In the end nearly every who could, was walking. Or limping at least. The mood that hung over their heads was a somber one. Words failed to be found, be it due to exhaustion, the loss of life or the mental fatigue of their circumstances.

As you approach the farmstead you begin to notice the odd arrow and bolt either broken or stuck into the ground. Beyond the tall stone walls of the travellers inn, a magical light source puts a welcoming soft glow into the sky. However, the barricade of wooden furniture and spiked wood blocking the entrance is far less inviting.

Despite the entrance being barred, it still looks to make the most secure place to rest, with the other buildings looking decrepit and forgotten, not to mention a lot more open and easier for enemies to access. Without words a consensus is reached by the others that this building was far enough and would do, although they leave it up to you to find a way in.

An eerie silence hangs over the ‘Pilgrims Rest.’ You cannot see in beyond the walls and the makeshift blockade, but you can smell the undeniable stench of death permeating from within.

Perception Wis
Spoiler: DC 12
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you notice lots of little claw marks on the stone walls

Spoiler: DC 14
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a few symbols either scratched into the stone, drawn into the dirt or arranged by rocks and pebbles catches your eye.
Spoiler: DC 15 any knowledge
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Varies by skill

Spoiler: DC 15 (and darkvision)
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you see some bones in the dirt further down the road.

Spoiler: DC 20
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