I pick up my axe, throw it into the air spinning and catch it by the handle. Grinning I turn to the others, "I feel's lucky, let's go 'n' put an end's to Whitechin."
Mother provides Jo with a heaping second helping and before long, you set out for the manor house again. The gate shattered by Jo provides easy entry back into the grounds. Ahead on the right, you can see the shattered windows of the room where you fought the spiders to the right.
I'm going to assume you slip around back and through the conservatory, but you also have easy entry into the library. I just need to know if you're going as a group or sending a couple of scouts ahead. You may make Perception and Stealth checks if you like. Once we have consensus, I'll roll them for anyone who hasn't.
I would like to head to where we had to flee after fighting the spiders, if I remember correctly there was another door we could check on the other side of the hall. I would also like everyone to stay in a group, but what is everyone else's opinion on this?
I believe that is three for staying in a group with the order you were in before the spiders. Approaching from the rear through the conservatory to the doors across the hall. I have posted a refresher on the full map so far in the Discussion Thread.
You make your way back around the manor. Against you push through thick undergrowth, but manage to find a few trails where something has passed repeatedly. You slip into the conservatory and breath a sigh of relief to see that the vines broken and torn and no new ones appear to have taken their place. You stand together next to the unopened door in the conservatory.
The door creaks open, revealing what once was probably a beautifully manicured courtyard and garden, but is now an overgrown tangle of vegetation. A passable flagstone path leads from the door you are looking out into the center of the former courtyard where a dried up fountain stands slightly off center. To your left the path curves back to a pair of double doors that lead back into the manor while directly across from you, another pair of double doors lead into another wing mirroring the conservatory. To your right, the courtyard is open, but from here the growth masks what was probably once a beautiful view of the river.
Perception DC 20:
In the far corner where the wing meets the main building, you can see what appears to be the burrow of a fairly large animal.
Young lawyer hoping to make a difference HP 19/19 || AC 11+4/11/10+4 (Mage Armor) || F+2/R+1/W+3 || Init. +2 || Perc. +4
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Emmett stays in the centre of the group as they progress. Once they near the manor, he quickly makes a slow and soft whistle that is repeated by his familiar. For a second, the air around him seem to seize in a protective armour that vanishes with a popping sound in his ear.
Roman stands on his toes to get a better view.
"I wouldn't want whatever's inside to get a jump on us while we're dealing with Whitechin. I think we have to at least check it out."
Roman shrugs at Byron's wink, then closes his eyes for a moment as his lips move wordlessly. casting Guidance. He then
begins to cautiously approach the burrow. Stealth take 10 = 20 Once he is close enough, he peeks inside. Perception:1d20 + 7 ⇒ (5) + 7 = 12, Survival (track):1d20 + 7 ⇒ (2) + 7 = 9 Using at-will Detect Evil, Detect Chaos
"It looks like the talking wolf we met earlier may have fled here. Perhaps the burrow leads to Whitechin directly? Maybe we better fill it up, to close the escape/ambush route for them."
"Don't look at me for that suicide mission. If one of us is going down the wolf hole, all of us are and it doesn't look like the Big Guy will fit very well."
Moondark looks mischievous. "What about filling the hole with some of this dry brush. Then place a vial of alchemists fire where it will be easily broken. That ought to make their day." She checks her pouch, "Aww Hells, I used up my fire. I do have a tindertwig, but I don't think that will work as we."
Jo will look around for something large that will block the hole. There is not much that he could not drag there. GM - you can use your discretion. It should be something heavy though. Jo is not up for using brush (too light) nor fire (to dangerous).
Fountain is probably your best bet (but at the upper limit of your strength, especially considering the overgrown conditions) unless you want to tear off a door in which case I need to know which one. You could uproot a decent tree too.
Jo will walk over to the Fountain and try to break it loose from its mooring and vegetation and drag it over to the Burrow. (Jo can drag up to 2000 lbs. in favorable conditions.
Moondark watches the assault on the fountain with a mixture of impatience and amusement. At the sight of tool use she notes, "That's using the old radish, Radanavich."
With the added leverage of Byron's crowbar, the fountain finally tears loose with a screech as it grinds over the flagstones. Now loose, Jo and Xianae are able (with difficulty) to manhandle it over to the burrow and cover up the hole.
Which way in. You can go back through the conservatory, through the doors between the wings, or through the doors in the wing that faces the conservatory.