
Sven Marsh |

Sven shoots at the last standing ratfolk and if he drops continues on the last gnoll.
+3 longbow: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Damages: 2d6 + 12 + 1 + 2d6 + 12 + 1 ⇒ (3, 2) + 12 + 1 + (1, 2) + 12 + 1 = 34
+3 longbow: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damages: 2d6 + 12 + 1 ⇒ (1, 4) + 12 + 1 = 18
+3 longbow: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damages: 2d6 + 12 + 1 ⇒ (5, 5) + 12 + 1 = 23
He says to Whitestrip Attack the female human !

Whitestripe |

Whitestrip moves towards the one who tries to engulf him in flames provoking from the two undead pistoleros and snaps at her !
Grouh !
Bite: 1d20 + 23 ⇒ (18) + 23 = 41
damages: 1d4 + 22 ⇒ (3) + 22 = 25
Trip: 1d20 + 21 ⇒ (15) + 21 = 36

Dungeon Master S |

Bill can't quite identify the creatures, but it doesn't stop him from preparing for the fight by making Aiuda vanish. Sven tries to sneak an extra shot in, but misses. He manages to land a couple after that, but the ratfolk is ready for plenty more.
Whitestripe goes after the newcomer. Technically speaking animals still require commands, and in general don't have tactics more complex than the simplest way to obey the trick given. Sven can't actually see the newcomer from his angle to direct the tiger. I'm going to have him go that way, but not around the foe. The tiger gets to one of her guards and trips him up, though his teeth doesn't seem to do much damage through the rubbery undead flesh.
Left alone the remaining gnoll makes a run for it, disappearing beyond a corner.
Round 4:
Aiuda: Go
Enemies: TBD
Zelkin: TBD
Sven: TBD
Bill: TBD
Gnolls: TBD
Cleric:
Yellow:
Green: 10
White: 52

Aiuda Drowbane |

And when Sven hits, Aiuda will use her swift to aim for the rat:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
damage: 1d8 + 13 ⇒ (1) + 13 = 14
She tries her best to clear the way for Zelkin to go after the newcomers by hitting the rat with everything she has.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
damage: 1d8 + 13 ⇒ (5) + 13 = 18
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
damage: 1d8 + 13 ⇒ (5) + 13 = 18
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
damage: 1d8 + 13 ⇒ (8) + 13 = 21

Dungeon Master S |

The archers work in harmony as arrows fly. Aida's invisibility goes a long way in helping her defeat the rat's defenses, a total of 3 arrows sink home. The ratfolk falls from his wounds!
The undead unleash bullet after bullet on Whitestripe. These are no hack gnoll gunslingers! Shots ring out, the retort of the guns loud enough to hear over the din.
Green 1: 1d20 + 15 ⇒ (7) + 15 = 22 MISS
Green 2: 1d20 + 15 ⇒ (1) + 15 = 16 MISS
Green 3: 1d20 + 10 ⇒ (8) + 10 = 18 MISS
Green 4: 1d20 + 10 ⇒ (6) + 10 = 16 MISS
Green 5: 1d20 + 5 ⇒ (6) + 5 = 11 MISS
Green 6: 1d20 + 5 ⇒ (6) + 5 = 11 MISS
Yellow 1: 1d20 + 15 ⇒ (10) + 15 = 25 MISS
Yellow 2: 1d20 + 15 ⇒ (10) + 15 = 25 MISS
Yellow 3: 1d20 + 10 ⇒ (14) + 10 = 24 MISS
Yellow 4: 1d20 + 10 ⇒ (20) + 10 = 30 THREAT
Yellow 5: 1d20 + 5 ⇒ (15) + 5 = 20 MISS
Yellow 6: 1d20 + 5 ⇒ (10) + 5 = 15 MISS
Confirm: 1d20 + 10 ⇒ (1) + 10 = 11 DMG: 1d8 + 1 ⇒ (8) + 1 = 9
The undead fire with uncanny speed. At no point do their guns need to reload, nor do they jam as no cartridges emerge. They just blast away. Shockingly, only one bullet lands!
"I shall grind your bones in this very foundry!"
The cleric moves forward with divinely inspired confidence. Holding aloft a symbol of Brigh the cleric brings down a holy fire beyond anything you've encountered so far. The storm of fire fills the room and even goes down the hall where Sven hides. ALL of you within 10' of the ground need to make a Reflex save DC 24 for half of Fire: 15d6 ⇒ (4, 1, 2, 6, 4, 2, 3, 4, 4, 6, 5, 2, 6, 1, 6) = 56 If you fail you are on fire.
Round 4:
Aiuda: ATK
Enemies: ATK
Zelkin: Go
Sven: Go
Bill: Go
Cleric:
Yellow:
Green: 10

Sven Marsh |

Reflex. DC24: 1d20 + 19 ⇒ (9) + 19 = 28
Sven dodge a part of the holy fire brought by the newcomer.
@Aiuda don't forget you have resist fire 30

Zelkin Norwind |

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Zelkin is unable to dodge the flames however his resistance and fast healing help to stave off more serious damage. Down to 22 HP.
Standard : CCW on self: 4d8 + 14 ⇒ (6, 8, 2, 3) + 14 = 33 55 HP
Swift : Cast Litany of Sloth on the woman, DC 14 (might as well try).
Move : Made on map
Pray : That I don't die

Bill the Wizard |

Reflex: 1d20 + 11 ⇒ (8) + 11 = 19
The flames engulf Bill and he bellows. "This is the last time I lets some bloody a*&%*$# in here burn me!"
Ongoing Fire Damage: 1d6 ⇒ 4
Bill flies around the corner and dives deep beneath the water before coming back out, free of the flames.
50' to hit water; 5' under and 5' back up.
He holds his Staff of the Master in front of him and sends out a coruscating ray of death towards the offending woman.
Disintegrate @ Caster Woman: 1d20 + 12 ⇒ (20) + 12 = 32 CRIT CHANCE?! | Fortitude DC 25.
Disintegrate CRIT?!?! @ Caster Woman: 1d20 + 12 ⇒ (18) + 12 = 30
Failed Save Damage: 28d6 ⇒ (4, 4, 4, 6, 2, 1, 1, 4, 1, 1, 6, 6, 4, 4, 2, 4, 2, 4, 3, 5, 6, 1, 4, 4, 2, 3, 2, 4) = 94
Failed Save Crit Damage: 28d6 ⇒ (3, 6, 2, 1, 1, 5, 2, 4, 1, 2, 1, 3, 1, 6, 6, 2, 6, 1, 3, 3, 3, 1, 6, 2, 6, 2, 3, 6) = 88
Successful Save Damage: 5d6 ⇒ (5, 5, 4, 2, 2) = 18
Successful Save Crit Damage: 5d6 ⇒ (2, 5, 1, 3, 1) = 12
He tries to add in a quip, but it gets away from him. "Burn in hell, ya floppy eggplant!"

Aiuda Drowbane |

Ref: 1d20 + 14 ⇒ (5) + 14 = 19
Ongoing fire damage can't hurt her.
Aiuda isn't quick enough to avoid the flames but luckily Sven's magic protects her. Aiuda invisibly advances, leaping over the bench.
Acrobatics: 1d20 + 19 ⇒ (10) + 19 = 29
She then fires an arrow at the enemy! Can't tell if Aiuda has good enough line-of-sight on the cleric. Aiming for her if possible, if not just target the yellow undead.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
damage: 1d8 + 13 ⇒ (8) + 13 = 21

Dungeon Master S |

My apologies, I misapplied the mechanics of the Fire Storm spell, thinking I could blindly fire it since she had so many squares to work with. The fairest and simplest way to handle this is to change her move and keep the spell. Sven and Aiuda are outside of the range. She'd still likely do that. Zelkin, Bill, and Whitestripe are still affected. Fair? Will update when I can.

Dungeon Master S |

Bill are you invisible?
FORT: 1d20 + 11 ⇒ (14) + 11 = 25 Bill, not having ANY of her attitude levels a ray and hits her right in the heart. In a flash she disintegrates into dust!
Aiuda doesn't miss a beat and turns on the undead. The arrow doesn't seem to do much, but it certainly does a little.
Round 4:
Aiuda: ATK
Enemies: ATK
Zelkin: Heal!
Sven: Go
Bill: Disintegrates!
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: TBD
Sven: TBD
Bill: TBD
Cleric:
Yellow: 11
Green: 10

Bill the Wizard |

Bill is not invisible.

Zelkin Norwind |

In regards to playing fair, didn't she make the save? I'm not used to high-level spells and all that so maybe I missed something.

Dungeon Master S |

WEIRD! I checked the roll first and she had a total of 21... I've never seen that happen... Thanks for the point, I would not have caught that... It's still a crit though. Aiuda's arrow strikes her.
DM: 9d20 ⇒ (5, 6, 15, 18, 5, 10, 12, 3, 17) = 91
Bill hits her with the ray and she fights it with every ounce of her being. She fights the magic, but only barely. The result is a gaping wound in her sternum.
Round 4:
Aiuda: ATK
Enemies: ATK
Zelkin: Heal!
Sven: Go
Bill: Disintegrates!
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: TBD
Sven: TBD
Bill: TBD
Cleric: 41
Yellow: 0
Green: 10

Bill the Wizard |

Nooooo! ;D
"Dammit!" Bill curses as the woman still stands with the gaping hole in her chest.

Sven Marsh |

Sorry for the delay ! Week-end are always difficult for me to post.
Sven moves to see better the scene. Looking at the woman he knew it was her who cast those spells and asks Whitestripe to get rid of her.
Flanks with Zelkin he says pointing at Zelkin.

Whitestripe |

Reflexes DC24: 1d20 + 23 ⇒ (5) + 23 = 28
Whitestripe avoid the fire, unscathed by it.
Following his master's order he moves to flank with the strange two-legs-walking-red-fur.
Taking AoO from the two undead
Once in position it bites.
Bite: 1d20 + 23 + 2 ⇒ (17) + 23 + 2 = 42
Damages: 1d4 + 22 ⇒ (2) + 22 = 24
Trip: 1d20 + 21 + 2 ⇒ (18) + 21 + 2 = 41

Dungeon Master S |

White stripe and Sven move to position. The pale undead don't take shots, even as the tiger trips the woman. She hits the ground with a scream. "It's too late! You'll never stop us now!"
The undead unload, one on Whitestripe the other on Zelkin
Whitestripe:
Shot 1: 1d20 + 15 ⇒ (13) + 15 = 28
Shot 2: 1d20 + 15 ⇒ (17) + 15 = 32
Shot 3: 1d20 + 10 ⇒ (13) + 10 = 23
Shot 4: 1d20 + 10 ⇒ (4) + 10 = 14
Shot 5: 1d20 + 5 ⇒ (16) + 5 = 21
Shot 6: 1d20 + 5 ⇒ (14) + 5 = 19
But none of them can get through the tiger's hide (need a crit to damage)
Zelkin:
Shot 1: 1d20 + 15 ⇒ (7) + 15 = 22 DMG: 1d8 + 1 ⇒ (2) + 1 = 3
Shot 2: 1d20 + 15 ⇒ (17) + 15 = 32 DMG: 1d8 + 1 ⇒ (6) + 1 = 7
Shot 3: 1d20 + 10 ⇒ (1) + 10 = 11 MISS
Shot 4: 1d20 + 10 ⇒ (19) + 10 = 29 DMG: 1d8 + 1 ⇒ (8) + 1 = 9
Shot 5: 1d20 + 5 ⇒ (6) + 5 = 11 MISS
Shot 6: 1d20 + 5 ⇒ (9) + 5 = 14 DMG: 1d8 + 1 ⇒ (7) + 1 = 8
When the undead see that he's an easier target, both turn their guns on him.
The cleric sees how this is going, "Not today. Not today!"
She then tries to cast a spell defensively Concentration: 1d20 + 21 ⇒ (7) + 21 = 28. Just barely she gets the word out, "HOME" and she vanishes!
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: Go
Sven: Go
Bill: Go
Yellow: 0
Green: 10

Sven Marsh |

Sven moves to help Zelkin and casts cure serious wounds on him
CSW: 3d8 + 14 ⇒ (7, 7, 6) + 14 = 34
May Erastil's healing keep you alive.
He turns to whitestripe and commands him to bite the undead creatures.
Attack !
Know. Religion: 1d20 + 11 ⇒ (13) + 11 = 24

Whitestripe |

At his master's order Whitestripe turns to the undead near him and tries to bite and claw it.
Bite: 1d20 + 23 ⇒ (13) + 23 = 36
Damages: 1d4 + 22 ⇒ (3) + 22 = 25
Trip: 1d20 + 21 ⇒ (2) + 21 = 23
Claw 1: 1d20 + 23 ⇒ (20) + 23 = 43
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
Claw 2: 1d20 + 23 ⇒ (19) + 23 = 42
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Crit Confirm Claw 1: 1d20 + 23 ⇒ (14) + 23 = 37
Additionnal damages: 1d2 + 22 ⇒ (1) + 22 = 23

Dungeon Master S |

DC for ID is 25. Whitestripe tries to maul the undead monster. While his natural attacks cause severe damage, the rubbery skin and elastic anatomy makes the sharp claws less than ideal.
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: Go
Sven: Go
Bill: Go
Yellow: 65
Green: 10

Zelkin Norwind |

Probably a formality, but she needs a DC 14 Will Save vs Litany of Sloth before she could cast defensively.
Zelkin nods his thanks for the healing from his friend.
After healing Zelkin is up to 67 HP now.
Zelkin takes a 5' forward and hacks at the gun-toting undead! Or the cleric if she somehow fails that Will save.
Attack: 1d20 + 14 ⇒ (14) + 14 = 28 for Damage: 1d10 + 17 ⇒ (9) + 17 = 26
Attack: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 1d10 + 17 ⇒ (9) + 17 = 26
Confirm?: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 for Damage: 1d10 + 17 ⇒ (5) + 17 = 22
Swift Action to swap Resist Fire for AC on judgment. AC is now 27/15/26

Dungeon Master S |

You never know!
Will: 1d20 + 17 ⇒ (12) + 17 = 29
Not this time!
Zelkin makes two quick slashes across the undead's chest. On it's back, there's little it can do to prevent a powerful hit. Like Whitestripe, the rubbery nature of their skin prevents the attack from being truly devastating.
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: ATK
Sven: Go
Bill: Go
Yellow: 65
Green: 64 (prone)

Dungeon Master S |

My bad. Sorry guys, still recovering from the weekend.
Round 5:
Aiuda: ATK
Enemies: TBD
Zelkin: ATK
Sven: Heal
Bill: Go
Yellow: 65
Green: 64 (prone)

Bill the Wizard |

"Get em boys!" Bill encourages as he finds cover.
Bill can't fail the identification for her spell.
Can't move at the moment but if someone can move me to a safe spot, that'd be great.
-Posted with Wayfinder

Dungeon Master S |

Bill moves into a better position as the party closes in on the last two foes.
Round 6:
Aiuda: Go
Enemies: TBD
Zelkin: TBD
Sven: TBD
Bill: TBD
Yellow: 65
Green: 64 (prone)

Aiuda Drowbane |

Noticing that the others are having trouble against the undead, Aiuda shouts, "Look out! Maybe my arrows will work better."
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
damage: 1d8 + 13 ⇒ (7) + 13 = 20
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage: 1d8 + 13 ⇒ (2) + 13 = 15

Dungeon Master S |

Aiuda scores a single hit, but her arrows don't seem to do it either. It seems sometimes you just need a big club to do the trick.
The undead focus their attacks on Zelkin. (One stands up wordless, provoking from Whitestripe:
ATK 1: 1d20 + 15 ⇒ (1) + 15 = 16 MISS
ATK 1: 1d20 + 15 ⇒ (1) + 15 = 16 MISS
ATK 2: 1d20 + 15 ⇒ (2) + 15 = 17 DMG: 1d8 + 1 ⇒ (8) + 1 = 9
ATK 3: 1d20 + 10 ⇒ (10) + 10 = 20 DMG: 1d8 + 1 ⇒ (3) + 1 = 4
ATK 4: 1d20 + 10 ⇒ (9) + 10 = 19 DMG: 1d8 + 1 ⇒ (3) + 1 = 4
ATK 5: 1d20 + 5 ⇒ (1) + 5 = 6 MISS
ATK 6: 1d20 + 5 ⇒ (4) + 5 = 9 MISS
Shockingly Zelkin dodges half of the bullets!
Round 6:
Aiuda: ATK
Enemies: ATK
Zelkin: Go
Sven: Go
Bill: Go
Yellow: 69
Green: 64 (prone)

Zelkin Norwind |

Zelkin shifts so that he can target the same enemy as Whitestripe. He then attacks!
Attack: 1d20 + 14 ⇒ (13) + 14 = 27 for Damage: 1d10 + 17 ⇒ (8) + 17 = 25
Attack: 1d20 + 9 ⇒ (17) + 9 = 26 for Damage: 1d10 + 17 ⇒ (6) + 17 = 23
Confirm?: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27 for Damage: 1d10 + 17 ⇒ (1) + 17 = 18

Dungeon Master S |

Zelkin's blade comes down hard, breaking bone, despite the bladed weapon. The second hit is massive! The undead collapses in place, leaving one remaining.
Round 6:
Aiuda: ATK
Enemies: ATK
Zelkin: ATK
Sven: Go
Bill: Go
Green: 64

Aiuda Drowbane |

@GM: iirc claws are actually S and B, which is why I thought my arrows might work with P damage. But maybe I'm wrong on that or the DR isn't actually bludgeoning.

Dungeon Master S |

woah, I am way out of date. I thought they were p/s. Sorry guys. I've been off a bunch lately.
-Posted with Wayfinder

Bill the Wizard |

Bill stays hidden, choosing life over a possible bullet-ridden death. "Do it team! "
Delay for a round.
Also, I think you are doing wonderful, Chris.
-Posted with Wayfinder

Aiuda Drowbane |

It's one of those weird things that doesn't always make sense. Like pincers being B and nothing else. I wouldn't have expected that.

Dungeon Master S |

Thanks Bill. I think I also hit my bandwidth wall. Normally it wouldn't be an issue, but the end of the school year at my new school is FAR more intense than what I'm used to. It's causing my to jumble not only editions of the game (a normal problem for me) but also scenarios, like the backwards map in my All for Immortality game that EF is is in. Have no fear though, I've got one week of school left. I'm not whining, and I CERTAINLY don't regret taking this on! Now, back to our regularly scheduled adventure time... :-)
Round 6:
Aiuda: ATK
Enemies: ATK
Zelkin: ATK
Sven: Go
Bill: Delay
Green: 64

Whitestripe |

AoO Bite: 1d20 + 23 + 4 ⇒ (19) + 23 + 4 = 46
Damages: 1d4 + 22 ⇒ (1) + 22 = 23
Whitestripe's jaws take their share of the undead's flesh when he tries to get up.
He continues to bite and claw the creature.
Bite: 1d20 + 23 ⇒ (12) + 23 = 35
Damages: 1d4 + 22 ⇒ (4) + 22 = 26
Trip: 1d20 + 21 ⇒ (20) + 21 = 41
Claw 1: 1d20 + 23 ⇒ (18) + 23 = 41
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Claw 2: 1d20 + 23 ⇒ (20) + 23 = 43
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Crit Confirm Claw 2: 1d20 + 23 ⇒ (1) + 23 = 24
Damages: 1d2 + 22 ⇒ (1) + 22 = 23

Dungeon Master S |

White stripe TEARS the thing to shreds. It's mystical guns still smoking from use.
Out of combat.

Zelkin Norwind |

Do we have any cure potions that Zelkin can use? Otherwise unless I can stay in combat for 12 rounds I'll need to curative magic.
Once the party is healed and rested, Zelkin will search the area and the fallen. When that has been completed he will check out the north passages.

Dungeon Master S |

The carnage is immense. While the woman made an escape, ratfolk, gnolls, and pale undead litter the floor, now slick with wound-slurry.
A total of: 6 Fuse grenades, 54 alchemical cartidges, and they each had a +1 blunderbuss.
They have magical arms and armor, but of interest to you there is a total of: 4 potions of CMW, 4 tanglefoot bags, 6 fuse grenades, and 2 iron pellet grenades.

Bill the Wizard |

Bill will float down and join the party once more. He dusts off the embers and repairs his tunic.
With a flick of his hand, the scorch marks disappear as he examines his wounds. "May I be blessed with your magic once more Aiuda?" he asks of the Ranger.
-Posted with Wayfinder

Dungeon Master S |

Zelkin checks out the hallways, getting a feel for the area. It appears there are a few options. (Map updated.)

Zelkin Norwind |

Zelkin eyes the potions. I could use these. If there are no objections,
CMW: 2d8 + 3 ⇒ (7, 7) + 3 = 17
CMW: 2d8 + 3 ⇒ (3, 6) + 3 = 12
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12
CMW: 2d8 + 3 ⇒ (2, 3) + 3 = 8
He then casts his own CSW: 3d8 + 14 ⇒ (1, 3, 8) + 14 = 26
Any of you lot desire any of this other stuff? Zelkin looks disapprovingly at the firearms.
Now at full health, Zelkin is ready to proceed once everyone else is prepared.

Aiuda Drowbane |

Auida offers to Bill, "You can borrow my wand, if that's what you mean. I myself don't have the skill to cast it though. My magical abilities are limited to those spells the Lantern Bearers find useful and which are incorporated into our training."
She will, however, hand her wand to Zelkin and ask the inquisitor to patch her and Bill up.
clw: 11d8 + 11 ⇒ (1, 3, 3, 4, 4, 5, 1, 3, 1, 8, 1) + 11 = 45
Back to full. Wand still has 16 charges left, then I've got a couple potions stashed away.
After healing up, Aiuda follows behind Zelkin to the hallway to the north. She will check the door for traps before the party pushes through.
T10 for 33 Perception.

Dungeon Master S |

Aiuda doesn't think there's anything trapped about the door. Given that, she opens it carefully.
The room looks like it was once the living quarters for a few, but now the beds have been mashed together to form one large sleeping pallet. The room is devoid of anything fine, though the quality of the craftsmanship leads you to believe this wasn't always the case.
Placed lackadaisically on the bed is a single musket of incredible construction. It bears an emblem you haven't seen yet, but is quite distinctive and in the Alkenstar style...
Map updated.

Zelkin Norwind |

Zelkin will examine the room further. If nothing is found he'll move to another door in the original room using SDOP* as usual.
*Standard Door Opening Procedure.

Dungeon Master S |

Zelkin checks the door, then opens it carefully. If the last room was for someone in charge, this looks like the messy barracks. Hard to tell how many it's for as the beds overlap. It smells rather pungent in here.