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Naroth will move to the decorated door and listen for anything inside if he doesn't hear anything he will try the door to see if it is locked and open it if it isn't.
Naroth doesn't hear anything through the doors. How are you entering the next chamber, with weapons drawn and ready, or with them sheathed? It is going to matter...
Back-Door Crew
Ulric strides boldly inside, demanding food and acting if he belongs there. The cooks frown at him but one gives a sigh. "Can't anyone just wait their turn?" He says, then nods to some platters on one of the counters. On it can be seen some bread, cheese, and meat. "Go ahead, but you will need to explain to Talis why her appatizers are going to be late."
Fletch is still just outside the building, directly to the side of the kitchen door where he can't be seen but can hear what's being said. Seeing Ulric walk in and begin conversing with these people, Fletch has a mild panic attack before collecting himself and casting message. "Friend, does it look as though any like my kin are among their number? I do not wish to give you away if you have infiltrated their ranks." He gives no thought to the fact that Ulric will have to speak to answer.
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Naroth has enough difficulty being stealthy without having a weapon in his hands, so his would be sheathed but ready to pull at any time, and follows Shei through the door.
He moves toward the door that looks like it leads to a dining area. He turns his head as if hearing a sound outside and turns back to close the back door.
This central hallway has stairs, large wooden doors, and a set of fine plate armor. Flanking the main entrance are two freestanding suits of elven plate armor, both coated in chipped green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with muddy boot prints. There are four doors on the side walls of the hall, the ones closer to the entrance looking a bit more ornate than the two further down the hall. At the end of the hall is another door. Stairs lead up from here to an uppper level.
Ulric
After closing the door you move to the wall to the North, with a single door in it. Opening the door you find... This room is warm and comfortable, with a large fireplace, stuffed leather chairs, and a table set with smoked sausages and candles. A tapestry displays a magnificent white stag above a valley, with a pair of green dragons soaring overhead and deer, boars, and hedgehogs hiding among the leaves and trees below. The walls each have a trophy or two, including two fine mountain goat heads, an elk’s head with a 10-point rack, a giant eagle’s head and talons, a metallic bull’s head, a griffon’s head and foreclaws, and the head of a white-furred boar with tusks as long as daggers. The room seems otherwise deserted.
Germain
Moving to the first of the outbuildings you find... The stone outbuilding has a mossy roof and no windows. The solid oak doors at either end are 9 feet tall; the whole thing resembles a small barn.
Fletch
You find yourself alone at the back door of the lodge. germain has wandered off to check out one of the outbuildings,while Ulric has disappeared into the lodge itself. What will you do?
Fletch looks back and forth between Germain and the door Ulric just closed, and ruffles his feathers in frustration. He sets his eyes on the building Germain is investigating and stalks after his comrade.
The door is locked. Also, of note, there does not seem to be a lock to pick or anything, so it is likely some interior lock, locked by someone on the inside of the door.
Fletch
You slide noiselessly up next to Germain, who seems intent on the door and clearly does not realize you are there.
Front-Door Crew
The footprints lead multiple directions, some to the stairs, some to the two doors closer to the entrance end of the hall, and some back towards the door at the far end of the hall. Most are very old prints, none look to be recent. This makes sense as it was not muddy outside.
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Shei follows Alhorn up the stairs far enough, then whispers: "I think it's best if we head into the room without footprints first, as it's less likely there's people in there. After those two are clear I'm all for exploring what's up these stairs." After that she'll walk down the stair back towards Naroth, and try and see if there's any other signs of passage through the doorways that don't have tracks leading towards them.
Investigation: 10
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Naroth will move to the decorated door and listen for anything inside if he doesn't hear anything he will try the door to see if it is locked and open it if it isn't.
Perception: 8
Ulric moves into the kitchen a step as if he owns the entire lodge.
"I hope you have something ready to eat, i'm starving."
Persuasion: 16
Front-Door Crew
Naroth doesn't hear anything through the doors. How are you entering the next chamber, with weapons drawn and ready, or with them sheathed? It is going to matter...
Back-Door Crew
Ulric strides boldly inside, demanding food and acting if he belongs there. The cooks frown at him but one gives a sigh. "Can't anyone just wait their turn?" He says, then nods to some platters on one of the counters. On it can be seen some bread, cheese, and meat. "Go ahead, but you will need to explain to Talis why her appatizers are going to be late."
Alhorn will enter with weapons sheathed. He’s ready to use his primary weapon: his words.
Paladin - warforged - orange
Fletch is still just outside the building, directly to the side of the kitchen door where he can't be seen but can hear what's being said. Seeing Ulric walk in and begin conversing with these people, Fletch has a mild panic attack before collecting himself and casting message. "Friend, does it look as though any like my kin are among their number? I do not wish to give you away if you have infiltrated their ranks." He gives no thought to the fact that Ulric will have to speak to answer.
Shei has no obvious weapons, so she enters empty handed.
Naroth has enough difficulty being stealthy without having a weapon in his hands, so his would be sheathed but ready to pull at any time, and follows Shei through the door.
Strealth: 17
Ulric nods and grabs a plate.
"Of course." Ulric replies without a thought.
He moves toward the door that looks like it leads to a dining area. He turns his head as if hearing a sound outside and turns back to close the back door.
Germain lets the other go through first while he checks the outbuildings.
Investigation: 18
Stealth: 29
Perception: 27
Front-Door Crew
This central hallway has stairs, large wooden doors, and a set of fine plate armor. Flanking the main entrance are two freestanding suits of elven plate armor, both coated in chipped green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with muddy boot prints.
There are four doors on the side walls of the hall, the ones closer to the entrance looking a bit more ornate than the two further down the hall. At the end of the hall is another door. Stairs lead up from here to an uppper level.
Ulric
After closing the door you move to the wall to the North, with a single door in it. Opening the door you find...
This room is warm and comfortable, with a large fireplace, stuffed leather chairs, and a table set with smoked sausages and candles. A tapestry displays a magnificent white stag above a valley, with a pair of green dragons soaring overhead and deer, boars, and hedgehogs hiding among the leaves and trees below. The walls each have a trophy or two, including two fine mountain goat heads, an elk’s head with a 10-point rack, a giant eagle’s head and talons, a metallic bull’s head, a griffon’s head and foreclaws, and the head of a white-furred boar with tusks as long as daggers. The room seems otherwise deserted.
Germain
Moving to the first of the outbuildings you find...
The stone outbuilding has a mossy roof and no windows. The solid oak doors at either end are 9 feet tall; the whole thing resembles a small barn.
Fletch
You find yourself alone at the back door of the lodge. germain has wandered off to check out one of the outbuildings,while Ulric has disappeared into the lodge itself. What will you do?
Germain will try to quietly open one of the doors.
Fletch looks back and forth between Germain and the door Ulric just closed, and ruffles his feathers in frustration. He sets his eyes on the building Germain is investigating and stalks after his comrade.
Stealth: 12
Alhorn looks around the entryway. “I vote up. Or maybe one of these nice looking doors.”
Paladin - warforged - orange
What direction do the boot prints head in?
Germain
The door is locked. Also, of note, there does not seem to be a lock to pick or anything, so it is likely some interior lock, locked by someone on the inside of the door.
Fletch
You slide noiselessly up next to Germain, who seems intent on the door and clearly does not realize you are there.
Front-Door Crew
The footprints lead multiple directions, some to the stairs, some to the two doors closer to the entrance end of the hall, and some back towards the door at the far end of the hall. Most are very old prints, none look to be recent. This makes sense as it was not muddy outside.
Germain shrugs, and moves on to the other outbuilding for now.
"Up?" Naroth quietly suggests pointing to the stairs.
Alhorn will start up the stairs
Paladin - warforged - orange
(OOC) How many doors are in this room? Do any obviously lead toward the front of the building? Can I tell from where I am?
Ulric looks the room over for anything out of place and a sign that would lead him to the front of the house.
Perception: 10
Shei follows Alhorn up the stairs far enough, then whispers: "I think it's best if we head into the room without footprints first, as it's less likely there's people in there. After those two are clear I'm all for exploring what's up these stairs." After that she'll walk down the stair back towards Naroth, and try and see if there's any other signs of passage through the doorways that don't have tracks leading towards them.
Investigation: 10