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Bannock nods and makes ready to head down the new, secret passage.
Bannock concentrates on his mace, and a warm, glowing light suffuses it.
Bannock will cast 'light' on his mace. And then edit his post because Light is a dumb spell now. :/

Belzakk |

Unfortunately the light spell ends once you cast it again, so you can only have one going at a time. Might be a cool way to scale that spell by allowing more than one active at a time...
Belzakk waits for a couple of people to enter before him, as his bulk sometimes causes ladders to fail, then lowers himself down. As he touches down he says a few hissing words, and a small flame appears in his hand shedding light around him in a 10' radius. Produce Flame

Arturien Denaal |

"Don't know about the rest of you, but I'm thinking we need to make sure nothing down there is going to come up tonight to interrupt our beauty sleep. What you say, boys?"
Arturien descended to the others. And once he had caught up, he nodded and said, "Yes, I agree with Floren. I know I'd sleep better knowing there was nothing down here to kill us. And, who knows, maybe we'll find a way to make some money."
Arturien pulled out a torch and lit it in Belzakk's open hand. "Thank you Belzakk, very helpful."
"Tis'kaliss, please lead the way. And keep a sharp eye out for danger, would you?"

Tis'kaliss |

"Yes, Arturien." Tis'kaliss says as he leads the way down the passageway.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
"Do you really think we might find torture tools down there?"

Arturien Denaal |

"We can only hope. Some of those are worth a small fortune to the right people."

DM Torillan |

As you descend the stairs, it seems to go on for about 100 feet, then opens onto a large cavern. The ceiling of the cavern is about 20 feet high.
Looking down the length of the cavern, at the edge of your light towards your right, you can see a 10 foot wide opening roughly 8 feet above the floor of the cavern that leads into more darkness.
Straight ahead, the cavern ceiling slopes downward to appear only 10 feet high at the far end. A passage also is to your left, which seems to be constructed rather than natural.

Arturien Denaal |

Arturien checks the edge of the left passage, his torch lighting the way.

DM Torillan |

As you advance, you realize that the farther end of the cavern seems to be covered in an inky blackness that you cannot see through. However, a faint murmuring chant can be heard coming from the darkness. It sounds almost like Trade Tongue, but something doesn't seem quite right, almost as if it is a distinct language.
I'll allow an INT check to try to recognize language.
The hallway to your left goes for about 30 feet and opens into what looks like a large room. Midway down the hall are doorways on either side. The hall appears to be remarkably free of dust.

Floren Tordeksson |

Any chance to figure out how many voices are chanting? Like a dozen or 500?
Int check: 1d20 - 1 ⇒ (6) - 1 = 5
Floren glances down the hallway, then back to the blackness at the end of the cavern. He looks at the rest of his comrades, raises one finger, then points toward the dark area. He then raises two fingers, and points down the hallway.

Arturien Denaal |

Arturien strains his ears, but can't seem to make out what he's hearing exactly.
INT: 1d20 + 0 ⇒ (10) + 0 = 10
"I suppose it's possible that someone chanting alone in an abandoned tower could be friendly," Artie whispered to the others. "Still, let's be cautious, shall we? Tis'k, why don't you go take a closer look. But don't go too far."
Send in the rogue for some light scouting?

DM Torillan |

As you step into the inky blackness, it becomes so dark you cannot even see the end of your own snout. You can still hear, and the chanting, while still faint, becomes a bit louder. Step by step, you quietly make your way through utter black, until you emerge into a large cavern lit by two braziers on a raised dais at the oppostite end.
Kneeling in front of the dais is a hooded figure, rocking gently back and forth, chanting. You still cannot make out exactly what is being said.
Behind the altar are two tapestries with a symbol that you don't immediately recognize. There is also a statue of a man in southern robes, but the head has been encased in a iron cage.

Tis'kaliss |

Readying an action to throw the dagger if he makes any violent movements.

DM Torillan |

The darkness that had obscured your view suddenly disappates.
The cloaked figure on the dais rises, turns toward Tis'kaliss and smiles. Even in the faint torch light, you can see that he has a pale complexion.
He speaks loudly, in a language you at last recognize now....Darakhul!
Forms begin to emerge from the alcoves lining the new chamber. These new creatures, barely dressed in rags, turn toward you all, a hungry look in their eyes.
Initiative please!
Darakhul Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Ghoul Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Tis'kaliss |

"Not good!" Tis'kaliss shrieks. He draws his shortsword in his off-hand, throwing it at the ghoul nearest to him before retreating to behind Bannok.
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Dagger Throw: 1d20 + 5 ⇒ (20) + 5 = 25
Dagger Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Critical Damage: 1d4 ⇒ 4

Arturien Denaal |

"Well, they don't look friendly. Let's put them down, gentlemen."
Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
GM, it's generally better idea for you to roll our initiatives for us. It speeds things up immensely.

Belzakk |

I'm away on a business trip and ill, so please DMPC my character as needed.
Though with no post in over two weeks it doesn't look good for this game anyway.