"Thank you Reidoth! I will admit this is abnormally higher quality then what I was expecting to create. Everyone chipping in to help definitely was useful. Those months I spent learning how a poisoner's kit works back when I was eleven definitely paid off." As she speaks, she packs up her poisoner's kit and tucks the mask in a safe location in her pack. Stretching a bit, she gets up from where she was sitting and goes through her pack to make sure everything is still there and secure. Once that's done she starts shuffling the deck of playing cards she carries around while she waits for everyone else to finish up their rest.
"Thank you!" Kallen replied back to her half-elf friend as she tries on the mask, to test the waters on it. "Pretty good actually, I wish we do have enough materials for all of us to dress up as a cultist but I will try to find to think that the cultist I'm one of them! following Velshir's plan!"
(DMs impression is that no-one is presently wearing their mask.)
@Velshir if you wish to also use a HD for your short rest include your roll in your next post. only 3 hp down, but an option.
As your group moves carefully back to the square, retracing your original path, you encounter no creatures or interference. The Square seems much as it was when you left it. You are again at the red x.
Prentissventures closer to the Garrison unfortunately not as stealthy has he had wished but with no obvious repercussions and he is able to circle the building fully before returning to the group. No traps or occupation detected upon visual inspection though any attempts to spy into the interior are met with a natural darkness due to years of dust and debris
The barracks appears to have weathered the years better than most buildings in town. Its rooftop features a simple battlement, and arrow-slit windows confirm that it was built to serve as a small keep in times of emergency. The doors of this structure also somewhat swollen but not to the extent of the others within the town, so may remain intact if opened. The blue circles indicate the windows mentioned above.
Velshir slips forward wiping old benign cobwebs from the arrow slit in the window and searches the darkness within. His elven eyes spot three bunks, which may just still contain former residents or at least hold mounds of something upon the lower bunks, hard to tell exactly what, could be just rotted bedding. In the Northeastern corner of the room on the northern wall is a door, closed at this time that seems to lead to an interior room.
@Velshir - roll stealth if any attempt made to be quiet while looking inside.
Positioning for the group - I have Prentiss just east of the Statue, Velshir not far north of him at the window on the south side of the building and the others about 10 feet south of them on the east side of the Weaver's cottage south of the statue.
Prentiss stoops down to pick up a small rock and casts light upon it. He holds it in his palm, ready to throw into the garrison if a battle should break out in the darkness.
Prentiss holds within his hand an illuminated rock as Velshir peers carefully into the window but sees nothing stirring only as described above. Brencharis sees no activity in sight. Joshua stands ready to react searching their surroundings with Brencharis but also sees no activity Kallen back with them.
@Prentiss the door to the smaller portion of the structure that you are aware of only has an interior door, or do you with to open one of the exterior doors? Presently the only access to the room immediately available is the 2 foot wide shuttered window with arrow slits.
Prentissopens the southwest door to the Garrison the rock within his hand illuminating the area to reveal the dusty interior of a mostly intact main room to the barracks. The northwest portion of the main area was a kitchen and pantry, now containing piles of rotten sacks and barrels. There is a ladder in that section that leads to a trapdoor on the ceiling. The remainder of the room holds the basic furnishings of a common living area. The dust and decay within the room shows that this room has been left undisturbed for decades. All three of its occupants seem to mind this disturbance one rising from a reclined position in the kitchen and two others from a table in the eastern portion of the main room.
"Thank you Reidoth! I will admit this is abnormally higher quality then what I was expecting to create. Everyone chipping in to help definitely was useful. Those months I spent learning how a poisoner's kit works back when I was eleven definitely paid off." As she speaks, she packs up her poisoner's kit and tucks the mask in a safe location in her pack. Stretching a bit, she gets up from where she was sitting and goes through her pack to make sure everything is still there and secure. Once that's done she starts shuffling the deck of playing cards she carries around while she waits for everyone else to finish up their rest.
"Thank you!" Kallen replied back to her half-elf friend as she tries on the mask, to test the waters on it. "Pretty good actually, I wish we do have enough materials for all of us to dress up as a cultist but I will try to find to think that the cultist I'm one of them! following Velshir's plan!"
Velshir will pocket his mask for now rather than wear it.
(DMs impression is that no-one is presently wearing their mask.)
@Velshir if you wish to also use a HD for your short rest include your roll in your next post. only 3 hp down, but an option.
As your group moves carefully back to the square, retracing your original path, you encounter no creatures or interference. The Square seems much as it was when you left it. You are again at the red x.
Prentiss tries to sneak around the building to the north, scouting it for routes of entry, signs of traps or occupation, and any writing or warnings.
Stealth 4
Perception 8 (passive 11)
Edit: Amazing rolls...
Prentiss ventures closer to the Garrison unfortunately not as stealthy has he had wished but with no obvious repercussions and he is able to circle the building fully before returning to the group. No traps or occupation detected upon visual inspection though any attempts to spy into the interior are met with a natural darkness due to years of dust and debris
The barracks appears to have weathered the years better than most buildings in town. Its rooftop features a simple battlement, and arrow-slit windows confirm that it was built to serve as a small keep in times of emergency. The doors of this structure also somewhat swollen but not to the extent of the others within the town, so may remain intact if opened. The blue circles indicate the windows mentioned above.
Velshir says, “We might as well clear this building as we have the others.”
He approaches and peers into the South window.
Velshir slips forward wiping old benign cobwebs from the arrow slit in the window and searches the darkness within. His elven eyes spot three bunks, which may just still contain former residents or at least hold mounds of something upon the lower bunks, hard to tell exactly what, could be just rotted bedding. In the Northeastern corner of the room on the northern wall is a door, closed at this time that seems to lead to an interior room.
@Velshir - roll stealth if any attempt made to be quiet while looking inside.
Positioning for the group - I have Prentiss just east of the Statue, Velshir not far north of him at the window on the south side of the building and the others about 10 feet south of them on the east side of the Weaver's cottage south of the statue.
Brencharis is keeping an eye out for any ash zombies or twig blights.
Perception: 20
Prentiss stoops down to pick up a small rock and casts light upon it. He holds it in his palm, ready to throw into the garrison if a battle should break out in the darkness.
Stealth
24
Prentiss holds within his hand an illuminated rock as Velshir peers carefully into the window but sees nothing stirring only as described above. Brencharis sees no activity in sight. Joshua stands ready to react searching their surroundings with Brencharis but also sees no activity Kallen back with them.
Prentiss opens the door to the small room and then checks it for anything of value or interest.
Investigation 20 (passive 11)
@Prentiss the door to the smaller portion of the structure that you are aware of only has an interior door, or do you with to open one of the exterior doors? Presently the only access to the room immediately available is the 2 foot wide shuttered window with arrow slits.
(Sorry, I misunderstood; I'll open an exterior door to an unknown area please)
Prentiss opens the southwest door to the Garrison the rock within his hand illuminating the area to reveal the dusty interior of a mostly intact main room to the barracks. The northwest portion of the main area was a kitchen and pantry, now containing piles of rotten sacks and barrels. There is a ladder in that section that leads to a trapdoor on the ceiling. The remainder of the room holds the basic furnishings of a common living area. The dust and decay within the room shows that this room has been left undisturbed for decades. All three of its occupants seem to mind this disturbance one rising from a reclined position in the kitchen and two others from a table in the eastern portion of the main room.
Ash Zombie Initiatives
AshZombie1 5
AshZombie2 5
AshZombie3 8
(Oops!)
Prentiss initiative 6
Prentiss has obviously spotted something by the change in his demeaner in the doorway. What do you do? (and initiatives please)
Initiative 9
24