Alistar Riven |
If we abandon the back door idea Alistar will pull the boards off. Taking 20 he gets a 25.
Keezheekoni |
Keezheekoni speaks up before Alistar starts ripping into the building. "If we can't find any obvious signs of entry, perhaps we should sit in wait for these slavers to show up. If they truly are using this place for nefarious purposes, then any damage done may alert them to our presence."
Alistar Riven |
"If they are using it and we can't find an entrance it seems unlikely we will see people coming and going as the slavers are likely using a secret entrance. I will wait if that is what people want to do."
Tiarsus Kelquinal |
Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Though his keen eyes and ears didn't alert him of any hidden entrances, Tiarsus knew sometimes the physical realm was not the only one which held tells to passages.
"I'll concentrate on seeing if any sorcery is about the place. Other than that, I think Keezheekoni is right: Damage will alert them."
Detect magic.
He shook his head in frustration. "Nothing I can sense. I think waiting is the best bet - at least we'll see how they exit or enter."
Alistar Riven |
That's a good idea you should be able to detect through the wall and cover the whole area of the shack.
ALLENDM |
[dice=Perception]1d20 + 14
Though his keen eyes and ears didn't alert him of any hidden entrances, Tiarsus knew sometimes the physical realm was not the only one which held tells to passages.
"I'll concentrate on seeing if any sorcery is about the place. Other than that, I think Keezheekoni is right: Damage will alert them."
Detect magic.
** spoiler omitted **
Tiarsus spends the next few minutes examining the building and if there are any magicks about the building, outside or inside. This building doesn't appear to have any magics on or behind the walls.
Alistar Riven |
Alistar starts pulling off the boards. I will take 20 on the strength check for 25.
"If someone comes asking about what we are doing tell them we are fire inspectors and the building is a hazard."
ALLENDM |
Alistar moves to the south side of the building and starts to yank on the easiest board to pull off. Alistar is not a weak man he grabs the first at one of the edges and pulls hard and the nails give way easily after a few moments of pulling. Keezheekoni, Tiarsus, and Edril can see Alistar intends on removing the boards from the front doors to gain access.
Currently, there are only a handful of people walking down the road in either directions. These don't seem too interested in your efforts at this time.
Arturr |
Alistar had the right of it. Direct strength based approach. Arturr grabbed a board alongside him. "Holes are for rats am I right?" he smiled.
Aid or strength roll if needed
STR: 1d20 + 4 ⇒ (9) + 4 = 13
ALLENDM |
The board Arturr grabs gives way after a moment. There are now two center boards that are gone. Alistar and Arturr repeat their work and manage to pull off two more long boards. This leaves a space that is about three to three and half feet in height allowing somewhat easy access once the door is opened. It is a reinforced wooden door that is weather worn with a iron door handle and hinges. The door has a hasp on it and it has a old rusty iron lock on the hasp.
Keezheekoni |
Keezheekoni sighs, but then shrugs as if the end result is all that matters. He continues to watch for observers, and leaves his hammer on his back until they are finally able to enter the building.
Arturr |
With clear access to the door now, Arturr tries the handle. If it is unlocked he will open it and step through the gap.
If it is locked closed, Arturr now having a clear shot at the door, will kick the door in.
ALLENDM |
With clear access to the door now, Arturr tries the handle. If it is unlocked he will open it and step through the gap.
If it is locked closed, Arturr now having a clear shot at the door, will kick the door in.
Roll a strength check to break open the door. Need a DC14 as it is a good door that is a little aged and has suffered from the weather and sun for a good time.
Watch comes by or is alerted: 15% chance:: 1d100 ⇒ 93
Arturr |
1d20 + 4 ⇒ (4) + 4 = 8
With a swift kick, Arturr stubs his toe, and hobbles back a few steps. Gritting his teeth, he kicks with the other foot.
1d20 + 4 ⇒ (10) + 4 = 14 And bashes the door in.
Alistar Riven |
Strength Check : 1d20 + 5 ⇒ (16) + 5 = 21
Alistar prys at the door trying to break it open.
ALLENDM |
The two of you manage to pop the double doors open. The left door flies open inward at Arturr's second kick. Alistar moves up and pushes the right door open letting sunlight spill into the abandon tavern. Alistar and Arturr can see that there is a open room with plenty of tables and chairs covered in cobwebs and dirt. The floor is littered with dirt, dust, and all sorts of minor debris and trash.
Keezheekoni |
Keezheekoni makes his way into the abandoned inn with the others and takes a look around. "If this place is for the hiding out, then it's either really hidey, or not so much." He looks specifically to see if there has been any sign of others passing through the building at all.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Survival (Tracking): 1d20 + 7 ⇒ (3) + 7 = 10
Alistar Riven |
Alistar watches from the outside of the door ready to bomb anything that jumps out.
ALLENDM |
Keezheekoni makes his way into the abandoned inn with the others and takes a look around. "If this place is for the hiding out, then it's either really hidey, or not so much." He looks specifically to see if there has been any sign of others passing through the building at all.
[dice=Perception]1d20+6
[dice=Survival (Tracking)]1d20+7
Keezheekoni steps through the boards into the room. The room has a high ceiling..maybe twelve to fifteen feet high with an open ceiling and wood beams running north and south. There are six old round pedestal wooden tables and small wooden stools (three to five at each table). All of them are covered in dust and loose trash. The floor is made of wood planks in poor shape. There is a bar to the east that runs from the south to the middle of the room. There are kegs against the northeast corner and a small pony keg on the bar to the north. There are two whalebone chandeliers hanging in the center of the room running west to east. Old candles, all stubs, and covered in cobwebs and dust. There are two doors that appear to go to rooms to the north. One in the northwest corner and one to the northeast corner.
There are a few holes in the roof...not many and not very big but enough to let light in to make the entire room dimly lit.
Dim Light ‐ 20% miss chance Concealment w/o darkvision or the ability to see in darkness. Can make a Stealth
checks to conceal self.
Alistar Riven |
"See if there anything that suggests recent use. If it is the case we can stake out the area tonight."
Tiarsus Kelquinal |
Frowning a bit at the forced entry - yet understanding the necessity of it - Tiarsus followed the others into the building. Doesn't look like it's been used at all, he thought to himself.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
With light at Endril's staff, the priest made a few steps to the room at the Northwest, his ears open as much as his eyes. He was a bit touchy, the thought of spiders in his head as he passed by old webs.
He's not trying to be particularly stealthy at the moment. If the light level is dark in the other room, he'll cast light upon entering.
Arturr |
Arturr scans the area. "I can see in the dark and have passable tracking skills.
Per: 1d20 + 6 ⇒ (2) + 6 = 8
Survival: 1d20 + 5 ⇒ (13) + 5 = 18
ALLENDM |
Arturr scans the area. "I can see in the dark and have passable tracking skills.
[dice=Per]1d20+6
[dice=Survival]1d20+5
There is nothing on the ground or any flat surfaces that would indicate any recent activity. The bar room looks as if no one has been in the room for a very long time...years possibly.
ALLENDM |
Frowning a bit at the forced entry - yet understanding the necessity of it - Tiarsus followed the others into the building. Doesn't look like it's been used at all, he thought to himself.
[dice=Perception]1d20 + 14
With light at Endril's staff, the priest made a few steps to the room at the Northwest, his ears open as much as his eyes. He was a bit touchy, the thought of spiders in his head as he passed by old webs.
He's not trying to be particularly stealthy at the moment. If the light level is dark in the other room, he'll cast light upon entering.
The place is covered in cobwebs...dirt...sand...and other small debris. It is clear to you that this room has not been touched in years.
As you look up the rafters and beams are covered in dust and cobwebs. It has a smell of mildew and a dampness that is normal for being by saltwater.
Keezheekoni |
Keezheekoni nods to himself sagely, "We should examine the rest of the building quickly, but it is looking like we have broken into this place like common criminals, without reason or right."
Alistar Riven |
"We still know this as the only area were people have been seen. We may be just been too literal in thinking they were inside. Let's stake out the area or contact the authorities and see if they have heard anything about a missing woman."
Arturr |
"I wouldn't be to worried about guards in this town." Arturr chirped, he headed toward the back to see if there were back rooms or a rear exit.
ALLENDM |
I am assuming everyone is inside the tavern. Can you move your token on the map inside the bar room. As of right now no one has entered into the other rooms. I just want to know where everyone's location is inside the room.
I have put a link to the PUFFY PELICAN MAP up on the top right-hand corner. The Short Campaign Description.
I have moved your tokens to where I thought you might be based on your comments but these are all guesses except for Alistar who plainly stated he was standing outside the doorway waiting to "bomb" the inside :)...beware of Alchemist with bombs :)
Keezheekoni |
While Arturr moves towards the back rooms, Keezheekoni checks the other door to see if there is anything of note.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Moved to the door at the top-right corner of the building.
ALLENDM |
Estel - Botted
Having spent a bit of time on the seawall examining the back of the old tavern he decides to go back to the front where the rest of the group is. He turns the corner and moves up to Alistar making sure the man knows he is coming.
"We are not going to get into this place from the back without getting someone hurt. A good portion of that porch is sitting in the ocean and the part that is not is ready to fall into it. I am not sure it would be worth it."
He looks at the busted door and boards and then looks around at the passerby's. "This is subtle." He leans down and peeks inside and turns to Alistar and then looks and sees that Edril is near the doorway. "Should I come in?"
ALLENDM |
"I wouldn't be to worried about guards in this town." Arturr chirped, he headed toward the back to see if there were back rooms or a rear exit.
There is one more door, on the opposite side of the room to the back, Keezheekoni is at the other door listening and getting ready to open it.
Arturr |
Holding his axe at his shoulder like a lumberjack, Arturr opens the door he is near.
Alistar Riven |
Alistar will move in the building to get a bomb line into whichever room gets opened first (north or south).
ALLENDM |
Holding his axe at his shoulder like a lumberjack, Arturr opens the door he is near.
The door creaks open with the hinges on the left side. It opens to long narrow hallway...by 5 or 6 feet wide and twenty feet long. The floors are wooden and in horrible shape... The ceiling is ten to twelve feet high and covered in cobwebs and dust.
Arturr |
Arturr heads down the hallway hoping to see any other entrances or doors to "encourage" open. "Found a hallway." he says over his shoulder so that everyone in the main room can hear him.
Moved on map
perception if needed: 1d20 + 6 ⇒ (20) + 6 = 26
ALLENDM |
Arturr heads down the hallway hoping to see any other entrances or doors to "encourage" open. "Found a hallway." he says over his shoulder so that everyone in the main room can hear him.
Moved on map
[dice=perception if needed]1d20+6
It is quite for the most part. There is creaking on the floors as you step...more so in the hall than in the main room. You can hear small sounds behind a few of the doors...like skittering...maybe a rat or something small.
Light fills the hallway thanks to Edril providing light from his staff behind you at the doorway to the hall.
Alistar Riven |
Call to Arturr.
"Anything in here?"
If there is nothing he will line up his shot with the next room and wait for the door to be opened.
ALLENDM |
"Not sure yet." Arturr tries to open the nearest hallway door.
You open the southwest door in the hall and it creaks open...the hinges nearly rusted shut. In it is an 8 x 10 room with a small bed and an end table in it. The blanket and pillow have a heavy coating of mildew and is rotted and in a terrible state. The mattress is probably infested with insects. The entire room is covered in dust, debris, and cobwebs. The floor has some rot in it as there are several small holes in the roof above.