Given it's age and lack of maintenance, the door opens with surpising ease.
Row upon row of ten-foot-square prison cells line the walls,
each separated from the passing hallway by a series of iron
bars fitted with a narrow iron door. Skeletons slump in many of
the cells, the bones scattered where they lie and coated with a
mixed layer of ancient ashes and fresh mold.
A passageway leads South through an aisle of cells or you can head east. Heading East there is a door immediately on the North wall with some rubble in the NE corner of that area.
DC 15 Perception:
You seem to hear the faint sound of a mournful flute playing and the eerie flapping of tiny leathery wings.
I am not a fan of stirges. Those little blood sucking &$@&$&@s..
What information do I know about stirges? I assume I research that after I found out about the Piper of Illmarsh. Can I look at the bestiary for information? Or wait for you to tell me what I know?
I am not a fan of stirges. Those little blood sucking &$@&$&@s..
What information do I know about stirges? I assume I research that after I found out about the Piper of Illmarsh. Can I look at the bestiary for information? Or wait for you to tell me what I know?
[dice=knowledge nature]1d20 + 8
You know that stirges like to grapple their foes after impaling them with their needle like beaks. They then suck blood from and their is a chance of disease.
seems odd to find this trapdoor with ladder leading down. I wonder if this was an escape route out of the prison. Maybe if we are very quiet we can sneak up on our next enemy. Vraxel, be careful leading the way.
Seeing nothing of interest, Vraxel starts up the ladder quickly gaining access to the trapdoor in the ceiling above. A gentle effort indicates that it is somewhat jammed and will need some serious force to open (DC 22 STR check).
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear
I can hear the flapping of wings on the other side of the trap door. Guess we go back the way we came from since we can't get door open. Head through the aisle of cells.
As you begin to walk through the aisle of cells the sound of a mournful dirge played upon a flute becomes louder and the skeletons of dead prisoners within the cells animate. Skeletons pour out of the cells that are open or have faulty doors, while the remaining undead snatch at the adventurers through their cell bars.
Initiative1d20 + 6 ⇒ (4) + 6 = 10
Everyone make DC 14 Will saves.
DC 14 Will fail:
You are shaken by the hauntinge melody of the pipes. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.