Lyre ducks behind a bucket and loads his crossbow, remaining hidden from the door they are about to enter. Silence is a good sign, but he's seen to many silent enemies before.
The secret door swings open, revealing a small corridor. Directly ahead is a sturdy wooden door with a chained padlock, while down the corridor to the right is another unlocked door.
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DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
Lyre will enter the hallway, instinctively sticking towards one side of the room, scanning the hallway for any trinkets or baubles he can pick up: 23
He then walks up to the locked door, takes out a lockpick and other thievery paraphernalia, and looks at the rest of the group. "Unlock...lock?" he repeats in piecemeal words from Magath's last sentence.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Arikon stays towards the rear of the group looking out for any dangers threatening them from behind. "I have a bad feeling about this place. Even after we killed that thing.", he whispered to the others.
Lyre sees that this corridor has nothing of note, and gets to work picking the padlock. As the does so, Maglath listens in at the other door. He hears a uniform noise of creaky footsteps, though there are no voices. Exactly every three seconds, the footsteps stop and then start again.
The kenku rogue easily picks the lock, and the party enters through the sturdy wooden door. Inside is a well stocked armory. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door. It seems the Redbrands are amassing quite a stockpile of firepower.
The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.
Lyre will not hesitate to grab an additional quiver of crossbow bolts. They were a rare commodity, and he would loathe to run out of such a valuable resource.
Maglath looks at the red cloaks, wondering if it's of any value to put them on. But, hiding who he is does not sit well with Maglath though and he stops looking for one that would fit his large frame.
"It sounded like a pacing sentry in the other room," he tells the others.
Seeing Lyre grab more crossbow bolts, he says "Do you want me to carry some extra for you? I have room in my pack?"
Jeb moves to the hanging cloaks. He dons one quickly and hands one to John, Arikon, Murmen, Lyre, and shrugs at Maglath. The cloaks would obviously not accommodate his large frame. Once all of the cloaks have been donned by those that they will fit, Jeb moves to resecure the chain and lock to conceal their entry into the militias armory. After he does so, he turns to his stalwart companions and says, "These may help us evade detection for a little longer as well."
“Carry some extra for you,” repeats Lyre, handing the extra pack of bolts he picked up to his larger companion. He nods at Jeb and dons the red cloak he was given; he was sure Kenkus would be common allies to the Redbrands, and he could blend in rather well. At the mention of the sentries, Lyre pantomimes firing his crossbow, while happily mimicking, “Kill her. If anyone sees, kill them too. Leave no survivors,” in the same Orc-tinged accent as earlier, suggesting he wants the sentries dead. It was clear this voice had a profound effect on Lyre’s life, and it appears that the owner of the voice had instructed Lyre to perform all sorts of nefarious activities.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Jeb signals his resdiness to Maglath with a nod and shifts his stance to be ready to dart in around the massive goliath with his rapier and dagger at the ready. He flashes a quick smile at John and nods encouragingly at the former barkeep turned adventurer.
(Looks like I’ve mixed up campaigns, sorry.)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Lyre ducks behind a bucket and loads his crossbow, remaining hidden from the door they are about to enter. Silence is a good sign, but he's seen to many silent enemies before.
The secret door swings open, revealing a small corridor. Directly ahead is a sturdy wooden door with a chained padlock, while down the corridor to the right is another unlocked door.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
“Locked or unlocked?” Maglath asks.
He moves to the side towards the unlocked door incase Lyre or Jeb want to take a look at the lock.
Lyre will enter the hallway, instinctively sticking towards one side of the room, scanning the hallway for any trinkets or baubles he can pick up: 23
He then walks up to the locked door, takes out a lockpick and other thievery paraphernalia, and looks at the rest of the group. "Unlock...lock?" he repeats in piecemeal words from Magath's last sentence.
Murmen grunts.
"Doors tend to be locked for a reason. Probably somethin' important behind it."
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Jeb nods his accord to Lyre as he moves to flank the distracted kenku and keep an eye on the other doorway.
Arikon stays towards the rear of the group looking out for any dangers threatening them from behind. "I have a bad feeling about this place. Even after we killed that thing.", he whispered to the others.
Lyre will attempt to pick the lock, quietly humming a rather unsettling tune.
Thieves' Tools check: 11
While Lyre works on the lock, Maglath makes his way down the hallway to the other door and listens for any sounds on the other side.
(Perception: 10 )
Lyre sees that this corridor has nothing of note, and gets to work picking the padlock. As the does so, Maglath listens in at the other door. He hears a uniform noise of creaky footsteps, though there are no voices. Exactly every three seconds, the footsteps stop and then start again.
The kenku rogue easily picks the lock, and the party enters through the sturdy wooden door. Inside is a well stocked armory. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door. It seems the Redbrands are amassing quite a stockpile of firepower.
The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Lyre will not hesitate to grab an additional quiver of crossbow bolts. They were a rare commodity, and he would loathe to run out of such a valuable resource.
Maglath looks at the red cloaks, wondering if it's of any value to put them on. But, hiding who he is does not sit well with Maglath though and he stops looking for one that would fit his large frame.
"It sounded like a pacing sentry in the other room," he tells the others.
Seeing Lyre grab more crossbow bolts, he says "Do you want me to carry some extra for you? I have room in my pack?"
Jeb moves to the hanging cloaks. He dons one quickly and hands one to John, Arikon, Murmen, Lyre, and shrugs at Maglath. The cloaks would obviously not accommodate his large frame. Once all of the cloaks have been donned by those that they will fit, Jeb moves to resecure the chain and lock to conceal their entry into the militias armory. After he does so, he turns to his stalwart companions and says, "These may help us evade detection for a little longer as well."
“Carry some extra for you,” repeats Lyre, handing the extra pack of bolts he picked up to his larger companion. He nods at Jeb and dons the red cloak he was given; he was sure Kenkus would be common allies to the Redbrands, and he could blend in rather well. At the mention of the sentries, Lyre pantomimes firing his crossbow, while happily mimicking, “Kill her. If anyone sees, kill them too. Leave no survivors,” in the same Orc-tinged accent as earlier, suggesting he wants the sentries dead. It was clear this voice had a profound effect on Lyre’s life, and it appears that the owner of the voice had instructed Lyre to perform all sorts of nefarious activities.
Murmen blinks at Lyre's mimicry, and carefully edges a little ways away from him.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
"Through the next door?" Maglath asks, hand on the door handle to the room with the sound of footsteps, ready to push it open.
Jeb signals his resdiness to Maglath with a nod and shifts his stance to be ready to dart in around the massive goliath with his rapier and dagger at the ready. He flashes a quick smile at John and nods encouragingly at the former barkeep turned adventurer.
Lyre loads his crossbow and waits for Maglath's opening of the door.
Maglath pushes the door open and moves inside quickly scanning the area for where the sentry may be.