Kronk easily manages to open the doors to the Hall of Wonders revealing a long hall with a bench cluttered with various gizmos and clockwork parts and a wider passage to the left opening into the building proper. The area inside is still obscured with mist and the presence of turning wheels, gears and such fill the room here as well.
Karasu readily makes his way around to the rear of the building. He finds the mist does not come this far to the rear of the building and quickly makes his way to each of the buildings. He peers in and finds the windows all appear to lead into store rooms filled with various sundries. As he looks into the windows he hears a faint screaming from inside the building from the first floor.
[sblock=OOC]
The windows look in on storerooms with the opposite door preventing seeing in further. Strength check to open the window if you decide to go that route.
[sblock=ooc]Would I be able to use Mage Hand to open the window/release the catch since I assume the windows are intended to open?
If not i'll take a STR check to open the window I'm indicated in front of:[/sblock]
The windows are unlocked, but appear to have not been opened in quite some time. They are gummed up and swollen wooden frames from years of weathering.
Climbing into the room, Karasu listens from within. Though still quite faint over the sound of whirling gizmos and gears he continues to hear the screams from the other side of the door.