| DM Rambler |
The door is in poor shape, but opens easily enough. Sunlight filters through the filthy window to reveal a kitchen, which contains both a large oven and fireplace. Both show signs of recent use. A set of filthy pots and pans, dented cooking utensils, and a stack of simple, wooden plates rest on the brick hearth. The sagging wooden floor in the center of the room is stained by splashes of dried liquid, through which several bootprints track to the southeast door.
| Haer Kul |
Haer Kul wrinkles his nose in distaste. Muttering to himself "It is bad enough they are evil and mad. But this. This is disgusting. They are pigs too."
He will go in behind Morgrom.
He will have a look around Perception: 1d20 + 9 ⇒ (2) + 9 = 11,
examine the dried liquid on the floor Perception: 1d20 + 9 ⇒ (10) + 9 = 19 or Heal: 1d20 + 0 ⇒ (4) + 0 = 4 (in case it's blood)
He also examines the boot prints to see if they are recent Survival: 1d20 + 2 ⇒ (13) + 2 = 15.
| DM Rambler |
Though he is considerably lighter than Morgrom, the floor also creaks beneath Haer Kul's tread. The investigator determines that there are bloodstains in the room, though they were probably mixed in with water. There are two sets of bootprints near the central stain: one much larger than the other, even larger than anybody in the group. Only the large set of prints go to the southeast door and back.
| Haer Kul |
Quietly: "I suspect the larger footprints belong to Silam Oddle. If the bloodstains indicate an altercation, he may not be in league with the militia after all, and may be willing to help us. I believe we should follow the large tracks out of the southeast door."
"And when we are done here, we should pull up the floor and see what lies beneath."
| Morgrom Hellblade |
Having learned his lesson from the bugbear, Morgrom moves cautiously to the door and if the door swings away from him, use the tip of his sword to push it open, prepared for anything on the other side. If the door opens towards him, he will use the door as cover, remaining behind it.
| Haer Kul |
Again, quietly, "Disappointing. Shall we try the next door on the east wall?"
Haer Kul will listen at the next door, and then move back to allow Morgrom and Thorthal unobstructed access.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
| DM Rambler |
The door opens into a small hall leading to a parlor. A well-worn path leads down the hall to a set of stairs rising to the second floor. The parlor is covered with grime, and a few hardy weeds grow between the floorboards. A mildewed sofa and three dusty rocking chairs are placed about the room, and a few peeling portraits hang on the walls.
| Haer Kul |
Are there tracks going to the next door on the north?
Haer Kul will quietly and carefully Stealth: 10 + 10 = 20 enter the hall leading to the parlor.
He'll take a quick look around Perception: 1d20 + 9 ⇒ (15) + 9 = 24 to see if the coast is clear.
If it is clear, on the way back, he will also listen at the door in the north wall of the hallway Perception: 1d20 + 9 ⇒ (5) + 9 = 14. And that's why I took 10 on the stealth check.
Then, assuming he was not seen, he returns to the group, and quietly reports his findings.
| DM Rambler |
I think you may have been posting at the same time.
Morgrom and Haer Kul move up to the next door. Haer Kul sneaks forward and looks around. He then returns to the hall beside Morgrom.
| DM Rambler |
At the top of the stairs is a small room, with a narrow passage leading off to two doors. At the south end of the room are neat stacks of small wooden chairs, as well as a blackboard covered in drawings.
Haer Kul can hear creaking floorboards behind the nearer of the two doors, as if somebody just shifted their weight.
Map pending.
| Haer Kul |
If Haer Kul does not see anyone in the room, he'll listen at the nearer door.
Stealth: 10 + 10 = 20
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
If that doesn't go south, he'll listen at the farther one too.
Stealth: 10 + 10 = 20
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
| Haer Kul |
Haer Kul "stealthily" retreats down the stairs (Stealth: 20), and reports his findings to the rest of the party.
Haer Kul looks at Petronicus and has a feeling like he knows what the wizard will say before he says it.
After Petronicus speaks: "That, sir, is wonderfully devious. I suggest we place those with ranged weapons near the top of the stairs, and if anyone prefers the personal touch", looking at Morgrom, " they can wait against the wall beside the door."
Looking pleased with the plan, "When your ruse draws them out, we can fire, and then the melee can be joined. We will ambush the ambushers, no?"
| Haer Kul |
I didn't see the new map last night. So ignore what I just said in my last post.
Haer Kul gazes thoughtfully at Petronicus. "Me, I am not sure that will draw them out. I think they wait for someone to enter, no? I had the impression that they could hear me creaking on the floorboards up there, and still they did not come out."
"Perhaps if you made the creaking of the floor and then the opening and closing of the far door, they may think we entered went through it and may come out to follow us or wait for our return. Yes, and before the opening of the door, perhaps the sound of voices engaged in some kind of indiscernible discussion."
Haer Kul quickly sketches out a diagram: (link) "What do you think of positioning ourselves like so, while M. Petronicus makes the voices and the floorboards to cover us?"
"If they do not come out after a time, then perhaps we just go ahead and explore that far room and deal with them later."
Haer Kul will wait till he sees them, then cast Produce Flame.
| DM Rambler |
Morgrom bursts through the door to discover a musty bedroom. Clouds of dust spring up at his entrance, getting in his eyes and nose. He has an instant to see a mummified corpse on a bed covered in flowers and herbs before the door behind him opens.
"No!! Leave Momma alone!!"
Behind Morgrom is an enormous, shaggy man wielding an axe. What is particularly unusual is that he grew to such a height in spite of the massive hunch in his back.
I'll give the rest of the party a surprise action
Morgrom: 1d20 + 1 ⇒ (10) + 1 = 11
Petronicus: 1d20 + 1 ⇒ (20) + 1 = 21
Haer Kul: 1d20 + 2 ⇒ (10) + 2 = 12
Thorthal: 1d20 + 2 ⇒ (13) + 2 = 15
Bardos: 1d20 + 5 ⇒ (16) + 5 = 21
Silam: 1d20 + 1 ⇒ (7) + 1 = 8
One action only, Vasili
Bardos
Petronicus
Thorthal
Haer Kul
Then, full round
Bardos
Petronicus
Thorthal
Haer Kul
Morgrom
Silam
| Haer Kul |
"Mr. Silam Oddle, I presume? We mean you no harm."
| DM Rambler |
Refelex: 1d20 + 4 ⇒ (18) + 4 = 22
The woodsman maintains his grip on his slippery axe.
Thorthal steps into the hall, but stays back from the man in case he wishes to talk.
Haer Kul tries to calm the man down as in his spoiler. Please note that the difficulty to improve the attitude of a hostile person is 25+their Cha modifier.
On to normal initiative...
Bardos
Petronicus
Thorthal
Haer Kul
Morgrom
Silam
| Haer Kul |