Xerice Lockhart |
"You expected something more solid after a fire? The entire structure is a ruin and deadly ghosts haunt this place, of course it is not safe. But this is as good a place as any to start. Let's check out the wardens office. It might still hold some clues or at least keys to the cells." Xerice replies.
too bad I can't say "no shit sherlock" or she would have :p
-Posted with Wayfinder
Xerice Lockhart |
As an investigator. He is Sherlock :). Or at least will be. Lets not get disoriented then when we move between floors, and of course, watch your step.
I know, thats why :p
-Posted with Wayfinder
Our Mysterious Benefactor |
As you move forward toward the great wooden door, it opens before you of its own accord to reveal a foyer. Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.
Ezechias |
Ezechias moves forward, weapon in hand, and waits for Sonny's expertise before touching it.
Our Mysterious Benefactor |
Sonny casts a quick cantrip, as Zanu tries not to disturb the mold as he moves to the nearest door, to the west. As he reaches for the door, it opens suddenly, as do the other doors to the north and east. A roar of screams and fire burst from the door, as pale faces of burnt and charred prisoners rush disembodied from the doors! Suddenly all the doors slam shut, starting with the one in front of Zanu, shutting with a loud crack! With this sound, everything goes quiet, except all the doors are now securely closed and while they don't seem locked, they're held closed fast!
This is probably my last post before Gencon. See you next monday, folks!
Xerice Lockhart |
I think we are shut in more like ;)
Xerice Lockhart |
"Well I guess we can confirm it is haunted..."
Xerice matter-of-factly states.
Our Mysterious Benefactor |
After about a minute has passed, the doors suddenly seem to shudder and open slightly, revealing the way into the prison. Which way?
Caesare Montoya |
Caesare sighs and points to the left door. "We have no clue wich way to go, no floorplan. So any corridor is as good as the next. So let us choose the closest one!"
Xerice Lockhart |
Xerice answers "I'm guessing the largest corridor will lead to the head office. Might as well try that direction unless someone has a better idea." and indicates the center passage.
Caesare Montoya |
Caesare sighs."My dear, in a prison the biggest corridor is for the prisoners. So that wardens can more easely guard them. The smaller the corridor the more likely it is for the employes! Elementary, my dear. So if we plan to find the cell tract, a big corridor is the way to go. If we want to find some background information.... take another way."
Ezechias |
"Let's check if you're right." the half-orc whispers in his low voice as he opens the small door to the east. See map
Our Mysterious Benefactor |
Ezechias opens the eastern door to reveal a 30' hallway with a worn moth eaten rug on the floor. At the far end sits a metal door, clearly reinforced and locked.
Ezechias |
"Anyone knows how to pick those? Xerice maybe? I wouldn't be surprised." chuckles the paladin.
Xerice Lockhart |
"Anyone knows how to pick those? Xerice maybe? I wouldn't be surprised." chuckles the paladin.
"The only locks I pick are those to a fella's heart, sugar." Xerice replies. "But I guess our little investigator here has seen the insides of a prison often enough by the sound of it. He probably knows how to pick a lock or two in order to get his evidence."
Caesare Montoya |
Caesare smiles. "I have been to prison once. It was a very interesting case of a man who... but that is unimportant now. Yes, I do know my way with locks, but I am unfortunatly no expert. But I can give it a try."
[ooc]The door: Hinges on the outside or inside? Full metal?
The surrounding wall. Brick or wood? Timeworn or still strong?[/b]
Taking some time Caesare will inspect lock and surrounding.
perc: 1d20 + 7 ⇒ (2) + 7 = 9
disable device: 1d20 + 6 ⇒ (5) + 6 = 11
Shaking his hand, he sighs. This lock is really good! But where skill fails, brawn might prevail. Or acid? But we could try brawn first.
Our Mysterious Benefactor |
Zanu looks around, but finds nothing hidden. Caesare tries the lock, but it seems to be beyond his modest skills.
The door is akin to a vault door. The walls are solid around the room itself, looks like metal on the inside, wood on the outside. Clearly this room was made to hold something valuable. Perhaps there might be a key somewhere else in the prison?
Caesare Montoya |
Then it is not meant to be picked by a first level char. Let us continue we might find a key. But a lock might not get picked but bashed in. Although this is metal. I doubt it.
Zanu Turok |
Maybe, we can look for the key, it could be in another room.
if there is a window on the door, zanu will look through it
perception: 1d20 ⇒ 5 if he sees anything at all, it would be another room and some walls probably
Caesare Montoya |
"West. Let us see what we find there. And ... a vault. This might be quite interesting later. This could be the armory. Or the place where they stashed the prisoners belongings."
Xerice Lockhart |
Xerices hopes this also leads to a dead end so she can tell Ceasare off.
-Posted with Wayfinder
Our Mysterious Benefactor |
Ezechias cautiously opens the western door to reveal a long hallway. On the northern wall are four doors, some of which hang open to reveal small offices beyond. The hallway ends to the west in two doors, one of which bears a faded and moldy sign bearing the notation WARDEN. The other bears a smaller sign, hanging from one corner that reads G_AR_'S WASH. Some of the letters have fallen from the sign and are lost.
Our Mysterious Benefactor |
The door to this office is closed, and while it possesses a lock, it is not locked. It is also not trapped. Caesare also does not note any traps on the offices to the north or the guards's wash.
Caesare Montoya |
Opening the door Caesare moves into the warden´s office. Hoping for notes or any other things that would aid in their investigation and exploration.
Taking 20 perception to check for anything of interest.
Our Mysterious Benefactor |
This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.
Cireth Aldwulf |
Cireth will search through the desk. While he does so -
Prehaps the safe is less guarded then the ... vault He uses 'vault' for lack of a better term.
Take 20 on perception to search the desk while the safe is being cracked for a total of 24
Our Mysterious Benefactor |
Most of the papers in the desk are long crumbled to dust, but a few seem to have been preserved. Most of these are bills of lading, transfer papers and shift reports. Nothing significant catches your eye.
However, most odd of all in this room is the fact that it feels so peaceful. Where the rest of the Prison feels cramped, close and paranoid, this room seems at peace, free of the oppressive quality of the rest of the prison.
This room is a safe resting place. No spirits will trouble you; their lingering fear/respect for the Warden has carried on into death. In addition, go ahead and level up to 2nd level. You may roll hit points or use half +1; no matter what you choose, once you choose it, you are stuck with it. Reroll 1's on HP rolls.