After thinking a short while. :P Crystal shall call out in Infernal "Halt!". Using all her bluff and other social skills to make the creatures a little more confused against the parties actions.
As the magical energies leave Ardil with the incantation the four surprised orcs suddenly fall to the ground and as Aeldris reaches them with this sword drawn he is greeted by their snores...
Avala stows her bow again, having hastily withdrawn it.
just in case, initiative 1d20 + 3 ⇒ (15) + 3 = 18
She walks up to the sleeping orcs.
"Well, shall we bother interrogating these, or just let Master Bronn, um, work his magic? Frankly, I don't see us getting any more information from these orcs than the last one we questioned."
Crystal coughs, her outburst unnecessary, and looks a little queezy at the thought of deceased Orc.
Though she perfectly understands the rational and necessity of the situation. With a smile, she move to begin moving the mounts into their new stables. (^_^)
The four orcs are disposed of with no issues...just to clarify you are 'slitting' their throats, casting their corpes off the bridge, and which one of the secret 'archer' rooms will you be using for a makeshift stable?
"Bah, these weak-willed brutes aren't going to cause us much trouble. I would expect that those in charge of them are going to be much harder to deal with... I'm not sure how much use my glorified parlor tricks will be. We should prepare for the worst and keep moving I think... they're going to notice this many missing soon!"
Okay, if I'm reading the scale of the map correctly then one of those archery rooms should be enough for both horses. One at each 'end', so to speak. We just have to make sure we come back regularly and feed, water and shovel. =) As to 'Left' or 'Right'? Toss a coin?
Bronn slaps Ardil on the back. "You make my life easy lad." He takes the armor, weapons and shields along with the gear the first orcs had and places them in the secret room that they are not storing the horses in.
Under Aeldris' suggestion you all move to the main intersection and steup up to the double doors. Both doors are closed. The doors themselves are large each almost being a full five feet in width and eight feet in height.
Perception
DC20:
The doors are wooden, though the wood itself is very sturdy and slightly odd in appearance/color. Knowledge Nature.
DC22:
You notice fresh, booted, footprints on the ground in the dirt here; obviously coming from beyond these doors and leading to where your dead orcish enemies laid not long ago.
Once Avala points out the oddness of the doors, anyone with Knowledge Nature may roll. Except Avala
DC 16:
The doors are crafted from Ironwood, a rarewood that is not commonly used today because of it's rarity, the wood shows no signs of age and holds very well over time. It is prized by many architects/crafters for its durability and strength.
"The footprints are a good sign...this is the right direction. Be on your guard." With sword and shield drawn, Aeldris carefully opens one of the doors.
Aeldris pushes on the right hand door, with a strain of his muscles the door opens; albeit lightly gliding open making no sound. Immediately beyond the doors you can see the hallway maintains its twenty feet width and twenty feet in front of you seems to be a wall...
Perception
DC 20 for those with normal vision:
What is in front of you in fact is not a wall; instead it is a backside of a curtain.
DC 16 Low-Light Vision:
What is in front of you in fact is not a wall; instead it is a backside of a curtain.
DC 12 Darkvision:
What is in front of you in fact is not a wall; instead it is a backside of a curtain.
Crystal stealthfully moves beyond the double doors and upto the curtain; using all caution she gentle pulls the curtain slightly to the side allowing her a view of the room...her darkvision shows her a large chamber, its ceiling reaching up to ten feet, the 'curtain' appears to be hanging around the entire chamber and amonst the room itself are stone pillars (strecthing from the floor to the ceiling) about twenty feet apart.
Crystal notices that even in the darkness the curtains, on the room side, seem to have some sort of artwork on them. Though without light she is unsure of what it could be...
Ardil curses his poor eyes under his breath and motions forward towards the big room, trying to feel his way through the dimly lit hallways without stumbling and making too much noise.
Keep in mind those with darkvision and low-light vision can see all that is there. Those with normal vision are restrained to the lightness of the spell provided by Ardil. Going into the room the pillars are in twenty foot increments.
The room expands further in and the curtain lining the wall seems to continue with the room.
Once Ardil brings the light into the room you notice the faded artwork on the curtain, almost like a tapestry; the picture seem to be of a mountain range...
Knowledge Local
DC 12:
It is apparent the Mtn range in the art work is the same range you are in; the Seacoast Mountians.
Aeldris walks about twenty feet into the room, looking in surprise at the size of the room after the cramped hallway. He turns briefly to look back at the curtain as well, seeing if there's anything noteworthy about it from this side.