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Freeport- Part 1: the Problem with Crematoriums
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<blockquote data-quote="Karl Green" data-source="post: 1490841" data-attributes="member: 1467"><p>Looking in though the open gate, Zoraster sees that not a soul is about. A strong gust of wind hits for just a second and the front door into the Hermitage blows open and slams into a inner wall with a loud bang, then is slammed shut again with another gust. He hears no reply to his inquires of anyone home, nor does he see anything out of the ordinary.</p><p><span style="font-size: 9px"><em>Spot roll 2 -1 =1; Listen roll 16 +1 =17</em></span></p><p></p><p>Fentrith pushes into the courtyard, sword and shield drawn, and looks around but does not see anyone or anything out of the ordinary. The front door to the building is now creaking back and forth on it hinges, but it is very dark inside and he can’t make out any details. He can see a cave like entrance into the eastern rocky heights, and passage rounding the corner of the Hermitage.</p><p><span style="font-size: 9px"><em>Spot roll 6 +3 =9</em></span></p><p></p><p>Villard finishes looking around on the beach and quickly moves up to the wall, draws his dark wood bow. There are some large rocks about there, against the wall and he can peak over the top and into the courtyard while staying in cover. He does not see or hear anything out of the ordinary, except maybe that the front door is not closed. Taking a second look, Villard does notice that where the lock should be on the door, it looks smashed in. There are a few shuttered windows on the second floor but nothing to be seen in them. He thinks he has pretty good cover here.</p><p><span style="font-size: 9px"><em>Spot roll 15 +10 =25, Listen roll 8 +10 =18, Hide roll 17 +11 =28</em></span></p><p> </p><p>Torrin, Black Jack and Kitsch are still outside the wall, although they can see into the courtyard without problems. The angle is not right to get a good look at the front door but all can hear it when it banged against the wall…</p></blockquote><p></p>
[QUOTE="Karl Green, post: 1490841, member: 1467"] Looking in though the open gate, Zoraster sees that not a soul is about. A strong gust of wind hits for just a second and the front door into the Hermitage blows open and slams into a inner wall with a loud bang, then is slammed shut again with another gust. He hears no reply to his inquires of anyone home, nor does he see anything out of the ordinary. [size=1][i]Spot roll 2 -1 =1; Listen roll 16 +1 =17[/i][/size][i][/i] Fentrith pushes into the courtyard, sword and shield drawn, and looks around but does not see anyone or anything out of the ordinary. The front door to the building is now creaking back and forth on it hinges, but it is very dark inside and he can’t make out any details. He can see a cave like entrance into the eastern rocky heights, and passage rounding the corner of the Hermitage. [size=1][i]Spot roll 6 +3 =9[/i][/size][i][/i] Villard finishes looking around on the beach and quickly moves up to the wall, draws his dark wood bow. There are some large rocks about there, against the wall and he can peak over the top and into the courtyard while staying in cover. He does not see or hear anything out of the ordinary, except maybe that the front door is not closed. Taking a second look, Villard does notice that where the lock should be on the door, it looks smashed in. There are a few shuttered windows on the second floor but nothing to be seen in them. He thinks he has pretty good cover here. [size=1][i]Spot roll 15 +10 =25, Listen roll 8 +10 =18, Hide roll 17 +11 =28[/i][/size][i][/i] Torrin, Black Jack and Kitsch are still outside the wall, although they can see into the courtyard without problems. The angle is not right to get a good look at the front door but all can hear it when it banged against the wall… [/QUOTE]
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