Wide-eyed, "Dangerous? Trolls?" he asks in all seriousness before a smile slowly forms. "Sounds grand, Padre! Let's move." The dwarf straps on his shield and grabs his hammer as he leads the way.
Will continue to take 20 on Survival unless/until it's no longer applicable. Let's see: Survival:1d20 + 6 ⇒ (2) + 6 = 8 Yeah, now there's a normal roll for me. Just keep taking 20. :P
Alicia scowls as she realizes that she had assumed the wrong boulder, thinking that it had to have been the church. She grumbles and grouses to herself and follows after Team Dad.
The dwarf cautiously follows the footprints over the barren ground, the others, including the riding dog and the fledgling roc, trailing behind him. They lead, as expected, to the far side of the boulder to the east; from there, Dorn traces the pair around the base of the small hill.
About a hundred feet ahead, a long, low structure is visible. The walls are built of sod and the roof of thatch, but both are obviously dry and crumbling away.
Alicia:
You recall talk of a farm that had to be abandoned several years ago, when the well it depended on for water ran dry. The family that had owned it, Ulfen in ancestry and always treated rather distantly as outsiders by the native Trunauans, had emigrated to Varisia in search (literally) of greener pastures. This must be what remains of their farm.
You can't make out anything from this distance ... but you do see the bootprints you've been following, heading in the direction of the building. There seem to be two entrances on this side of the structure: a door in a stubby annex sticking out in your direction on the left and a wide, open entrance on the right. Of course, there could be other ways in or out in the parts of the building you can't see from your present location.
A reminder: you're one hundred feet from the building at this point, which adds +10 to the Perception DC. I'll keep your checks in mind if/as you approach.
Dorn points out to the others, "Those are our bootprints there and they're headed straight for your building. And if ya look hard enough there's two entrances to it. There could be more ways in - and out as far as that goes - but there's no way ta know without movin' in closer," he explains.
Alicia grunts and looks around for any routes that might take her closer to the formerly-abandoned dwelling without being spotted by its occupants.
As Dorn points out, there are two entrances visible on this side of the building, each in a short annex sticking out from the long main structure. The one on the right is a wide open entrance, while the one on the left is narrower and fitted with a door; the sneakiest way to approach is probably to keep to the left.
"Hmm, speed may be better over stealth. I could run up."
He smirks at the expressions he elicits.
"I could even give you a minute to get into position first."
Vhailor follows along at the back of the group, listening but lost in his own Gnomish thoughts... and with a need to scratch the feline monarch sat upon his shoulder. He keeps abreast of the discussion... but unfortunately the topic being discussed doesn't cross his still somewhat limited areas of expertise.
"I'm right behind ya, lass." Dorn waits until the rogue gets a bit of a head start before following in her footsteps, keeping his eyes peeled for anything that moves.
The two quietly approach the abandoned turf house, the dwarf surprisingly deftly for one of his race.
Map to give you an idea of the layout. The roof of the house is very low, barely six feet above ground level. The entrance on the right appears to be open into the interior, but to peer inside would mean advertising your presence to anyone on the inside. You don't know if there are any other entrances on the far side of the house.
Alicia sneaks closer to the door and, after a quick inspection for signs of traps, presses her ear to it and listens. You've got to be in here somewhere, she thinks.
The door does not appear to be trapped. You hear nothing from the other side.
Dorn:
As you wait for the human to finish her investigation, you take a look at the ground in front of the door at which she is listening and note an absence of the prints you've been following. If the pair of half-orcs went into this building, it would appear that they didn't use this entrance.
Kaleb:
As you take up your position, you note a fresh boot print on the path in front of the open entrance.
Noticing nothing upon the ground, the dwarf moves up behind the girl. "Just so ya know, they didn't come through this door, lass. Their prints aren't here. Doesn't mean they aren't in there, it just means they've managed another way in." He then searches again for the tracks in hopes it'll lead him to where it is they entered.
As Dorn starts to backtrack to rediscover the trail, Alicia opens the door, spilling sunlight into a dark room. Even with her slight frame, she would have to duck to fit under the lintel, but it can now be seen that the floor slopes notably downward past the door; the Ulfens must have dug down into the earth to shape their house, probably using the turf removed to stack atop the stone base of the walls, and explaining the low roofline. A door in the opposite wall twenty feet away is at least a foot lower. There are some broken crates and kegs along either side of the room.
Vhailor carefully follows, one hand a-staff and the other keeping Carbonel stable upon his shoulder. Casting eyes into the room he surveys it, eyes lingering upon the crates and kegs a moment... cocking head to the side and wondering how they came to be broken.
Moving from the bright winter sunlight, Alicia finds the enclosed space dim and musty. There is a strong smell of rotting hay coming from the thatch roof overhead. The inner door toward which the floor slopes down looks more solid and better-fitting than the one by which she just entered.
As Dorn, Marikel, and Vhailor move to follow Alicia in the left entrance, they notice Kaleb motioning them in his direction.
As Dorn starts to move in, he catches sight of the halfling. "I'm gonna see what the halfling's all about," he tells the others as he motions for the bird to follow him.
Making his way over, "What is it, lad? Did ya catch sight of the lot you're lookin' for?"
Kaleb puts a cautionary finger to his lips, then uses the same digit to point to the ground just outside the open entrance. When Marikel and Vhailor don't seem to comprehend what they're supposed to be seeing, he raises one foot and sets it down heavily, if silently, in the dirt.
Dorn:
You quickly make out what the halfling is pointing at: the bootprints you followed from the burned church. The half-orcs you are tracking seem to have entered the abandoned farmhouse by this rightmost entrance.
Alicia:
You hear nothing through the door ... but you note that, even with the door behind you open, the sound of the wind is notably muted. Clearly, these sod walls not only insulate the interior from the cold; they also mute sound more than the lath-and-plaster walls of typical Trunauan construction.
Alicia slowly opens the door and peers inside through the crack, widening it as necessary until she is able to see either her targets or the whole room.
The smell of moldy hay grows stronger as you inch open the door. The room beyond, as it is lit up by the oblong of natural light filtering in as you open the door, appears to be some sort of storage area. The floor is covered with a mass of old straw, gray and rotten. Hooks suspended from the rafters holding up the thatch roof once presumably held vegetables or salted meat. The tang of raw meat mixes with the otherwise musty atmosphere; you can see a recently-butchered sheep hanging from one hook and fresh blood spattering the straw beneath it. Another door in the right wall leads further into the building.
You inch up to the edge of the open entrance and peer around the corner. The dirt floor slopes downward from here; the interior of the building is set a few feet below groundlevel. A white, gossamer-like substance is clumped against the side walls. At first, you think of spiderwebs, but then you realize it is the silky seed of a local plant; in the spring, its follicles release seeds with flossy white hairs that catch the wind and blow across the dry land in the hopes of finding the moisture to germinate in the rainy season. Clearly, no one has swept out this entryway for several springs; the accumulated mass of silky hair has half-buried old kegs and a rickety-looking bench.
At the far end of the entryway it opens into the long, low main part of the structure. It's dark within; you see some low wooden boxes that might be mangers or troughs but no other furniture and no occupants. From what you can tell, the footprints you are following go down the slope and into the main building.
Alicia creeps closer to the butchered sheep and inspects the blood spatters. Satisfied that the blood belongs to the sheep and not a person, she skulks over to the door in the right wall. Pressing an ear to the door, she listens.
Dorn turns back to the others, shrugging. "No sign of anybody. But I can tell ya that's the way they went in. I'm goin' in." He starts to head that way before stopping and looking back to the others, "This is gonna be grand!" he says with excitement as he makes his way in at a careful pace, keeping a lookout as he does.
You put your ear to the door once again and listen. This time, you think you hear something that might be movement on the far side of the door ... though it could as easily be rats or some other small animal as your half-orcs. This door has neither a visible latch nor a keyhole, but there is a small knothole which is probably used for a latchstring -- when anyone inside is welcoming visitors.
This door is locked; you can attempt a Disable Device roll to open it.
Dorn and Kaleb quietly advance down the sloping entryway toward the dark interior of the abandoned farmhouse.
Marikel and Vhailor -- following or staying put for now? The halfling and dwarf are pretty stealthy, taking 10. Dorn, is your bird coming or are you leaving it at the door for now?
A wicked smile crosses Ali's face. They really think a lock is going to stop me? After inspecting the door for hidden needles, tripwires or other traps, she breaks out her lockpicks. Sticking her tongue out in concentration, she quietly gets to work.
You quietly unpack your lockpicks and get ready to try to open the door quietly.
Picking a lock is usually a full-round action, and doing something Stealthily usually causes a character to work at half-speed, so it will take two rounds to open the lock using Stealth.
As the priest and the wizard wait outside, Dorn and Kaleb carefully approach the second open doorway. There are rusty hooks screwed into the wooden lintel, probably so that a curtain could be hung across the open entryway to keep out cold or wet weather.
As you follow the dwarf into the building, you hear the soft and indistinct sound of a low-pitched voice speaking in a conversational tone from somewhere ahead and to the left, in the dark.