Alkyn dismounts, ties his horse, blends into whatever cover and shadows he can find, and advances toward the building, hoping the rider will draw any attention. He draws one of his swords.
You approach stealthily, moving from shadow to shadow, straining your ears and eyes to detect any sign of movement, but the place is deserted as far as you can tell. It looks to be the remains of an old square watchtower, just the ground floor remaining. Three walls are upright, with a patch of roof in one corner. Dead leaves and branches litter the floor. Out of habit, you check the wall below the window, and spot three scratched symbols of thieves’ cant. Safe house- below- beware trap.
You carefully scan the doors of the chute, searching carefully behind the lock mechanism- there it is, a spring-loaded needle. You faintly detect the bitter odour of a fast-acting poison.
Alkyn grunts, "Best to leave this in a serviceable condition" he says.
He pulls tools from his pack and sets to work, carefully examining it to see if he can bypass it safely.
(( He would like for us to be able to pass down the chute safely, and leave the two intact, or at least repairable in the morning. If just knowing that is there is enough, then great! ))
it takes a few minutes of painstaking work, but you manage to jam the spring mechanism in such a way you could reset it when you leave. After that, slipping the lock seems easy. With a grunt, you and Tristan heave open the hatch. A narrow smooth tunnel leads down into darkness.
Alkyn snorts at Tristan's comment, "Better than mud, rain and mosquitos."
He sniffs the air inside the tunnel, and after giving his vision a chance to adjust, looks around the entrance for more writing. "Be careful; there may be more surprises."
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Alkyn nods at Six's remark, "Aye...likely both" he says with a smile.
He stretches in the saddle, pressing his lower back, "But after last night, a roof -- and a flat floor -- is appealing."
" Ah....ruins.....not a fan of ruins....but I suppose its pretty far inland so it should be fine."
Six snorts, grinning. "Probably there won't be any sahuagin lurking in an inland ruin, hm?"
No Longer Active"I'd rather sleep anywhere but outside." Sinsil says matter of factly.
" Its more the eldritch shadow things that slide inside your mind and turn it inside out with pain that I recall..."
" Sahuagin are just uglier, less graceful sharks.", she said touching the point of her lance.
Who is approaching?
DM- Chronicles of Wildemount Campaign.
"Go ahead. The smell of us cooking bacon will have you running back real quick"
He makes a show of riding his horse nonchalantly towards the ruined building, but you do see him draw his weapon from his side.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Alkyn dismounts, ties his horse, blends into whatever cover and shadows he can find, and advances toward the building, hoping the rider will draw any attention. He draws one of his swords.
Stealth: 24
As he moves, he scouts warily.
Perception: 12 (Passive 16)
You approach stealthily, moving from shadow to shadow, straining your ears and eyes to detect any sign of movement, but the place is deserted as far as you can tell. It looks to be the remains of an old square watchtower, just the ground floor remaining. Three walls are upright, with a patch of roof in one corner. Dead leaves and branches litter the floor. Out of habit, you check the wall below the window, and spot three scratched symbols of thieves’ cant. Safe house- below- beware trap.
DM- Chronicles of Wildemount Campaign.
(Are there any stairs or trapdoors leading downwards?)
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
On the far side, almost totally obscured by creepers is a small hatch, that you think might have once been a coal chute.
DM- Chronicles of Wildemount Campaign.
Are any traps evident? Perception: 15 (Passive 16)
You carefully scan the doors of the chute, searching carefully behind the lock mechanism- there it is, a spring-loaded needle. You faintly detect the bitter odour of a fast-acting poison.
DM- Chronicles of Wildemount Campaign.
Alkyn grunts, "Best to leave this in a serviceable condition" he says.
He pulls tools from his pack and sets to work, carefully examining it to see if he can bypass it safely.
(( He would like for us to be able to pass down the chute safely, and leave the two intact, or at least repairable in the morning. If just knowing that is there is enough, then great! ))
Make me a thieves’ tools check.
DM- Chronicles of Wildemount Campaign.
Thieves tools (Dex?): 18
(Yes, 1d20 + dex + proficiency)
it takes a few minutes of painstaking work, but you manage to jam the spring mechanism in such a way you could reset it when you leave. After that, slipping the lock seems easy. With a grunt, you and Tristan heave open the hatch. A narrow smooth tunnel leads down into darkness.
DM- Chronicles of Wildemount Campaign.
"Ain't this appealing?"
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Some distance from the ruins
Ashanti looked across at the others, " So.....do you think their dead yet?"
Alkyn snorts at Tristan's comment, "Better than mud, rain and mosquitos."
He sniffs the air inside the tunnel, and after giving his vision a chance to adjust, looks around the entrance for more writing. "Be careful; there may be more surprises."