Umbriel, you hear nothing. The town is eerily silent.
Lyngheid, you spot something...off...about the shrubs next to the doorway of the cottage.
Whistler, you see dust covering everything, some plants growing in cracks in the floor and broken furniture and tables.
The rest of you also notice something strange about four of the shrubs next to the doorway of the cottage. They look like any other dead shrub, but something is not quite right. In fact, did one of them just move? You can't be sure but it seems like it might have.
Not liking the look of the place, Umbriel will take an action and summon his pact weapon. He'll also take a moment and cast False Life at second level. Temp hit points: 12
As Umbriel prepares for the unknown, the rest of you look around further and notice more details on the two cottages just to the east of the first cottage.
These ruined, side-by-side cottages look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins.
The larger building to the north also catches your attention. A weathered signboard by the door of this large building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road.
OOC:
The first cottage doesn't have a door, but these two do. The doors will require a DC 10 Strength check to open, as they are swollen with moisture and no longer fit in the frame properly. Keep that in mind as you are exploring.
Those wishing to explore inside the buildings feel free. Make a Perception check and state what you are looking for.
Umbriel will dismount, and hand the reins to Droop. "Stay close, but keep your ears open. Let me know if you hear anything." Umbriel glances at the ruins of the two cottages, and then heads over to the dilapidated inn. He'll look in the windows for any kind of movement, or any corpses visibile. Perception: 19
Droop grabs the reins excitedly, then scratches inside his ear. "Ears are always open, yes!"
From the windows, or what's left of the windows, you aren't able to see much. But you can make out tables and a bar area on the east side of the building. The west side appears to be kitchens and brewing equipment.
Lyngheid muttered a prayer and the glowing linked rings appeared in the air near the cottage, she mentally commanded the spiritual apparition to prod at the odd bushes a little...
This post has potentially manipulated dice roll results.
Baeshra will stay about halfway between Whistler and the rest, keeping to the middle of the road, watching the plants and surroundings as well as looking for indications of anything moving through the town, tracks etc...
Baeshra will stay about halfway between Whistler and the rest, keeping to the middle of the road, watching the plants and surroundings as well as looking for indications of anything moving through the town, tracks etc...
Perception: 12 Survival: 26
You don't see anything moving, however you do notice a few recent tracks on the road into town. They look humanoid as they are boot prints, and probably a medium sized group of humanoids from the number of tracks.
Lyngheid muttered a prayer and the glowing linked rings appeared in the air near the cottage, she mentally commanded the spiritual apparition to prod at the odd bushes a little...
OOC: Summon Spiritual Weapon.
The bush moves the way a bush would if it was being prodded with a pair of magical linked rings. Other than that, no reaction.
Lyngheid, Whistler, Beashra, Rosie, you also see something odd about several more bushes near the middle cottage. The same thing as the other bushes, they look like normal bushes, but something is off and you can't quite put your finger on what isn't right.
The brown spots mark the locations of the bushes that have caught your eye.
This post has potentially manipulated dice roll results.
Whoa! Your spiritual weapon smashes into the bush and the bush crumbles to the ground, destroyed. But then all the other bushes start to move unnaturally. Toward you.
Roll Initiative! If your roll is higher than the bushes, take your first round turn!
Right before Lyngheid practices her bushcraft, Umbriel crashes into the old tavern door and it pops open. Now you can see that the eastern half is indeed the common room with a bar and tables still somewhat intact.
Whistler moves to a southern window and peers in through it.
Perception Check: 24
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
Umbriel, you hear nothing. The town is eerily silent.
Lyngheid, you spot something...off...about the shrubs next to the doorway of the cottage.
Whistler, you see dust covering everything, some plants growing in cracks in the floor and broken furniture and tables.
The rest of you also notice something strange about four of the shrubs next to the doorway of the cottage. They look like any other dead shrub, but something is not quite right. In fact, did one of them just move? You can't be sure but it seems like it might have.
Not liking the look of the place, Umbriel will take an action and summon his pact weapon. He'll also take a moment and cast False Life at second level. Temp hit points: 12
As Umbriel prepares for the unknown, the rest of you look around further and notice more details on the two cottages just to the east of the first cottage.
These ruined, side-by-side cottages look as though they might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins.
The larger building to the north also catches your attention. A weathered signboard by the door of this large building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road.
OOC:
The first cottage doesn't have a door, but these two do. The doors will require a DC 10 Strength check to open, as they are swollen with moisture and no longer fit in the frame properly. Keep that in mind as you are exploring.
Those wishing to explore inside the buildings feel free. Make a Perception check and state what you are looking for.
Or continue walking into town if you wish.
Umbriel will dismount, and hand the reins to Droop. "Stay close, but keep your ears open. Let me know if you hear anything." Umbriel glances at the ruins of the two cottages, and then heads over to the dilapidated inn. He'll look in the windows for any kind of movement, or any corpses visibile. Perception: 19
Droop grabs the reins excitedly, then scratches inside his ear. "Ears are always open, yes!"
From the windows, or what's left of the windows, you aren't able to see much. But you can make out tables and a bar area on the east side of the building. The west side appears to be kitchens and brewing equipment.
Ireniana will follow Umbriel to the inn.
I have an intelligence of six, I know what I'm doing.
Seeing Ireniana join him, Umbriel will attempt to open the door. Strength check: 5
He steps back, looks a bit embarrassed, and says "Perhaps I needed a running start."
Whistler hangs back with Droop and the wagon. Experiences tell him that this is another goblin ambush.
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
Lyngheid muttered a prayer and the glowing linked rings appeared in the air near the cottage, she mentally commanded the spiritual apparition to prod at the odd bushes a little...
OOC: Summon Spiritual Weapon.
Baeshra will stay about halfway between Whistler and the rest, keeping to the middle of the road, watching the plants and surroundings as well as looking for indications of anything moving through the town, tracks etc...
Perception: 23
Survival: 21
Assuming ireniana helps you to give you advantage, roll again.
You don't see anything moving, however you do notice a few recent tracks on the road into town. They look humanoid as they are boot prints, and probably a medium sized group of humanoids from the number of tracks.
The bush moves the way a bush would if it was being prodded with a pair of magical linked rings. Other than that, no reaction.
Lyngheid, Whistler, Beashra, Rosie, you also see something odd about several more bushes near the middle cottage. The same thing as the other bushes, they look like normal bushes, but something is off and you can't quite put your finger on what isn't right.
The brown spots mark the locations of the bushes that have caught your eye.
Lyngheid was getting grumpy and mentally commanded her goddess' symbol to destroy one of the bushes.
Attack: 23 Damage: 7
Whoa! Your spiritual weapon smashes into the bush and the bush crumbles to the ground, destroyed. But then all the other bushes start to move unnaturally. Toward you.
Roll Initiative! If your roll is higher than the bushes, take your first round turn!
Bush Initiative: 3.
Giving it the old scholar's try, a second roll to open the inn door: 21
Right before Lyngheid practices her bushcraft, Umbriel crashes into the old tavern door and it pops open. Now you can see that the eastern half is indeed the common room with a bar and tables still somewhat intact.
Initiative: 13