Valandil Anwamanë
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Valandil checks the room once again for magic.
perception: 1d20 + 5 ⇒ (14) + 5 = 19
"If there is nothing here, we should go and finish checking that room the ooze was in. Who knows what else may have survived its depredations?"
GM Sapphire Fox
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as you all go to the door, it is unlocked, and open it with no issue. Lead sheets line portions of the stone walls, floor, and ceiling
of this damp chamber; many more sheets lie on the floor, bent.
Arcane runes are inscribed on the stone. Patches of fungal
growth are fed by a slow trickle of water dripping into the room’s
cracked ceiling.
Mykel: 1d20 + 8 ⇒ (11) + 8 = 19
Periel: 1d20 ⇒ 11
Hydris: 1d20 + 15 ⇒ (2) + 15 = 17
Valandil: 1d20 + 5 ⇒ (5) + 5 = 10
Ashara: 1d20 + 4 ⇒ (15) + 4 = 19
Calypso: 1d20 + 10 ⇒ (11) + 10 = 21
Calypso as they start opening the door, you hear a snarling noise coming from the north side of this tomb, though not quite sure what it is, as its mostly an echo
Calypso Nyx
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"Wait!" Calypso says, a clawed hand raised.
"I hear snarlings and snivelings! There is likely some kind of enemy on the north side, and I suggest you proceed with caution! Unless you have a death wish, in which case I suggest you cast caution to the wind!"
Valandil Anwamanë
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Valandil sends the lights into a polka into the room beyond to see what they might attract.
GM Sapphire Fox
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you would have to go back out to the room with the pool
as you move to see in the direction the sounds came from, you notice a hallway but it seems to open up after the room with the pool
Valandil Anwamanë
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So have we searched the room to the south now?
GM Sapphire Fox
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no, but there is nothing in the room at all, the slime was guarding the exit out of the room, but you came in through the exit
Valandil Anwamanë
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"I suggest we check out the sound." suggests Valandil.
He certainly doesn't move to take the lead though.
GM Sapphire Fox
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The stone visage of a horrifying creature with several tentacles for
a face sits in the corner of this room. The creature appears to be
rearing back in preparation to strike.
This room once contained two statues depicting Torag
about to land a killing blow on a Darklands creature, but the
orcs destroyed Torag and left the monster. Fragments of the
statue of Torag lie strewn about the room.
This is the room after the pool fyi
Valandil Anwamanë
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"People don't. This is the work of orcs." states Valandil flatly.
"Does anyone see the thing that made that sound earlier?"
GM Sapphire Fox
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as you head down the hallway you come into a room that on the east end, with a passage above it going north, happens to have a deep hole, on the left side you have a passageway to the haunt area, and just to the right of the haunt passage is another passageway that leads north
Valandil Anwamanë
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Val directs one of his lights to do a fancy two=step into the hole to allow the group to see in better.
GM Sapphire Fox
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as periel looks down the hole, he sees nothing, it goes down beyond the distance of the the dancing lights can go, not used in this place, though it does seem like there might be some foul order coming from it.
nah Ashara I wouldn't do that too you, you'd just have to see what is in store for you at the end of this *smirks*
Valandil Anwamanë
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Valandil sends his lights two-stepping down the corridor to the left.
GM Sapphire Fox
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Burned wood, pottery fragments, and ancient dwarven utensils litter the floor. Carved maps of the surrounding area decorate the walls, though orcs have added their own grizzly markers to the stony cartography.
as you enter the room, give me a will save vs fear
Valandil Anwamanë
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Valandil grits his teeth as the supernatural fear washes over him
will: 1d20 + 2 ⇒ (14) + 2 = 16 - extra +4 if near Periel remember.
GM Sapphire Fox
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I moved you all into the room, please adjust yourselves as you see fit before something happens please otherwise will be treated as such
Valandil Anwamanë
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That looks good to me