This large room is strewn with crumbling masonry. A dry pit lies in the middle of the floor, ringed by a five-foot-wide walkway. Peeking through the divide in the wall, he sees that there is another, identical chamber beside it.
These two rooms were once granaries for the dwarven citadel, but any food stored here rotted away long ago. The silo spaces are each 30 feet deep.
There is nothing in the rooms, but the doors look like they could be easily secured with debris from inside if need be.
This post has potentially manipulated dice roll results.
Carlar walks the walkways trying to find clues about the watery faction that may help if confronted, whether it be old texts or valuables. She looks through the crumbling debris for anything else of note.
Sadly, nothing has been left lying around. Carlar notes however that the cultists have gone to the trouble to illuminate all of the area the party are currently in, but she has seen areas across the water earlier that were in darkness. The torches are in bronze wall sconces and seem to burn without dimming or flickering.
Years of tinkering come in to play as Coal gently but firmly puts pressure on various parts of the door without making lots of noise.
From where the give is and from what he can see along the gap between the stone door and the wall, it seems to be secured in just one place and (as far as he can tell without seeing it) with some sort of simple bolt fixed to the wall
Yara sees 5 people in the room. One has a short sword drawn and the others have crossbows trained on the door. A one-eyed man to their left shouts to Yara
Pretty deep voice you have there girly. I've no idea what the hot hell you just said but it better have been a damn good reason for why your head is in my guard post
Stealth 17
Nibor is reassured that others in the group are wary of their own stealthiness as well. He also ponders on the word stealthiness...
Aura hopes her martial training will lend itself to sneaking as well, despite her armour
17
Somehow, you manage to coordinate yourselves and hold the noisiest bits of each other's armour in place to sneak past
Rollo indicates to the group to keep moving. He takes point, keeping a look out for any danger
Perception 8
survival 16
stealth 25
Spotting a door to their left Coal will test to see if it is locked and if not will open the door and step inside.
Carlar looks around as they make their way through for anything she can loot. So far the way through is empty and cold.
The door Coal tries is not locked. He steps in.
This large room is strewn with crumbling masonry. A dry pit lies in the middle of the floor, ringed by a five-foot-wide walkway. Peeking through the divide in the wall, he sees that there is another, identical chamber beside it.
These two rooms were once granaries for the dwarven citadel, but any food stored here rotted away long ago. The silo spaces are each 30 feet deep.
There is nothing in the rooms, but the doors look like they could be easily secured with debris from inside if need be.
Yara looks into one of the rooms on the right in passing, seeing if there is anything of note in there.
Survival 4
Perception 8
Investigation 16
Yara tries the door, but it is locked. She can't see a keyhole.
The stone door has an iron plate about one foot square set in its middle. Rollo notices the plate is set into a slide rail.
He also notices the dust outside the door has been disturbed many times over.
Carlar walks the walkways trying to find clues about the watery faction that may help if confronted, whether it be old texts or valuables. She looks through the crumbling debris for anything else of note.
Investigation 10
Sadly, nothing has been left lying around. Carlar notes however that the cultists have gone to the trouble to illuminate all of the area the party are currently in, but she has seen areas across the water earlier that were in darkness. The torches are in bronze wall sconces and seem to burn without dimming or flickering.
The areas without walkways are also dark.
Intrigued by the locking mechanism Coal stops and looks at the door. Investigation 24
Years of tinkering come in to play as Coal gently but firmly puts pressure on various parts of the door without making lots of noise.
From where the give is and from what he can see along the gap between the stone door and the wall, it seems to be secured in just one place and (as far as he can tell without seeing it) with some sort of simple bolt fixed to the wall
Coal pulls out his thieves tools and tries to unhook the bolt and gain access to the chamber within
thieves tools 13
The lock slides open...noisily. Coal pushes the door open and as the stone scrapes over stone, he hears a yell from inside.
Oy! Who the hell is that?! What are you doing?
There is the sound of chairs being scraped back
Yara pops her head in to have a look and see whether the noise is friend or foe.
Investigation 8
Perception 3
Bugger. My bad! he whispers. Sorry chaps! I forgot this one was locked! He calls out in primordial
deception 15
Yara sees 5 people in the room. One has a short sword drawn and the others have crossbows trained on the door. A one-eyed man to their left shouts to Yara
Pretty deep voice you have there girly. I've no idea what the hot hell you just said but it better have been a damn good reason for why your head is in my guard post
Yara coughs feigning a tickle in her throat, Sorry, first day. I’s is a bit lost. Was told to report for duty?
Deception 2
Not been told anything about new blood. And I run a VERY tight ship.
I'll ask again. What are you doing here?