, we can consider releasing, what we are only assumingat this point, prisoners."
Abigail goes down to the door where Wilson came from and checks it once again for traps ((no offence Wilson, but she is still not convinced of your efficacy)). Investigation: 24
Assuming similar results as Wilson, she retrieves her thieves tools and starts to get to work. Finally using Rogue skills roll:28
Abigail and others turn their dials. Others keeping lookout and quiet. Listening to the tumblers as they begin to safe-crack. Spinning and turning, trying different combinations. All until they finally believe they hear a satisfying click. It takes a good 20ish minutes of sitting and waiting. But eventually the door unlocks. Making sure it doesn't produce too much noise as they push the double doors in. A bit squeakier than they would have liked, but, nobody seems to be stirring.
Inside the room itself is pitch black. No lanterns or other things that could be lit line the walls. What (those with darkvision) see makes it quite apparent. This room is likely the armory. Muskets and pistols line the walls, small satchels of ammo dangling nearby. Swords. Shields. Spears. Bolts and crossbows. A few piles of cannon balls, two spare cannons, and several boxes and barrels.
(Situation roll... 9)
You do not see the numbered crates you believe to be looking for. The smell of some kind of chemical lingers in the air. A fatty-earthy smell, strongest around the barrels that likely contain gunpowder. While you do not see your objectives on the first examination of the room, it's possible they're buried under other boxes and materials.
"****." Abigail whispers, trying to do mental math on how much time they have left before all hell breaks loose.
"You all can figure this shit out, but use caution. I am heading to the other door." Abigail plants herself in front of the other door, "Please be it, please be it, please be it."
Abigail quietly bounds across the floor, heading to the other door. She begins to repeat her success, (giving the others about 10ish minutes to do what they'd like in the current room... investigation is the big one; disadvantage if you don't have darkvision)
Abigail eventually hears the proper clicks, and it being a similar to the pattern from the previous door, makes it easy to crack this one was well. This room appears quite different; a large chamber that seems to have been split into three distinct areas. The middle area has small glass vials on tables and alchemical stations; beads of fuzzy red floating in water. Bits and pieces of some kind of gemstone that's been broken. Journals, pens, notes... it's a mess and would take some time to pour over and read.
The left area has several tables, each with leather straps tossed across. A good amount of dried blood all over the floor.
The right area seems to be more general supplies. Rations. Clothing. Mostly sticking out of semi opened crates. But, Abigail you quickly notice two things. 1) a wooden crate about 3x the size of a shoe box. On it is the appropriate numbers. 2) the remains of a larger crate, probably about six feet long and two feet wide when it was whole. It's broken in several places, and empty. But it does have the numbers for one of the other crates that you were tasked to go after.
Sim begins to look around, while Morgan seemingly finds everything in the room. Pulling over the correct box and opening the right things...
Your objective is definitely not in here. But Morgan does find...
A locked chest. (60 lbs) A strange marble that faintly glows when touched 10 silver trade bars (each with 5 gp) 10 crossbows 10 longswords 20 spears 5 muskets 5 pistols 4 sets of studded leather armor 4 sets of hide armor 7 shields 2 cannons 7 kegs of gunpowder (each is 20 lbs and bulky) Various trinkets and supplies for repairing a wide assortment of stuff
Morgan takes the marble, a pistol, and 2 of the silver trade bars, before alerting the team to what they've found. "Unless we're taking out this whole compound I don't think we can take the cannon or the gun powder, which means we have to use them before we leave."
D E F ......... G H I
X Z
A B C ........ J K L
Abigail peeks her head around the corner, looking to her left and right. Both hallways are built in the same layout. 7 doors per side: three one one, three on the other, with the hallway dead ending in a larger door.
The Red & Green lines run directly into those heavier looking doors at the end of each hall.
The Blue line runs into one of the doors.
Abigail glances down at the lines. It's clearly designed to mark specific areas of importance. Seeing the coat from before, and believing this to be a military building.. they likely aren't to individual rooms. But one leading to a armory, one leading to supplies, and the last heading to medical would make the most sense. Would certainly help on a large boat, assuming you had the light to see in the below decks. Darkvision turns everything black and white..
Without directly knowing, the crew being so tiptoe down the hallway along the blue and green lines. There aren't any traps you can see inside. Seems as if they aren't expecting visitors. The doors along the side the blue line connects too all appear to be heavier(A, B, C). Likely a secure lock from the way you're facing...like a prison cell or wanting to keep people from going in. Glancing ahead at the door the Green line ends at is also fortified.
(Passives) You do hear rustling sounds. The rooms are likely occupied.. but you can't tell exactly which ones.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Entering the hallway Sim stops and listens at the doors trying to figure out which rooms are occupied.
perception 2
Following Sim and listening out too, lafetha tries to see if any rooms are occupied perception 22
Lafetha, in this hall you're fairly certain that there are people in D, E, and F.
You're not sure about A, B, and C - the doors are too thick. But considering they lock from the side you're at, not the other way around like the rest of the doors, they are likely occupied. What's beyond X, you have no idea.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
knowing that he is way out of his element inside a closed building, Wilson indicates that he votes that Larger door at the end of the hall (Z) is where he believes they should go.
if no one stops him he will head to that door and check it for noises and traps
Investigation 13
While Sim and Lafetha listen to the doors, Wilson slinks off down to the other end of the hall. Along the red line heading to Z (about 40ish feet away). The door at Z does not appear to be trapped; but it does have two combination safe-like-locks on it. Then a large turn-crank that will likely only activate after the combination locks. The door itself is split down the middle; swinging into the room, rather than out towards where Wilson is.
It's a more complex lock than what you glanced at the one down at X, the end of the green line.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail - not knowing what Wilson is up to due to being at the front of the line, and him being in the back - tries to inspect door X for traps and the type of door/lock.
Investigate: 19
Morgan regards the blue doors, "If there are prisoners in there, that means they are too valuable to kill, so maybe they know somethings that would help us later on. Or we release them and they provide a distraction while they try to escape on one will expect us, making our way back in. That's up to our commanding intern, Abigail. More to the point, the bigger lock means that they got something more valuable behind it. So I say we look there first." Morgan will assist Abigail in the thieves tools checks on any vault Abigail wants.
Abigail takes a look at the vault door closest to her. A single combination lock combined with a large crank system on the door that swings into the area behind it. It's likely able to be locked from both sides. Glancing at the hinges of the door, it probably stays open during the day. The hinges well oiled and taken care of.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
After hearing Wilson's description of the door at the end of the hall, Abigail pauses, "Well, if we are to assume that the crates are valuable, then I for one would likely to put them behind the door that has the most security, rather than the least."
Turning to Morgan, "No. This is a stanch and grab - as much as it can be - we need to secure the cargo, then figure out a way out. If a distraction is needed later, we can consider releasing, what we are only assuming at this point, prisoners."
Abigail goes down to the door where Wilson came from and checks it once again for traps ((no offence Wilson, but she is still not convinced of your efficacy)). Investigation: 24
Assuming similar results as Wilson, she retrieves her thieves tools and starts to get to work. Finally using Rogue skills roll: 28
Abigail and others turn their dials. Others keeping lookout and quiet. Listening to the tumblers as they begin to safe-crack. Spinning and turning, trying different combinations. All until they finally believe they hear a satisfying click. It takes a good 20ish minutes of sitting and waiting. But eventually the door unlocks. Making sure it doesn't produce too much noise as they push the double doors in. A bit squeakier than they would have liked, but, nobody seems to be stirring.
Inside the room itself is pitch black. No lanterns or other things that could be lit line the walls. What (those with darkvision) see makes it quite apparent. This room is likely the armory. Muskets and pistols line the walls, small satchels of ammo dangling nearby. Swords. Shields. Spears. Bolts and crossbows. A few piles of cannon balls, two spare cannons, and several boxes and barrels.
(Situation roll... 9)
You do not see the numbered crates you believe to be looking for. The smell of some kind of chemical lingers in the air. A fatty-earthy smell, strongest around the barrels that likely contain gunpowder. While you do not see your objectives on the first examination of the room, it's possible they're buried under other boxes and materials.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
"****." Abigail whispers, trying to do mental math on how much time they have left before all hell breaks loose.
"You all can figure this shit out, but use caution. I am heading to the other door." Abigail plants herself in front of the other door, "Please be it, please be it, please be it."
Thieves' Tools: 25
Abigail quietly bounds across the floor, heading to the other door. She begins to repeat her success, (giving the others about 10ish minutes to do what they'd like in the current room... investigation is the big one; disadvantage if you don't have darkvision)
Abigail eventually hears the proper clicks, and it being a similar to the pattern from the previous door, makes it easy to crack this one was well. This room appears quite different; a large chamber that seems to have been split into three distinct areas. The middle area has small glass vials on tables and alchemical stations; beads of fuzzy red floating in water. Bits and pieces of some kind of gemstone that's been broken. Journals, pens, notes... it's a mess and would take some time to pour over and read.
The left area has several tables, each with leather straps tossed across. A good amount of dried blood all over the floor.
The right area seems to be more general supplies. Rations. Clothing. Mostly sticking out of semi opened crates. But, Abigail you quickly notice two things. 1) a wooden crate about 3x the size of a shoe box. On it is the appropriate numbers. 2) the remains of a larger crate, probably about six feet long and two feet wide when it was whole. It's broken in several places, and empty. But it does have the numbers for one of the other crates that you were tasked to go after.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
" Morgan starts to search the room, investigation 21
Sim checks out the armory using his lantern to make it easier
investigation 7
Sim begins to look around, while Morgan seemingly finds everything in the room. Pulling over the correct box and opening the right things...
Your objective is definitely not in here. But Morgan does find...
A locked chest. (60 lbs)
A strange marble that faintly glows when touched
10 silver trade bars (each with 5 gp)
10 crossbows
10 longswords
20 spears
5 muskets
5 pistols
4 sets of studded leather armor
4 sets of hide armor
7 shields
2 cannons
7 kegs of gunpowder (each is 20 lbs and bulky)
Various trinkets and supplies for repairing a wide assortment of stuff
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha moves over to the other room with Abigail.
"Well, there's our crate. Already busted open. Let's grab the smaller one and get out of here."
(Situation from looking around: 5)
Still... the building remains quiet.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan takes the marble, a pistol, and 2 of the silver trade bars, before alerting the team to what they've found. "Unless we're taking out this whole compound I don't think we can take the cannon or the gun powder, which means we have to use them before we leave."
Sim take a silver bar, a shield, and the locked box. Then heads over to Abigail to have her pick the box.