
| Cеlif | 
 
	
 
                
                
              
            
            Celif gratefully accepts the glasses and settles them on her face. "Thank you, Nastrod! And Happy Festivus!"

| Imowen Aroudilee | 
 
	
 
                
                
              
            
            Unable to see anything and realizing that almost everyone else is in this fray and I would have no idea who or what I was grappling if I tried to do so, I drop to the floor and start crawling back the way I came toward what I hope is the door . . .
Would not be good to off one of my companions!

|  Story Master | 
 
	
 
                
                
              
            
            Imowen crawls out the doorway and back into the original hallway.
Group 2: Creature
The creature squirms violently and tries to escape Thorgrim's grasp 1d20 + 1 ⇒ (6) + 1 = 7, but Thorgrim tightens his grip and manages to hold onto it!
Group 3: Thorgrim, Flug, Celif, Gezzo and Sirena Go for it!

|  Story Master | 
 
	
 
                
                
              
            
            Thorgrim, tightly clutching the squirming creature, walks to U-11 in an attempt to leave the darkness. He is disconcerted to discover that the darkness is emitted by the creature, and travels with him!
The map is updated. Turns by Flug, Celif, Gezzo and Sirena will conclude this round.

| Cеlif | 
 
	
 
                
                
              
            
            Able to see again, Celif clambers to her feet.
"Well that was... different. And scary! Thank you, everyone, for helping."
She peers out into the hallway where she can see the edge of the darkness.
"Now what do we do about that thing?"

| Gezzo Wrathforge | 
 
	
 
                
                
              
            
            Thorgrim! We cant see you! Give us an idea of your position!
Gezzo listens intently, while Lryhla sniffs the ground trying to find the barbarian.
Perception to listen: 1d20 + 15 ⇒ (6) + 15 = 21
Perception for Lryhla with scent: 1d20 + 3 ⇒ (4) + 3 = 7
Hoping he hears Thorgrim and the beast scuffling, he points the wolf in the correct direction.
This way, Lryhla!
He plunges his sword through the darkness and Lryhla snaps blindly.
Move to U12 or U13 (whichever not occupied by the beast).
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Chance: 1d100 ⇒ 87
Lryhla's Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Chance: 1d100 ⇒ 57

| Nästród, Oracle of the Dasun | 
 
	
 
                
                
              
            
            Nästród peers at the carcass as it sits on the tip of Gezzo's sword.
Knowledge (Arcana): 1d20 + 1 ⇒ (19) + 1 = 20
Knowledge (Dungeoneering): 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (Nature): 1d20 + 1 ⇒ (1) + 1 = 2
"Very interesting." Nästród says, "There could be more.  We should be wary."

|  Story Master | 
 
	
 
                
                
              
            
            They are well-equipped for their abilities: blindsight, darksight, low-light vision, and a special constricting attack. Once per day they can emit Darkness as a spell-like ability equivalent to a 5th level caster (5 minute duration). Darkmantles see easily through this darkness through the use of bat-like sonar, though this can be disrupted by the use of the silence spell.
Though small creatures, darkmantles are strong for their size, and make natural grapplers due to their tentacles and cloak-like skin. Typically attacking by dropping from above, a darkmantle that misses will usually fly back up to the roof of its chamber and try again.

| Fener | 
 
	
 
                
                
              
            
            Fener walks over to X14 and does a few things.
1) he tries the lever near the door.
2) whatever the results are with the lever he tries to open the door.
3) if locked he tries the set of keys he has.
He calls out as he is working on the door Hey Gezzo or Celif, Can you take a look at this Belt, Cloak and Perl I picked up in the other room? Its making me feel a bit "different". They are magical, but I don't have the skill to determine anything more about them.

| Cеlif | 
 
	
 
                
                
              
            
            (Celif's mace was also relit this morning, so we have at least three light sources in the hallway.)
"Happy to try, Fener."
Spellcraft => Belt: 1d20 + 8 ⇒ (8) + 8 = 16
Spellcraft => Cloak: 1d20 + 8 ⇒ (5) + 8 = 13
Spellcraft => Pearl: 1d20 + 8 ⇒ (15) + 8 = 23

|  Story Master | 
 
	
 
                
                
              
            
            Celif carefully examines the items provided by Fener. She is able to determine that they are:
Belt of Tumbling – Wt. 1 lb. - 800 gp: This thin and flexible cotton belt grants the wearer a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
Cloak of Resistance +1 – Wt. 1 lb. - 1,000 gp: This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Pearl of Power (1st) – 1,000 gp: This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells. Once per day on command, a pearl of power enables the possessor to recall any one spell that was prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. This particular spell will recall one first level spell.

|  Story Master | 
 
	
 
                
                
              
            
            
| Imowen Aroudilee | 
 
	
 
                
                
              
            
            Well, that was intense! Here, Thorgrim, have a dagger. You might need it next time. And Celif, here is a dagger for you too, in case you have need of it in the future. Also, Celif, I found a fancy masterwork mace on the bookshelves in the other room. I think you can make better use of it than I can. Let's swap maces.
Anyone else need a dagger? I have more. . .

| Cеlif | 
 
	
 
                
                
              
            
            "Thank you, Imowen. I'll gratefully borrow a dagger! But that mace is too unwieldy for me."
(What you found was a heavy mace, which will cause encumbrance issues. I do intend for her to upgrade when she can afford/buy a masterwork backpack, though.)
"Fener, the Pearl of Power would benefit all of us. An additional Bless per day, for example. But who could make the best use of it? Gezzo?"

| Gezzo Wrathforge | 
 
	
 
                
                
              
            
            Gezzo pulls his sword from the mid-section of the creature. It makes a satisfying slurping sound as it exits the corpse. He cleans the blade and nods in agreement as Celif examines the items.
There's also a couple of locked chests in the other room. We may want to have Imowen give a shot at the mechanisms before we move on.

| Cеlif | 
 
	
 
                
                
              
            
            "Oh... okay," says Celif as she accepts the Pearl. "But if it will be better in anyone else's hand at any given point, speak out. I shan't lay claim to it."

| Fener | 
 
	
 
                
                
              
            
            Fener walks back to Z8 and tries to open the chests with the keys he has.
Rudy walks at his side.
Imowen, why dont you try to open this door ( X14) while I go back and try those chests with these keys.
I will be back in a moment, well unless something goes horribly wrong.....

| Cеlif | 
 
	
 
                
                
              
            
            "Is splitting up wise?" asks Celif, concerned. Reasoning that Fener will be more at risk on his own, she accompanies him rather than staying with the group. Y8, watching from the doorway in both directions.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

| Imowen Aroudilee | 
 
	
 
                
                
              
            
            Well, OK, Fener. Thorgrim, do you and Gezzo want to join me? I say as I move to Y-14 and examine the door and its lock.
Checking for Traps: 1d20 + 7 ⇒ (1) + 7 = 8 And if none are found,
Check to see if door is locked, and if locked,
Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12
Hope the door wasn't locked . . .

|  Story Master | 
 
	
 
                
                
              
            
            Fener finds that the keys he has will open the two trunks in the room full of sleeping mats. He rummages through the trunks and finds:
Left Trunk: A dirty woolen blanket, 6 arrows, a tinderbox, a pair of ivory dice, a whetstone, various rags, 12 pieces of parchment, a rusty iron pot, and a gold candle stick worth 20 gold pieces.
Right Trunk: 2 purple candles, a dented iron flask, dingy gray cloth gloves, an orange hat, ripped yellow leather gloves, a red cap, a dirty white petticoat, a leather pouch containing 7 coppers, a torn cloth cloak, a ripped brown coat, a soiled white kerchief, dirty purple doublet, black hose, a purple girdle, and a torn red coat.

| Cеlif | 
 
	
 
                
                
              
            
            "Well she was quite the fashion plate, wasn't she," says Celif sourly.
"Fener, do you know if everyone who can use a whetstone has one? I wouldn't want to deprive someone who swings real steel, but now that I have a dagger I suppose I should attend to its maintenance."
"Regardless of that, I should like to keep the parchment safe, please."

| Gezzo Wrathforge | 
 
	
 
                
                
              
            
            Gezzo stays at the doorway to watch Imowen's back and be in shouting distance as the others inspect the boxes. He holds his sword at the ready and Lryhla stays tense.
Don't open that door once you spring that lock, Imowen. Let's wait till the others get back here. I don't know about you, but I'm tired of being caught off guard and at a disadvantage.
Move to U16. Ready an attack if anything attacks us by surprise.

| Flug Managarm | 
 
	
 
                
                
              
            
            You'll look like you need it with how often you get hit anyway!
Flug stands by quietly in the corner.
W-12 for me.

|  Story Master | 
 
	
 
                
                
              
            
            Imowen uses her tools on the locked door for quite a while, but eventually she hears the distinctive click of the lock opening. She opens the door, and the hallway is illuminated by a light source in the room.
On the ceiling is another glass globe emitting a source of light. The air is dry and dusty in the room, and a layer of dust coats the objects therein.
Adjacent to the north wall are two chests and a large wood box.
The east wall is distinguished by a large workbench with two chairs in front of it. The workbench has many objects scattered on it, including a vice, a small anvil, and tools. Above the workbench is a large metal rack with many objects hanging on it.
The south wall has three large racks lined against it, as well as a large wooden barrel. The racks appear to have weapons stacked in them.
On the floor are two humanoid skeletons.
The map is updated.

| Fener | 
 
	
 
                
                
              
            
            Fener Returns to the group with a few of the things he found. He keeps the Candlestick, 7 copper, and Ivory Dice . He gives the Arrows to Serina and the whetstone to Thorgrim.
Not much in the chests...... What do we have here? oh look...skeletons!!
perception: 1d20 + 10 ⇒ (14) + 10 = 24

|  Story Master | 
 
	
 
                
                
              
            
            
|  Story Master | 
 
	
 
                
                
              
            
            
| Imowen Aroudilee | 
 
	
 
                
                
              
            
            I enter the room and go toward the north wall to check out the 2 chests and the large wooden box.
Perception - checking for traps: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
If the 3 are locked:
Disable Device:  1d20 + 11 ⇒ (11) + 11 = 22
Disable Device:  1d20 + 11 ⇒ (13) + 11 = 24
Disable Device:  1d20 + 11 ⇒ (16) + 11 = 27
If I am able to open the locks, I will proceed to open the 2 chests and the large wooden box and see what each contains.

|  Story Master | 
 
	
 
                
                
              
            
            Imowen carefully checks the chests and box for traps. Not finding any, she proceeds to check for locks, and does not find any of the containers is locked. She opens them, and finds the following:
Left Chest: All manner of items useful for smashing down doors, creating diversions, and blowing things up. It includes a dose of alchemist's glue, a flask of alchemist's fire, a crowbar, a drill, a glass cutter, 4 pints of oil, a portable ram, a dose of rusting powder, 5 tindertwigs, and a coil of copper wire.
Right Chest: This container holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.
Wood Box: A mix of odd and ends are in this box, including old rags, a hammer, one sunrod, an everburning torch, a small steel mirror, two sacks, a cracked and useless waterskin, two iron pots, and a mess kit.
 
	
 
     
     
    