The Manor

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Feb 20, 2024 4:50 am
OOC:
May I assume the only piece of magic we have found is the tapestry? Skeeve is scanning through each room to find 'pings' before doing a more specific scan.
And, in light of Blornvid's preferred approach, I guess we should next check out the opening in the NW corner of room 17.
Feb 20, 2024 1:44 pm
OOC:
I will point out any magic sensed
Moving to the West end of hall you peer into the next room.
https://i.imgur.com/ktT6MUz.png
The room is darker, not having any windows to let in the little light available through the small high windows. Blornvid easily scans the room and reports to the others that there is a raised dais and many more webs as well a the floor is covered in a layer of debris scattered across the floor.
Feb 20, 2024 1:53 pm
Kaarik softly whispers, Do you guys need a bit of light or do we try to keep quiet?
Last edited February 20, 2024 1:54 pm
Feb 20, 2024 2:07 pm
OOC:
dwarfs can see in natural darkness
Everyone's elder will have limits visibility in the darker rooms of the interior
Feb 20, 2024 2:12 pm
A little cleaning and this could be a good place.
Feb 20, 2024 2:29 pm
Skeeve says, "Blornvid didn't say he saw any movement, so, sure, go ahead and let's get a light going."

Once Skeeve gets a good view of what is going on, he will remotely open the door between 14 and 11 to try and get a little more light in that way, too.
Feb 20, 2024 2:54 pm
I can try to get us a bit of light, nothing crazy but at least we would have more visibility.

Kaarik spends a minute to try crafting a glow stone.

Rolls

Glow stone trinket craft - (2d6)

(22) = 4

Feb 20, 2024 3:49 pm
Kaarik pulls out a stone that emits a gentle light. It takes a moment but be is able to increase the intensity to will above that is a torch.
OOC:
MB Please keep adding rolls when applicable, as above, but when there are no consequences to failure and your have time I will usually allow automatic success.
Feb 20, 2024 3:55 pm
OOC:
Oh sure, sorry for that. It makes complete sense. Somehow I thought I just failed but I did not think I have time to try again.
Feb 20, 2024 3:58 pm
Skeeve says, "Two lights will help." With that he pulls out Stick in its cudgel form and puts a light on the club end of it.
Last edited February 20, 2024 3:59 pm
Feb 20, 2024 4:06 pm
You all see the dusty room as Blornvid described it. littered with small objects and webs filling the corners of the room and drifting down from the ceiling.
Feb 20, 2024 4:20 pm
Skeeve will remotely open the door connecting rooms 14 and 11.

He will also look *up* and direct his light there, to see if there is anything to see there. Here's a roll just in case ...

Rolls

Skeeve: Looking around DC: 4 - (3d6)

(231) = 6

Feb 20, 2024 5:05 pm
Wow, you guys are good. Thanks for the light. I couldn't see much without it.

Gods, this place is a mess. Doesn't look like anyone has been here in a while.
Last edited February 20, 2024 5:06 pm
Feb 20, 2024 6:16 pm
Upon spotting the anvil and furnace in what amounts to be a small blacksmith's workshop, Blornvid says, "I feel at home already. Now all we need is some place to set up the keg."

To Ealdwig's comments about the mess, "Hopefully that means they ain't coming back. I wonder if anyone back at the manor knows this Georguy fellah."
Feb 20, 2024 7:04 pm
"I'll ask Witic when we get back."
Feb 21, 2024 1:54 pm
The aged door, across the room (14) to the north, must have warped over time as Sleeve has to almost rip it from it's hinges as it squeals and groans but moves until it pops open. Immediately after being opened the area in front of it is hailed with a storm of needles that clatter to the floor.

Beyond the now open door is a dead end to the north with another door to the West, this one looks thicker and in better condition, while to the east are stairs heading up.
Feb 21, 2024 3:05 pm
OOC:
Can we have an update map? I'm not visualizing it, unfortunately.
Feb 21, 2024 4:56 pm
OOC:
grumble grumble, no. You I must visualize the scene. Stretch out your my imagination reading comprehension...
I will work on spacialy descriptive narrative, and read player posts more carefully, so a map isn't needed every 2 posts

Short hall T with door on left, stairs on right

If you want to see the map get a tableplop account and I can add a link to the info sheet
Feb 21, 2024 5:54 pm
Psybermagi says:
The aged door must have warped over time as Sleeve has to almost rip it from it's hinges as it squeals and groans but moves until it pops open. Immediately after being opened the area in front of it is hailed with a storm of needles that clatter to the floor.
OOC:
Needles? As in pine needles? Splinters?
Feb 21, 2024 8:10 pm
@Psybermagi,

OK, fair enough. I will just re-ask my question for a textual clarification:

I had thought Skeeve was opening the door in the SE corner of room 14 so that we could see back into a room we've already been in.
It sounds like he opened the door in the NW corner of room 14. Is that correct?

Assuming that the above is correct, Skeeve will still open the door in the SE corner of room 14.

Also, it looks like the eastern half of the north side of room 14 goes farther north. (I.e. that room 14 is "L" shaped.) Let's check that out before we go through the door in the NW corner of room 14.

@ForeverDED, I took it to mean it was a needle trap like we found in one of the doors of the Fieldhouse. So, if we'd have opened it normally by standing in front of it, that person would have taken damage. (And maybe would have been poisoned, too.)
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