Blazeguard wrote:Slinker checks all the doors for traps, listens for any voices, noises, etc., and tests whether they are locked or not (but does not open them). He then concurs, "Morganth, thou art wise beyond your years, and I would agree that the southwest door offers the least chance of ambush."
Each door is unlocked and the handle turns easily. Luckily you do this quietly enough as not to alarm anything that might be on the other side of any of the doors. You listen at the doors:
N(L): [1d100] = 6 - N(R): [1d100] = 45 - E: [1d100] = 92 - SW: [1d100] = 12
North (left) - 6
North (right) - 45
East - 92
Southwest - 12
At the left door to the north you feel a breeze come through the cracks in the door and you hear the sounds of the outdoors (crickets, frogs, etc.)
At the southwest door you hear voices of what appear to be stuttering small creatures, it sounds like they are bickering.