"I see nothing but a nice place to sleep for the night," Six agrees, though his ears and tail twitch uneasily. "Probably best not to explore, either, hmm?"
"I don't see any great harm in exploring, especially if it takes us away from temptation. Rest is what we came for and there may be a more comfortable room...these places have many functions, storage is just one of them."
Alkyn will examine the southern door (( Perception: 15, passive 16 )), and if he finds no traps, try to open it. If locked, do the same for the other door (( if needed, Perception: 22 )).
Fifteen would be enough to spot another tiny symbol on the southern door -poison- and the eastern door is clean. Behind the eastern door are a row of four barred cells, refitted with comfortable bunks. The last cell is locked, and filled with more valuable items. Rare wine and spirits, spices, spell components, etc. The bars hum quietly with energy.
Alkyn smiles in satisfaction, taking a small bow in front of the rooms with beds, "Aha! All the comforts of home...and fewer bedbugs.". He stares speculatively at the beds. "I hope."
Looking around the room, he continues. "And, while a locked door -- or a magically protected one -- would ordinarily represent and opportunity too good to pass up...tonight I think we should be satisfied with the opportunity for a comfortable rest."
"Though...I think watches are still a good idea. Perhaps...yes...shut this door, and wake me if there are visitors in the main room? I'll take the first watch tonight."
Alrighty. The ruined walls above should provide plenty of protection from the elements from the horses. Each person who takes a watch needs to make a perception check, and we need three watches until dawn.
At the deepest part of the night, as Alkyn heads up to relieve Tristan, the errant breeze brings the sounds of barks and snarls in the distance. There's a yelp, and silence, before you hear the yipping sound of high, chilling animal laughter. The sounds raise the hairs on Alkyns arms and cause Tristans scales to... do what scales do when dragonborn are worried. While you hear no other disturbance, it feels like a long time until dawn.
Everything seems to go quiet, and stays so until morning. Nothing else of note happens throughout the night, and the sun comes up on a chilly grey day.
"I see nothing but a nice place to sleep for the night," Six agrees, though his ears and tail twitch uneasily. "Probably best not to explore, either, hmm?"
No Longer Active
"I don't see any great harm in exploring, especially if it takes us away from temptation. Rest is what we came for and there may be a more comfortable room...these places have many functions, storage is just one of them."
(( Do the doors look well-used, or decrepit? ))
The doors seem to be in good repair, as far as you can tell.
DM- Chronicles of Wildemount Campaign.
Alkyn will examine the southern door (( Perception: 15, passive 16 )), and if he finds no traps, try to open it. If locked, do the same for the other door (( if needed, Perception: 22 )).
Fifteen would be enough to spot another tiny symbol on the southern door -poison- and the eastern door is clean. Behind the eastern door are a row of four barred cells, refitted with comfortable bunks. The last cell is locked, and filled with more valuable items. Rare wine and spirits, spices, spell components, etc. The bars hum quietly with energy.
DM- Chronicles of Wildemount Campaign.
Alkyn smiles in satisfaction, taking a small bow in front of the rooms with beds, "Aha! All the comforts of home...and fewer bedbugs.". He stares speculatively at the beds. "I hope."
Looking around the room, he continues. "And, while a locked door -- or a magically protected one -- would ordinarily represent and opportunity too good to pass up...tonight I think we should be satisfied with the opportunity for a comfortable rest."
"Though...I think watches are still a good idea. Perhaps...yes...shut this door, and wake me if there are visitors in the main room? I'll take the first watch tonight."
"I'll go get what's her name" Sinsil says, her regal attitude diminishing as the party gets farther from civilization. (Mobile)
Six shrugs, a little more at ease with Alkyn's confidence. "Sounds good to me," he yawns, stretching. "I will take the second watch, then."
No Longer Active
Alrighty. The ruined walls above should provide plenty of protection from the elements from the horses. Each person who takes a watch needs to make a perception check, and we need three watches until dawn.
DM- Chronicles of Wildemount Campaign.
Tristan takes first watch: perception- 12
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Perception: 17
Perception - 2
No Longer Active
Ashanti snores through all three watches.
Very nice. Whereabouts are you sitting your watches? I imagined outside with the horses.
DM- Chronicles of Wildemount Campaign.
That's where I imagined Six as taking his watch.
No Longer Active
At the deepest part of the night, as Alkyn heads up to relieve Tristan, the errant breeze brings the sounds of barks and snarls in the distance. There's a yelp, and silence, before you hear the yipping sound of high, chilling animal laughter. The sounds raise the hairs on Alkyns arms and cause Tristans scales to... do what scales do when dragonborn are worried. While you hear no other disturbance, it feels like a long time until dawn.
DM- Chronicles of Wildemount Campaign.
Does it seem like the sounds are moving away, or closer....or did they just go silent?
"Any idea what those were?" he asks Tristan, nodding in the direction of the sounds.
Everything seems to go quiet, and stays so until morning. Nothing else of note happens throughout the night, and the sun comes up on a chilly grey day.
DM- Chronicles of Wildemount Campaign.
(( That's a relief! ))
After waking, tidying the beds, and packing, Alkyn makes sure he is the last one out, and resets the trap on the hatch.
Ashanti stretched, headed out and readied the horses.
" Did I miss anything last night? "