
| Arishat | 
 
	
 
                
                
              
            
            Arishat and Kidlat have the best Athletics - both +14. If we could get a couple of Aid Another efforts each would take it to +18. It certainly seems the way to go. Something went through there, and I'm pretty certain they didn't do it while the sphere was there.

| Rev DM | 
 
	
 
                
                
              
            
            Aid another is fine. If you take Barel's roll as the primary, he needs three aids to hit the DC. Don't forget Aid rolls are 10+half level, so you're looking at DC16. If you are aiding on Athletics, then you need to roll Athletics :)
Obviously, you'll need another primary roll as well on the Athletics or a DC31 melee hit doing 10+ damage. I'll accept aids on that as well.
You have a Athletics primary roll of 19 aided up to 21 from Barel.
You have a melee attack pimary roll of 25 unaided.

| Lynore | 
 
	
 
                
                
              
            
            Assuming we will have to lower each other through the mouth. I am going to go ahead and tie a rope up in the chains to help. I can teleport down so I can help get everyone else in. However I will be gone all day and most of the day tomorrow, so if you want to progress feel free to DMNPC me.

| Rev DM | 
 
	
 
                
                
              
            
            1d20 + 14 ⇒ (13) + 14 = 27 - Athletics from Kidlat
Kidlat uncoils himself and gives a helping hand.
Both eyes snap open and as they do so, a portal activates within the gaping maw. A twenty foot drop into darkness awaits, but thanks to Lynore's foresight, her rope will allow you to climb down with ease, as long as you all do so within a single minute.

| Arishat | 
 
	
 
                
                
              
            
            "Barel, Kidlat, does one of you want to go first? I'll follow you down. Someone hold the torch, and drop it to me once we're down."
Athletics check to climb down rope, 1d20 + 14 ⇒ (8) + 14 = 22
Everburning Torch, since I think we'll want some light. Doesn't amtter if it hits the floor.

| Rev DM | 
 
	
 
                
                
              
            
            More used to teleporting than climbing, Lynore clings spider-like and hopes she doesn't fall off.
Fail, but all that happens is you stop moving. With the light of the everburning torch, you can see a landing spot perfectly well and can teleport the rest of the way.
A small circular chamber greets the party as they drop into the mouth of the Devourer, and beyond it, an oddly cheerful light.
Map follows once you're all down.

| Rev DM | 
 
	
 
                
                
              
            
            Kidlat can't fail.
One minute after the party starts their descent, the sphere of darkness above closes over, cutting off Lynore's rope.
From the circular entrance chamber, you see a great feast hall and a fire pit blazing with a bright white flame. A number of high tables are scattered through the room, each set with fine glass and porcelain and heaped with succulent roast meats and sweet fruit.
Along the walls and between the tables, brightly coloured tapestries display scenes of battle, with hundreds of heroes of a dozen races rendered in life-sized detail - all of them swarmed by swirling shadows as they fight for their lives.
The glow of the fire readily illuminates the whole feast hall.

| Barel Dlode | 
 
	
 
                
                
              
            
            Barel's mouth waters at the sight of such a sumptuous display of food. After sniffing the air and glancing over the tables, he stays as far away from the food as possible...for now. He also decides to study the tapestries a little bit, also from afar. Are the figures in the tapestries currently moving, or are the "swarming shadows" just artistic depictions of old foes.
[nature check on food: 1d20 + 14 ⇒ (17) + 14 = 31
perception on taperstries: 1d20 + 10 ⇒ (11) + 10 = 21

| Rev DM | 
 
	
 
                
                
              
            
            Somewhat to Thom's surprise, the enchantment on the food is not only good, but extremely beneficial.
A character spending 5 minutes eating the enchanted food gains the benefit of an extended rest. Each character may do so only once.
Arishat's knowledge of history is quite sufficient for her to identify the armour and weaponry of the figures in the tapestry as belonging to many different eras. Ancient and modern heroes fight alongside each other in a bizarre and rather macabre array.
I will take a guess that none of you have yet advanced into the main feast hall yet.

| Rev DM | 
 
	
 
                
                
              
            
            Good luck getting the computer sorted out, Kidlat ;)
As Kidlat steps adjacent to the tapestry, it shimmers and twists slightly, preparing to attack him.
From this point, entering a square adjacent to a tapestry provokes an attack. They are seeking to absorb adventurers into themselves.
The attack is v Ref and on a hit the target is slowed (se).  
First failed save, immoblised instead of slowed (se)
Second failed save, the target and its gear are drawn into the tapestry becoming part of the lifelike image.  The target is treated as petrified and can be restored to life with the Remove Afflication ritual.  Sections of tapestry containing characters can be cut to carry them to a place of greater safety.
Characters can make a DC15 Athletics check as an immediate interrupt to minimise the tapestry's attack.  On a success, the character is slowed only to the start of his or her next turn.
The tapestry can be attacked to destroy part of it. Each five foot section has an AC29 and all other defenses are 27. Area attacks deal damage to each section caught by it.
Init from tapestries - 1d20+2=8
 
	
 
     
     
     
	
  
	
 