Turn, two doors, the barred door
Subject Turn
Ok I think we have heard from most every one. I have a few things to do this morning and then an auction to run at 11, so I expect I will be able to get something out by this afternoon.
From: Karl
Subject Turn
Out of town this afternoon. FYI.
From: Mark
Subject two doors
Salix's heart leaps when Surin explains that the bar on the door is probably meant to keep something in instead of out. Who else would they want to keep in but Acer? "Mund, you and Harp see if you can get that timber out of the way. Surin, head down the hallway to the south. See if you can figure out if they know we are here. Don't risk yourself. If you hear anything suspicious, come back here straight away. No heroics. Except for Mund's little trip down that pit, we've done well so far. Ran and Kal, you stand by the door. If Surin comes heading back in a rush, you guys get the door closed and something in the way that will slow down pursuit. Ragnar and Ally, you two are with me waiting on Mund and Harp."
The party moves into position. Surin opens the door to the south and heads on down the short hall. Dim torch light gleams from the cross hall ahead. As the halfling moves forward he sees doors on the far wall; two just across from his position. As he creeps to the intersection, he looks both ways. To the east the hall dead ends and there is another door. To the west the hall turns south.
Harp and Mund sheath their swords and store their shields. Each takes a firm hold of the large timber and with a quick count to three, lift the hewn log out of its support brackets. Grunting with the effort they carry the timber to one of the lower bunks and toss it on. There is a cracking sound as one of the legs of the bunk shatters and the bunk leans to one side. It rocks to its side and leans against the bunk next to it.
The five stand before the door, weapons ready.
OODM: I have shown a possible positioning for the 5 in the room. If you want something different let me know.
Actions?
From: Kevin
Subject Two doors
Harp is ready to go.
From: Porter
Subject Two doors
Mund and Kal are as well.
From: Karl
Subject Two doors
Let's do this!
From: Jason
Subject Two doors
Ragnar's ready to go.
From: Derek
Subject Two doors
Allistair's ready too.
From: Mark
Subject Two doors
Ok Since Surin is out in the hall and Randy is out of town, I will write up more tonight.
From: Mark
Subject The barred door
At Salix's signal, Harp and Mund grab the large iron ring on the left side of the door and pull. The heavy iron bound wooden door swings into the room with a loud screech. The door swings to the north and bangs with a dull thud against the wall. The five look down a long, dark hallway. No light comes from the depths, but a stench of offal rolls over them. The smell of decayed flesh and rotting corpses fills the air. The hallway is 5 feet across at the start but about 10 feet in it seems to widen to 10 feet or so. The light from the room penetrates about 15 feet into the gloom but nothing but stone floor, wall and ceiling can be seen.
Just as Harp is ready to enter the hallway Ragnar points something out to the others "Look at the back side of the door." Quickly taking turns looking, they all see the same thing in the dim light. The wood has been clawed at. The marks look deep and desperate, almost febrile. There is no blood in the gouges, just long splinters of wood. The party turns back to the opening before them. "You first" Mund says to Harp, making a imitation of one of the polite bows he has seen Kal make.
OODM: What order do you want to go into the hallway? New map.
From: Bryan
Subject Two doors
Surin is going to listen at the first two doors, and barring any activity, he'll cautiously check the southern corridor, trying to remain as clandestine as possible. He'll investigate anything interesting, then return to report.