Lily Moore |
"Thanks for that. The last time I tried climbing I fell right in front of the enemy. Anyway Thorek is right this whole tunnel system is a bit creepy and we can easily be cut of by the enemy."
Grenwold Houtvester |
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Let's scout the old dwarven Masonry first? The morlocks likely took up in the ruins of the dwarven building, and the unworked stone likely heads away from the ruins.
Thorek Ironspark |
Since we've designated Gren and Aaron as our scouts I'm content to follow your lead
Grenwold Houtvester |
Gren and Ringo float above the ground towards the south and east, towards the masonry part. Before turning the corner, Grenwold himself is wreathed in shadow. Accessing the similar shadowy magic, Gren adds his +11 to his stealth.
If possible, Gren and Ringo will take 10 for 10+14+11=35 and 10+20=30, respectively.
If you'd like a rolled stealth, please use the following numbers. I will have used my second minute of Animal Focus for Grenwold.
stealth Gren: 1d20 + 14 + 10 ⇒ (3) + 14 + 10 = 27
stealth Ringo: 1d20 + 20 ⇒ (20) + 20 = 40
DM Vayelan |
You round the corner and explore the adjoining masonry chamber, finding quite the unusual sight.
Lines of thick, red pigment cover the southern wall of this partially collapsed dungeon hall. The paint depicts countless figures, albeit without any refined artistic skill. Gnarled, disfigured creatures stand atop a virtual carpet of prostrate human forms. At the apex of the vast mural looms a coiled serpent that has a woman's face.
The eastern wall of this room has collapsed, exposing more natural, rough tunnels beyond.
Grenwold Houtvester |
Gren grabs his awareness wand and flicks it, and then puts it back.
Forgot to use HA, but won't use it for these two rolls. Gren doesn't have dungeoneering, but Aaron does, so he'll point out the recency with a whisper (without rolling b/c +23) of the painting.
Grenwold makes note of how recent the painting is. It looks like there's only one exit, so I think we keep scouting.
DM Vayelan |
Scouting the rough-hewn passageways beyond the dwarven architecture, you find that there are parallel paths. One tunnel leads to a chamber to the east, and another leads to one to the north.
Unfortunately, the air carries unimaginable stenches from either direction. Although, if you had to judge, you'd say that the air from the northern passage was marginally less foul. However, you can also hear sounds of shuffling, scraping, chewing, and grunting coming from that direction.
Meanwhile, the droning sound of buzzing flies comes from the east.