
Javi the Wasp |

Javi visibly relaxes when Nisk goes un-harrassed up the ladder. He looks over at Gorak ape, "You are just full of tricks, aren't you?"

DM - Voice of the Voiceless |

You traverse up the ladder in quick order. The figure makes a few more furtive attempts at disruption, but the form of the ladder withstands the spirit each time. Opening the trapdoor above, you climb through into a room much like the one you left. There is an inner circle with a stone floor, the trapdoor at it's center. Marking the outer rim of the eye in this chamber is a raised lip of stone. Outside of that the floor appears covered with a shallow layer of water. The roof is plain wood and does not bear a trapdoor in it.
Lining the outside walls are a series of torches set in sconces, only one of which is currently lit. The light in the chamber is shadowy and you cannot see any other creatures in your presence.
Close the trapdoor behind you or leave open?

Javi the Wasp |

As he climbs, Javi looks back down, "Should we bring that lens thing? Seems kind of handy."

Gorak "The Beast" |

"Bring the lens and the magic ladder."
Looking around at the pool.
"5 silver says we have to light the torches and water elementals will try and stop us."
If I can move within 60 feet of the lit torch I will cast detect magic on it. Then survey the water and generral room.

Torgus"The Brawling Bear"Voss |

"I take that bet, and don't worry Frakdar if there be water I can carry you on my back. Bwhahahaha." The Bear's Bellows echo down the hallway. Torgus will offer to carry the Ladder if they wish.
The Brawling Bear is ready for a ladder match hehe.

DM - Voice of the Voiceless |

Although you attempt to pull the covered ladder free from the floor below, it seems to be lodged remarkeably firmly in the ground and will not come. The eyeglass is easily carried above, though looking through it on the second floor gives you no special insight as to the state of the room.
The wall is roughly 30 feet from the raised edge of the inner circle, but Gorak's arcane sight gives him no useful information. The entire room is filled with a sense of swirling muted arcane signatures, making it difficult to distinguish one thread from another.
Looking around the room Cassadar cannot spot the exit from the room. The water surrounding you does seem to be something more than merely clear liquid, but exactly what you cannot easily ken. You watch for some time to see if you could spy elemental forms hidden within, but cannot. The depth of the pool seems to be less than a foot.
Trapdoor is still open at this point.

Javi the Wasp |

Javi nods, trying to prepare for... well, anything, really.

Javi the Wasp |

Knowledge: 80's Movie Lore (to identify the abilities and weaknesses of the Nothing) 1d20 + 1 + 10 ⇒ (15) + 1 + 10 = 26. <--- hefty circumstance bonus applied for being a child of the 80's.

Javi the Wasp |

Javi pulls off his rope-belt and offers it to Gorak before he gets too far out. "In case we need to pull you back in?"
How long is the belt?

Gorak "The Beast" |

Gorak-ape will run a few feet (approximateely 15) then make a leap onto the wall (he has a climb speed). If he fails the check he'll simply move the rest of the way and climb onto the wall. Probably using the sconce as a hold point.
Acrobatics 1d20 + 5 ⇒ (16) + 5 = 21
FINALLY A role above 5

Javi the Wasp |

Javi wraps the belt back up, "Guess not."
:D

DM - Voice of the Voiceless |

The simian solitaire leaps nimbly unto the wall and finds enough of a grip between the stones that make up the wall to take a stable hold upon it.
There is a decent enough ledge between roof and wall to give you a hold point.
When a 'normal' bloke can make it to the tippy tippy top of the KL twin towers I think you'd be able to hold on ok

DM - Voice of the Voiceless |

As Gorak-Kong pulls the torch from it's sconce you all hear a sigh rush through the room. A sweep of ripples roll out in the goo from the sconce where the lit torch once sat. The flame on the torch feels quite cold to you, and there is little heat emitting from the torch. Gorak-Kong moves around the wall to another torch and lights is.
As the torch is lit there is another sigh, and the water / goo begins to start undulating gently, ripples passing over it as though it were a sea being blown by a light breeze. The ripples lap at the raised circle, but are far from high enough to spill over the rim.
Keep lighting Gorak?

DM - Voice of the Voiceless |

Gorak-Kong dances along the wall to the next torch and lights it. As the third of six torches catches light, the water is agitated further. It begins to spill over the lip of the inner circle and laps near to the feet of those still within it. You could swear that the volume of the water has increased significantly since you entered the room.
Assuming Gorak moves to light number 4 - any reaction from the central crew?

Cassadar |
Cassadar was unbothered by the sight of the rising water, but knew that there had to be more to it than that. If they did not fear the water itself, then there had to be something in the water that they should be concerned about. However, just what it was he did not know. There were too many things that it could be.
Lacking any good ideas, he remained wary, waiting to see what happened once all the torches were lit.

DM - Voice of the Voiceless |

As Gorak-Kong lights the fourth torch, the water becomes more turbulent still - white caps forming on small waves as they flood the chamber. The water level rises higher and those within the circle are sunk up to their ankles. As of yet the fluid has formed no ill intent towards them, though retains its viscous properties.
As the fifth is lit, the fluid begins to roil and churn and visible limbs can be seen to form from it's surface. Those within the circle are wet to their knees... though no action is taken against them. Gorak finds his grip shaken as the chamber rumbles and solid limbs of water lunge at him, attempting to remove him from the wall.
Climb check and Reflex save please Gorak

DM - Voice of the Voiceless |

Climb check keeps you on the wall, Reflex fail opens you up to an attempted grapple from the water
Grapple: 1d20 + 11 ⇒ (19) + 11 = 30 -successfully grappled
Although Gorak is able to keep his grip on the wall, amorphous limbs from the water surge out and take grip upon his legs more quickly than he can react to. After contact is made the limbs grow more solid and they grip with great strength.
I'm not going to initiative, but you've each got a chance to react

Frakdar Stonefist |

And there would be the water monsters. Shall we take the fight to them?
Seeing the arms reaching up to grapple my companion, I move to the edge of the water and look to see if there is anything visible which I can attack - including the arms if they are close enough.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

DM - Voice of the Voiceless |

For clarity see above - the water level has risen and those within the circle are wet to their knees.
Wading through the resistance of the viscous fluid, Frakdar desperately seeks something to hit... though no clear figure presents itself.
Do you stay inside the central circle, or step outside?