
Monty Haul |

just looking for some clarification. Is there a 'marching order' per se or are we moving back and forth too much to warrant it? I assumed that we were. If a position is needed, Ivan will hang back, not because he is a coward, but incase the guards catch up and because others know the district better than he.
You're running as a loosely connected group, with no fixed marching order as such. Anyssa, Eland, Damandor and Garret have at least been to this neighbourhood before, although they don't know it very well. Those four are nearer the front. Flint, Grunthor and Ivan are bringing up the rear.

Eland Westlocke |

sorry for the delay, been a crazy week already
Knowledge local check: 1d20+8= 27
"I recognize this intersection, I courted a young maid in the area for a while (until she found out I wasn't a prince from the south). Left will get us to Power's Way quickly, however it is a main thoroughfare and is likely to be both heavily patrolled and well lit. The intersection of Power's Way and Noble Boulevard, where Ashwyn said Antius's house is, lies at the end of an alley off the road which is straight ahead of us. Following this route will be quicker, plus we'll be less likely to run into a patrol."
Elend moves to go straight and heads for the alleyway that will give us access to Antius' compound.

Monty Haul |

Eland leads you deeper into the Royal Quarter, keeping to the darker side streets as much as possible. The wide, tree lined boulevards of this district are flanked on either side by high walls or ornate building facades leaving you more exposed than you are used to. The sounds of pursuit fade into the distance as you move into a quiet, residential area of the ward.
Eland leads you down a small accessway, a tiny alley between two large manors, presumably used exclusively by slaves or servants. You finally get a chance to pause and catch your breath as you reach the intersection of Power's Way and Noble Boulevard. Hunkered down in the gloom of the narrow alleyway, you can see a large manor which must be Antius's home.
There is a grand, front door opening onto the street which is well lit by a nearby street lamp. From where you crouch, it appears that there is a large, walled garden to the rear of the house, behind a high, stone wall.
I'll need perception checks from everybody.

Damandor Yolanux |

Perception: 1d20+2=21 if this check is sight or sound based then I get an additional +2 for a total of 23.
"Hold on Eland let's make sure that we won't be seen before we walk up to the door and start knocking. We wouldn't want to be caught out in the open by a potential enemy."

Ivan Boldreiva |

Ivan flexes his hands in anticipation and slows his breathing. The world around him seems to slow as he enters a martial trance, noticing things most people overlook.
perception:26

Garret Highhill |

"Well, if he doesn't answer the door I can always check around back."
Perception: 1d20-1=7

Monty Haul |

Antius's house is one of the largest you have ever seen. It is made from smooth, polished stone with ornate buttresses and decorated stonework around the windows on all three stories. There are dark, wooden shutters across all of the ground floor windows, the upper stories windows are unshuttered, although all of them appear to have heavy curtains drawn. The lamp-post nearby sheds a pool of light which covers the intersection and illuminates the front of Antius's home.
The street is currently deserted and you can't hear any sound of the patrol you encountered earlier. A tiny laneway runs between the garden wall of Antius's manor and his neighbour, providing access to the rear of his estate.
Damandor and Ivan:

Damandor Yolanux |

Damandor in a low voice says, "There was some movement past one of the second floor windows and there is some kind of sound coming from the back of the house."
"If we took the alley way down the side of the house we could perhaps see what is causing the noise."

Damandor Yolanux |

Damandor follows Eland and tries to sneak across to the alley next to Antius' house.
Here's a Stealth check just in case it's needed: 1d20=12

Flint Earthbrother |

Garret Highhill |

Garret follows Eland and the others. At least, you think he did.
Stealth: 1d20+12=28

Monty Haul |

Eland leads you across the broad boulevard and down the narrow alley between the two large manors. After a short distance, you come to a large, study door in the high wall which is hanging open, banging in the wind in a slow rhythm. You hear no other sounds as you peer through into the gloom of the private garden.
From where you congregate in the alley, you can see a well-tended garden. In one corner is a gazebo and you see the outline of a large fishpond surrounded by healthy flowers. Looking towards the house, you can see a large entrance leading into the manor as well as a smaller entrance down the side of the building, squeezed between the house and the wall. You would guess that to be a slaves' entrance leading into the kitchen.
The house is dark and silent. Both doors are closed and the windows all have thick curtains drawn. Unusually for Bastion, the ground floor windows are not shuttered, presumably the high walls around the garden ensure the privacy of its occupants.

Damandor Yolanux |

Damandor looks through the open gate into the garden, checking to see if he can hear or see anything of interest that wasn't seen at first glance.
Perception (sight) and Perception (sound) checks: 1d20+4=7, 1d20+4=10 Rat's, cursed by low rolls again.
Damandor whispers, "Remember I did see someone in the house, if there is more then one foe inside, then sending in a lone scout may not be a good idea. I think that we should all go in, and I would say that the side door may be the best option."

Grunthor Firbolg |

Grunthor takes a peak through the gate, but even with his darkvision he really doesn't detect a lot.
1d20+3 = 12
He enters through the gate carefully, big sword already drawn.
Stealth = d20+3 = 23
He decides that tonight he feels more stealthy than perceptive. He will attempt to make his way toward the side door.

Garret Highhill |

"I'll scout ahead."
Stealth, Perception: 1d20+12=14, 1d20-1=11

Monty Haul |

The seven of you slip into Antius's private garden and begin to quietly approach the house watching and listening intently for any sign of disturbance. The cold night air is silent other than the soft banging of the gate into the alley and the occasional sound of the wind blowing in the trees.
Garret and Grunthor lead the way towards the side entrance and into the kitchen, everyone moving as silently as they can. The door is closed, but unlocked - opening easily and quietly and allowing you all to slip inside silently. There is a thin sliver of moonlight spilling into the kitchen through the door allowing you to glimpse a grand and well appointed kitchen, however if you are to go further, you will be moving in deep darkness - the curtains throughout the house are all drawn and there are no interior lights.

Eland Westlocke |

"I could cast a spell of light that will help us navigate but also give away our position." Eland thinks on this for a moment, "or I could cast my light spell on something in the room, doing so in each room we enter, thus avoiding the target problem." To show the others what he is thinking, Eland casts light on a copper piece and flips it into the empty (?) kitchen.

Damandor Yolanux |

"I could cast a spell of light that will help us navigate but also give away our position." Eland thinks on this for a moment, "or I could cast my light spell on something in the room, doing so in each room we enter, thus avoiding the target problem." To show the others what he is thinking, Eland casts light on a copper piece and flips it into the empty (?) kitchen.
"Eland, I was struggling with the same question a moment ago, but I believe that you have come up with a solution that will benefit us greatly. Although I did bring a lamp and some oil back with me when I went to talk with Theriandor, we can use it if our need to be careful ends."

Monty Haul |

The coin Eland has enchanted illuminates the kitchen brightly as he tosses it onto the floor, some light spilling through doors into neighbouring rooms. From where you are, you can see two doorways leading into what appears to be a dining room and a passageway. There is also a well stocked larder and a stairwell leading down to a cellar.
Quietly entering the enormous house, you begin to move through the lowest level. At each room, Eland tosses a small coin into the centre of the room, the bright glow illuminating the grandest building any of you have ever explored. You listen intently, but the house is utterly silent other than the occasional soft sound from one of you.
Most rooms are carpetted in thick, pure wool and the entire manor is decorated with ornate, exquisitely made furniture. Paintings adorn the walls as well as the occasional vase, sculpture or other object of art. The ground floor is a variety of living quarters for slaves or servants - all much better appointed than any of you are used to. There is also several living rooms, dining rooms and sitting rooms, each artfully designed and decorated. Thick, velvet curtains are drawn across every window making the entire lower floor almost pitch black if it werent for Eland's frequent cantrips.
The centre of the ground floor is dominated by an elaborate entrance hall which leads from the front door down a short passage. The floor made of large, white marble tiles, the chamber is dominated by a large staircase leading up to the higher levels, splitting left and right as it provides access to a balcony on the first floor. From where you stand at the bottom of the staircase, you can see several doors opening into darker rooms beyond. The impressive foyer is dominated by an enormous chandelier made of hundreds of tiny, crystals threaded together in an intricate and beautiful pattern.
Confident that the lower level is unoccupied, you congregate in the foyer at the foot of the stairs looking up at the impressive chandelier. The entire house is silent - a feeling of apprehension and tension coming over your small group as the thick curtains and carpets, together with the possibility of encountering the home's inhabitants, lend a hushed tone to your explorations.

Garret Highhill |

Garret takes his time sneaking up the stairs, searching it carefully.
Taking 20 on Perception, for a total of 19. Stealth: (I accidentially put the modifier for Perception on instead of Stealth.) 1d20+12=14