At the tavern: Wilmot casts an inquisitive glance at Zmeya, not judgmental but more intrigued. Much of the world still seemed exotic to him, but to wander was his destiny. He turns his gaze to Archibald, saying, “A rumor or tall tale perhaps, but the key point is the back door. Maybe an entrance we can make use of?”
On the road: Wilmot chuckles at the following entourage. "This appears to be a thing with the people of this village," he says to his allies. "How wonderful." He takes advantage of the walk to light another smoke, letting the aromatic smoke drift behind him to the crowd. "Always want to be in the right frame of mind when beginning a trek, no?"
The firbolg leans down to his friends to whisper, "Mayhaps, though, we discourage them once we draw closer. No need to announce our presence, whether what's in the house be living or dead." He straightens, turning back to the following crowd and offering a big smile and a puff of smoke. As they draw nearer the manor, he douses the cinders once again, inhaling one last whiff before allowing the gusting salty sea brine wind to chase it away. Returning the herb to his pouch, he unslings the circular wooden shield from his back, gripping tighter on his staff as he uses it absent-mindedly to continue the hike, casting curious glances at the approaching manor. A smile remains on his face, but the slight tremble in his deep, baritone voice belies his anxiety.
Gracy takes note of the bartender's story from his quiet corner as Archibald knocks loose tidbits from everywhere.
Shrieks and wails? Maybe this place was haunted, or maybe there was something just normal - horrible certainly - inside that didn't want to be disturbed
Backdoors were normally his favorite way in somewhere, but if their information was correct that could be walking right into the teeth of the matter. Mayhaps a less direct approach would be better.
On the road
The crowd following them to the house precluded any chance at stealth. So did the armored warriors and towering cleric, but there was no hiding a crowd of commoners. That didn't mean Gracy couldn't hide in them though. Instead of taking his customary position at the front of the group, he trailed the main party, drifting in and out of the crowd, listening to the rumbles and looking to glean anything he could as they approached the Haunted House.
Hiramat takes up a position with the group at the front, his eyes scanning left-to-right, and back again looking for threats, he wasn't expecting anything here, on the open road, and with a gaggle of citizenry behind them, but he was not going to be caught off guard again. Hoping to thin out the crowd that followed, he carefully pulled back his hood on the cloak to display his full Tiefling heritage, and gave as menacing a look as he could back to the following common folk, that should do the trick he hoped.
Klaus, feeling the eyes of the people upon him, unsheathes his longsword and holds it aloft, draws in a deep breath, then speaking as loudly as he could, in a practiced orator's voice:
"Gentle people, please. Allay your fears of this gloomy ruin. You are under the protection of Helm, I guarantee it as an officer of his will! Whatever bedevils you, rest assured that we shall remove it, root and stem!"
Klaus made the proclamation for his own benefit as much as the onlookers. His faith in his god was absolute, but he had yet to prove himself against more than half-drunken brigands on the way to Saltmarsh. Confronting evil, unholy, undead evil, if the rumors were true, was a bridge Klaus had not yet crossed. He at least believed in himself enough to make a promise to these people who smelled of brine and fish guts, and he owed it to Helm to keep his promise.
Archibald agrees with Wilmot's concerns. Especially if it means some backwater yokels get their hands on any of their coin. He turns to the crowd and walks backwards while addressing them.
"Ya, ya! What my armor covered friend here said. We'll take care of that house post haste. However, it might behoove you to make your way back on to town. I have it on good authority that the greater the number of souls near the place, the greater it's dark power becomes. Wouldn't want any elderly or children getting their souls ripped out the top of their head would'ya? But don't you worry, we'll be back lickity split with the answer to this mystery and a story we'll tell over a mug of ale!"
Archibald turns back around and whispers to Wilmot, "Let's hope that works."
Back at the bar, Zmeya observes the party ordering drinks and food. The words 'ale' and 'mead' were foreign to her, so out of curiosity, she orders a serving, only to have her face wrinkle at the taste. This was popular among the land-folk she heard of? She also detects a hint of something chemical in the drink - alcohol - and recalls the intoxicating properties of various toxins that were detailed in her training. Curious. She sets the mug down, amused. Yuan-Ti are immune to poison, and alcohol was no exception.
As the group begins their hike, she uses the wooden staff she carries as a tool to ease the journey. Four miles was nothing for a monk, but under normal circumstances, she would be on a running pace with her brethren. The heavy armor of her companions prevented that, and she wanted to occupy herself somehow to keep the prying eyes of the villagers behind them from wandering too close, but that concern seems to be alleviated by the revelation of the tiefling and the slightly ostentatious speech emitting from Klaus and Archibald. She rolls her eyes and sighs, simultaneously relieved and slightly irked. If they weren't the center of attention a moment ago, they certainly were now.
As soon as the house comes into view, the townsfolk grow grim-faced and retreat toward Saltmarsh.
The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.
The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.
THE WALL The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden is simple even if characters decide not to enter through the main gate.
THE GARDEN There is a dead vegetable garden around the house. Now, a few broken gardening tools and a tangle of weeds are all that remain. A single rosebush near the gate has overgrown the wall and choked out most of the other plants. Any character who succeeds on a DC 10 Intelligence (Investigation) or Wisdom (Survival) check will have additional information revealed.
THE WELL Any character who makes a successful DC 12 Wisdom (Perception) check while viewing the well from a distance will have additional information revealed. if you choose to investigate this item of interest.
HOW TO MAKE CHECKS:
Here's how i'd like you guys to make rolls. Say you have to make a perception check. Great. Let me know what you're doing - in this case - are you looking in the garden? The Well? Roleplay it out. Then, put the skill you're rolling after, say, Perception, and THEN click on the dice icon in the menu bar after the word. In the BASIC tab, you can input the number of dice, in this case 1, the die type - a d20, then you can add your modifier - in this case, a +2. You can tell the dice roller you're rolling with advantage or disadvantage next. It defaults to "No" automatically. Then click ok. You'll get a result like the one below.
This post has potentially manipulated dice roll results.
As the house comes into view, Gracy moves to the front of the group, a quick nod to the cleric and the paladin as he passes through to indicate he's moving up to point.
The well. The barkeep mentioned that the backdoor was near the well.
The thief moves up towards the gate and carefully checks the entrance for any signs of traps and then scans the rest of the grounds, taking in the lay of the land, any possible entry points and any signs of tracks on the grounds of the house
Investigation for traps on the gate: 6 Perception for the well and entry points : 12
Wilmot watches Gracy move forward, his smile slipping a bit as he realizes the time has arrived. Reaching into his pouch, he pulls out another set of herbs, striking the flint and lighting them up. He breathes in deep the smoke, holding it while looking between his new allies. At last, a decision is made, he moves to the tiefling, placing a hand on his shoulder to turn him. He then exhales the sweet aromatic smoke, not as pungent as the usual herb, instead almost a mint, into Hiramat's face. "May the Dweller on the Horizon watch over you," he says to the stunned tiefling. "And may your blade be swift."
Wilmot grants Hiramat a Vigilant Blessing.
Vigilant Blessing: As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Hiramat, feeling suitably blessed, but coughing slightly, draws forth his blade and readies his shield - "one can never be too careful" he whispers. He moves closer to the garden, working his way past some of the broken wall, so as to avoid the obvious gated entry. He takes in the sight of the various bramble, weeds, and wild plants that must have once looked glorious, he always thought he would have liked a little spot of garden himself once he retired, though, the upkeep did seem a bit much, and the site in front of him pretty much confirmed that. He looked over at a very large rosebush growing over the wall and gate, curious, he thought, I didn't think they were supposed to grow so large. He spends some time looking at it, surely there's more to it than just luck, sunshine, and rain. After taking in the rosebush, his eyes catch the site of a well a bit further off, the well, he thought, didn't the barkeep mention the well, he looks intently at it, taking in the structure, looking for something that they could use to help figure out what's going on here.
Looking at the garden and rose bush - Survival 11
Looking at the well and it's structure - Perception 4
The time was upon them. Klaus was not as astute as Gracy or as canny as Hiramat, but he had his faith. He approached the well. Without a throng of onlookers to impress, he began investigating in a workmanlike fashion. He drew his long sword as quietly as he could, having learned to appreciate Gracy’s example. He quietly intoned, “Lord Helm, show me the iniquity of that which offends thee so that I may smite them.”
Klaus casts Divine Sense to search for undead, fiends or sacred or desecrated places within 60 feet of him. He is standing at the well.
Seeing that his comrades have started investigating the garden and well, Archibald tries to think outside of the box. It seems easier to do once you've gotten some second hand smoke from Wilmot. Where does he get that stuff, Archibald thinks to himself. He then begins to walk around the perimeter of the wall looking at the houses Itself. He is particularly looking for the best means of escape, should things get hairy inside. All local legends and myths are based on some for of truth. And Archie learned that sometimes its good to haul ass when those truths arise.
Looking around the house for possible means of escape once inside. (What would you like me to roll? I know this is not in the options you posted earlier. If that's not cool, let me know. This is my first official PbP.)
Perception on the well: The well shaft, which descends 20 feet, still contains clean water. You can see the glint of coins through the shallow water at the bottom. A Medium or smaller creature could climb down the well, using the rocky walls as natural handholds, you estimate.
The rosebush: You notice that something large has made a burrow under the rosebush.
Klaus: You are not detecting undead, fiends, sacred, or desecrated areas. Yet.
Doing a walk around the house, quickly, you can see a few entrances. (No, you don't have to roll at THIS moment. Usually, i'll let you know when you guys should.)
The front entrance at area 1, and the side door at area 4.
Klaus looks at his companions, taking a moment to lock eyes with each momentarily, almost apologetically:
”If there is a fiend or undead in the immediate vicinity, I would know it, rest assured. However, I am not as , err, schooled at the arts of ... ingress as Master Gracy or as nimble as Lady Zmeya. I would submit the matter to their counsel. As Preceptor Vanion has told me, I am a shiny, albeit blunt, instrument.”
“Oh, you’re always too hard on yourself good friend Klaus. You and your umm, god, are an invaluable part of our little entourage don’t ya know? I’ll stand right behind you any time a fight should break out. I did however notice there is a side door on the western side of the old haint. I mean, we could just bust up in the front door if ya want. But maybe a more subtle approach would behoove this particular breaking and entering. You know, just in case the place is full of crazy hoboes or something.”
Archibald looks around at his fellow treasure hunters for their thoughts.
Wilmot listens to the exchange and shrugs, his eyes darting from the two toward Gracy. "I tend to go through the front door, that's what they're made for," he says with a smile. "Unless you have a better idea."
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Hiramat, seeing the burrow under the rose bush, moves back to warn his companions “my brothers (he uses brothers regardless of gender), something has burrowed under that giant rose bush, have a care near it, I do not trust it’s unnatural size”
Gracy gives the Horned Tiefling a look of respect, impressed that he noticed the burrow under the rose bush - not many saw more than he did.
'Aye, might be a rabbit or it might be a giant venous snake, either way, its' best to stay clear and focus on the task at hand. Let's make this formal shall we? Wilmot you and the Wizard stay towards the center, Hiramat you're on point with me, Klaus and Zmeya cover our backs? I'll check for traps and get the door open, give me a ten-foot berth, but be ready to close the gap if something goes awry, I'm afraid I'm not much use in a straight-up brawl'
Once he was sure the rest of the party was in agreement with the plan, the dark clothed thief would approach the front of the house, choosing his steps carefully and keeping his eyes peeled for anything unusual. Getting to the front door, he'd check it and open it if needed.
Stealth; 26 Investigation: 8
Thieves Tools: 21
Rollback Post to RevisionRollBack
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At the tavern: Wilmot casts an inquisitive glance at Zmeya, not judgmental but more intrigued. Much of the world still seemed exotic to him, but to wander was his destiny. He turns his gaze to Archibald, saying, “A rumor or tall tale perhaps, but the key point is the back door. Maybe an entrance we can make use of?”
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
On the road: Wilmot chuckles at the following entourage. "This appears to be a thing with the people of this village," he says to his allies. "How wonderful." He takes advantage of the walk to light another smoke, letting the aromatic smoke drift behind him to the crowd. "Always want to be in the right frame of mind when beginning a trek, no?"
The firbolg leans down to his friends to whisper, "Mayhaps, though, we discourage them once we draw closer. No need to announce our presence, whether what's in the house be living or dead." He straightens, turning back to the following crowd and offering a big smile and a puff of smoke. As they draw nearer the manor, he douses the cinders once again, inhaling one last whiff before allowing the gusting salty sea brine wind to chase it away. Returning the herb to his pouch, he unslings the circular wooden shield from his back, gripping tighter on his staff as he uses it absent-mindedly to continue the hike, casting curious glances at the approaching manor. A smile remains on his face, but the slight tremble in his deep, baritone voice belies his anxiety.
"This seems fun."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
At the tavern:
Back door, well, shrieks on the stairs....
Gracy takes note of the bartender's story from his quiet corner as Archibald knocks loose tidbits from everywhere.
Shrieks and wails? Maybe this place was haunted, or maybe there was something just normal - horrible certainly - inside that didn't want to be disturbed
Backdoors were normally his favorite way in somewhere, but if their information was correct that could be walking right into the teeth of the matter. Mayhaps a less direct approach would be better.
On the road
The crowd following them to the house precluded any chance at stealth. So did the armored warriors and towering cleric, but there was no hiding a crowd of commoners. That didn't mean Gracy couldn't hide in them though. Instead of taking his customary position at the front of the group, he trailed the main party, drifting in and out of the crowd, listening to the rumbles and looking to glean anything he could as they approached the Haunted House.
Hiramat takes up a position with the group at the front, his eyes scanning left-to-right, and back again looking for threats, he wasn't expecting anything here, on the open road, and with a gaggle of citizenry behind them, but he was not going to be caught off guard again. Hoping to thin out the crowd that followed, he carefully pulled back his hood on the cloak to display his full Tiefling heritage, and gave as menacing a look as he could back to the following common folk, that should do the trick he hoped.
On the road:
Klaus, feeling the eyes of the people upon him, unsheathes his longsword and holds it aloft, draws in a deep breath, then speaking as loudly as he could, in a practiced orator's voice:
"Gentle people, please. Allay your fears of this gloomy ruin. You are under the protection of Helm, I guarantee it as an officer of his will! Whatever bedevils you, rest assured that we shall remove it, root and stem!"
Klaus made the proclamation for his own benefit as much as the onlookers. His faith in his god was absolute, but he had yet to prove himself against more than half-drunken brigands on the way to Saltmarsh. Confronting evil, unholy, undead evil, if the rumors were true, was a bridge Klaus had not yet crossed. He at least believed in himself enough to make a promise to these people who smelled of brine and fish guts, and he owed it to Helm to keep his promise.
On the road:
Archibald agrees with Wilmot's concerns. Especially if it means some backwater yokels get their hands on any of their coin. He turns to the crowd and walks backwards while addressing them.
"Ya, ya! What my armor covered friend here said. We'll take care of that house post haste. However, it might behoove you to make your way back on to town. I have it on good authority that the greater the number of souls near the place, the greater it's dark power becomes. Wouldn't want any elderly or children getting their souls ripped out the top of their head would'ya? But don't you worry, we'll be back lickity split with the answer to this mystery and a story we'll tell over a mug of ale!"
Archibald turns back around and whispers to Wilmot, "Let's hope that works."
Back at the bar, Zmeya observes the party ordering drinks and food. The words 'ale' and 'mead' were foreign to her, so out of curiosity, she orders a serving, only to have her face wrinkle at the taste. This was popular among the land-folk she heard of? She also detects a hint of something chemical in the drink - alcohol - and recalls the intoxicating properties of various toxins that were detailed in her training. Curious. She sets the mug down, amused. Yuan-Ti are immune to poison, and alcohol was no exception.
As the group begins their hike, she uses the wooden staff she carries as a tool to ease the journey. Four miles was nothing for a monk, but under normal circumstances, she would be on a running pace with her brethren. The heavy armor of her companions prevented that, and she wanted to occupy herself somehow to keep the prying eyes of the villagers behind them from wandering too close, but that concern seems to be alleviated by the revelation of the tiefling and the slightly ostentatious speech emitting from Klaus and Archibald. She rolls her eyes and sighs, simultaneously relieved and slightly irked. If they weren't the center of attention a moment ago, they certainly were now.
THE HOUSE
As soon as the house comes into view, the townsfolk grow grim-faced and retreat toward Saltmarsh.
The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end of the road, swaying slightly in the wind. Wild flora grows throughout the inner yard, but all the years cannot hide the evidence of a well-tended garden that once sat here. Near the house, the rotted wooden roof of a water well rises out of the tall grass.
The house is 35 feet tall from ground level to roof peak; the roof is gabled and has several holes where the slate shingles are missing.
THE WALL
The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden is simple even if characters decide not to enter through the main gate.
THE GARDEN
There is a dead vegetable garden around the house. Now, a few broken gardening tools and a tangle of weeds are all that remain. A single rosebush near the gate has overgrown the wall and choked out most of the other plants. Any character who succeeds on a DC 10 Intelligence (Investigation) or Wisdom (Survival) check will have additional information revealed.
THE WELL
Any character who makes a successful DC 12 Wisdom (Perception) check while viewing the well from a distance will have additional information revealed. if you choose to investigate this item of interest.
HOW TO MAKE CHECKS:
Here's how i'd like you guys to make rolls. Say you have to make a perception check. Great. Let me know what you're doing - in this case - are you looking in the garden? The Well? Roleplay it out. Then, put the skill you're rolling after, say, Perception, and THEN click on the dice icon in the menu bar after the word. In the BASIC tab, you can input the number of dice, in this case 1, the die type - a d20, then you can add your modifier - in this case, a +2. You can tell the dice roller you're rolling with advantage or disadvantage next. It defaults to "No" automatically. Then click ok. You'll get a result like the one below.
Perception: 6
As the house comes into view, Gracy moves to the front of the group, a quick nod to the cleric and the paladin as he passes through to indicate he's moving up to point.
The well. The barkeep mentioned that the backdoor was near the well.
The thief moves up towards the gate and carefully checks the entrance for any signs of traps and then scans the rest of the grounds, taking in the lay of the land, any possible entry points and any signs of tracks on the grounds of the house
Investigation for traps on the gate: 6
Perception for the well and entry points : 12
Wilmot watches Gracy move forward, his smile slipping a bit as he realizes the time has arrived. Reaching into his pouch, he pulls out another set of herbs, striking the flint and lighting them up. He breathes in deep the smoke, holding it while looking between his new allies. At last, a decision is made, he moves to the tiefling, placing a hand on his shoulder to turn him. He then exhales the sweet aromatic smoke, not as pungent as the usual herb, instead almost a mint, into Hiramat's face. "May the Dweller on the Horizon watch over you," he says to the stunned tiefling. "And may your blade be swift."
Wilmot grants Hiramat a Vigilant Blessing.
Vigilant Blessing: As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
.
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Hiramat, feeling suitably blessed, but coughing slightly, draws forth his blade and readies his shield - "one can never be too careful" he whispers. He moves closer to the garden, working his way past some of the broken wall, so as to avoid the obvious gated entry. He takes in the sight of the various bramble, weeds, and wild plants that must have once looked glorious, he always thought he would have liked a little spot of garden himself once he retired, though, the upkeep did seem a bit much, and the site in front of him pretty much confirmed that. He looked over at a very large rosebush growing over the wall and gate, curious, he thought, I didn't think they were supposed to grow so large. He spends some time looking at it, surely there's more to it than just luck, sunshine, and rain. After taking in the rosebush, his eyes catch the site of a well a bit further off, the well, he thought, didn't the barkeep mention the well, he looks intently at it, taking in the structure, looking for something that they could use to help figure out what's going on here.
Looking at the garden and rose bush - Survival 11
Looking at the well and it's structure - Perception 4
The time was upon them. Klaus was not as astute as Gracy or as canny as Hiramat, but he had his faith. He approached the well. Without a throng of onlookers to impress, he began investigating in a workmanlike fashion. He drew his long sword as quietly as he could, having learned to appreciate Gracy’s example. He quietly intoned, “Lord Helm, show me the iniquity of that which offends thee so that I may smite them.”
Klaus casts Divine Sense to search for undead, fiends or sacred or desecrated places within 60 feet of him. He is standing at the well.
Seeing that his comrades have started investigating the garden and well, Archibald tries to think outside of the box. It seems easier to do once you've gotten some second hand smoke from Wilmot. Where does he get that stuff, Archibald thinks to himself. He then begins to walk around the perimeter of the wall looking at the houses Itself. He is particularly looking for the best means of escape, should things get hairy inside. All local legends and myths are based on some for of truth. And Archie learned that sometimes its good to haul ass when those truths arise.
Looking around the house for possible means of escape once inside. (What would you like me to roll? I know this is not in the options you posted earlier. If that's not cool, let me know. This is my first official PbP.)
The gate to the house is: untrapped, yet worn.
Perception on the well: The well shaft, which descends 20 feet, still contains clean water. You can see the glint of coins through the shallow water at the bottom. A Medium or smaller creature could climb down the well, using the rocky walls as natural handholds, you estimate.
The rosebush: You notice that something large has made a burrow under the rosebush.
Klaus: You are not detecting undead, fiends, sacred, or desecrated areas. Yet.
Doing a walk around the house, quickly, you can see a few entrances. (No, you don't have to roll at THIS moment. Usually, i'll let you know when you guys should.)
The front entrance at area 1, and the side door at area 4.
Chose which way when you are ready to enter.
Klaus looks at his companions, taking a moment to lock eyes with each momentarily, almost apologetically:
”If there is a fiend or undead in the immediate vicinity, I would know it, rest assured. However, I am not as , err, schooled at the arts of ... ingress as Master Gracy or as nimble as Lady Zmeya. I would submit the matter to their counsel. As Preceptor Vanion has told me, I am a shiny, albeit blunt, instrument.”
“Oh, you’re always too hard on yourself good friend Klaus. You and your umm, god, are an invaluable part of our little entourage don’t ya know? I’ll stand right behind you any time a fight should break out. I did however notice there is a side door on the western side of the old haint. I mean, we could just bust up in the front door if ya want. But maybe a more subtle approach would behoove this particular breaking and entering. You know, just in case the place is full of crazy hoboes or something.”
Archibald looks around at his fellow treasure hunters for their thoughts.
Klaus takes some comfort in Archibald’s words. He looks to Wilmot with some hope the towering cleric might have some insight.
Wilmot listens to the exchange and shrugs, his eyes darting from the two toward Gracy. "I tend to go through the front door, that's what they're made for," he says with a smile. "Unless you have a better idea."
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Hiramat, seeing the burrow under the rose bush, moves back to warn his companions “my brothers (he uses brothers regardless of gender), something has burrowed under that giant rose bush, have a care near it, I do not trust it’s unnatural size”
Gracy gives the Horned Tiefling a look of respect, impressed that he noticed the burrow under the rose bush - not many saw more than he did.
'Aye, might be a rabbit or it might be a giant venous snake, either way, its' best to stay clear and focus on the task at hand. Let's make this formal shall we? Wilmot you and the Wizard stay towards the center, Hiramat you're on point with me, Klaus and Zmeya cover our backs? I'll check for traps and get the door open, give me a ten-foot berth, but be ready to close the gap if something goes awry, I'm afraid I'm not much use in a straight-up brawl'
Once he was sure the rest of the party was in agreement with the plan, the dark clothed thief would approach the front of the house, choosing his steps carefully and keeping his eyes peeled for anything unusual. Getting to the front door, he'd check it and open it if needed.
Stealth; 26
Investigation: 8
Thieves Tools: 21