Quixt:
Quixt puts the bowl into his magical haversack, admiring Hawke’s. The design was different. Quixt’s was more “civilian” than Hawke’s, a softer more floppy leather and canvas. But no less useful.
He moves up to inspect the dark corridor at the NW of the room.
Quixt leads the way; Darkvision spell duration = 5 hours.
Nimbar and Ordred in second rank.
--Ordred has Darkvision naturally.
--Nimbar is using candle inside hooded lantern, with hood reversed.
Hawke and Sphynx in third rank; both can use candle to enhance their Lowlight Vision.
QUIXT: You need to make 10 search rolls to cover the entire distance of the hallway. Searching that much will require 40 rounds (4 minutes.)
The Chief's Bedroom is where the party came from just now.
The big room is what I am about to describe.
Each square on the map is 5 ft. (I drew it on the scale of a battle map.)
Quixt, you proceed down the hallway, with the party close behind you. You check the floor carefully as you proceed, and you make it the whole length of the hallway without incident.
Hawke notes, "I suspect that most of these tribes probably trap the entrance to their lairs, but I'd be surprised to find a trap in one of the inner hallways where the foot traffic is so heavy and frequent."
None of these passages, nor the room ahead, is lit at all.
Many bales, boxes, crates, barrels, and sacks are stacked and heaped in the large chamber. They contain cloth, food, beer, and wine — all of no special worth. It appears that the goblins were continually bringing supplies of stolen and looted goods to this place. It looks as if perhaps the goblins took the best loot with them, leaving behind the mediocre items. The foodstuffs are all edible; obviously much of it was stolen from humans, probably loot from cooperative raids with the Wendol.
Ordred says, "I agree. There's probably nothing of value within this hodge-podge pile of junk. But before we leave, let's see if we can find any hidden panels or doors..."
GM:
Ordred Search: +6; Dwarven bonus for Stonework: +2
TOTAL SEARCH CHECK: 1d20+8;
Situational modifiers: poor stonework (Wendol + humanoid allies): +4
Aid Another (Whole party searches):
Nimbar: (27) = Success (+2)
Hawke: (26) = Success (+2)
Sphynx: (13) = Success (+2)
Base Result: (11) + Situational (+4) + Aid Another (+6) = (21) Success!
After a minute or two of searching, Nimbar smiles in delight!
Nimbar says, "Look here, in the middle of the west wall. A secret door!"
Quixt:
At Nimbar’s discovery of the secret door, Quixt moves up to support him. Stowing his bow, he draws a magic wand from his pack to his right hand, and he quietly draws his short sword from its scabbard on his belt. He makes a mental note to himself the need to better fashion methods of carrying weapons.
He nods his readiness.
Hobgoblins Spot check: (5) = Failed;
Listener distracted (+5 DC); Distance (both directions) = 40 ft. (+4 DC)
Party's Lowest Move Silent Check: 16; This is the base DC for the Hobgoblins.
Total Listen DC with above modifiers: (16+9) = DC 25.
Hobgoblins Listen check: (21) = Failed. (Close call!)
As the party makes their way carefully down the hall, moving as quietly as they can, Quixt suddenly holds up a closed fist, indicating that the party should stop!
Quixt listens, as does the rest of the party; the noise is obvious, once everyone stops and observes complete silence. The echo-friendly nature of these tunnels helps sounds travel readily to the keen listener, and everyone in the party fits that description.
Although no Hobgoblins can be seen, they can definitely be heard; there are numerous voices, coming from both the north and the south, as indicated by the letter "V" marked on the above map. In both directions, there seems to be between 4 and 6 voices, thus, if the party were forced to engage them, they would be facing at least 8, and possibly up to 12 opponents in total.