| Jacquelin Serra |
Jacq shakes her head at the offer of the candle. "Best keep those tucked away until we get a spellslinger to identify them properly."
She resheathes her sword, readies her bow again, and resumes her position watching the party's rear.
| Niamhaiofe Cu |
Nee shrugs in frustration at Silvash’ answer, clearly unsatisfied. While waiting for Meepo to answer, Nee casts an eye over the fallen elves and their ancient resting places.
GM - do any of the bony elves have jewellery, weapons etc? Anything in their upright caskets?
| GM - Obermind |
"Go through passage, or through door" - Meepo replies - "Meepo does not know which way, never be in this part of tunnels"
@Nee - the skeletons have no jewelry. they carry old, rusted and pitted scimitars. their caskets hold nothing more than old rags, cobwebs and dust.
Lantern spent 110/360 minutes.
| GM - Obermind |
1d20 + 7 ⇒ (17) + 7 = 24
Silvash's keen eyes spot the footprints of three or four humanoid figures wearing boots that have passed through this area heading North. Mixed among them are many smaller tracks, too indistinct for him to identify their origin.
Lantern spent 112/360 minutes.
| Niamhaiofe Cu |
Nee shrugs. And nods.
”I’m with Jacq. Some here seem to think time is of the essence. And I’m just as keen to find the missing people. Dragon. Lost…beings. But the young humans have already been lost *for days*, and I’m convinced that if we rush around, we’re going to die through haste.”
Nee indicates the door.
”There’s a door there. That may soon be at our back. I want to know everything possible about this…complex. And if we can find more safe redoubts, or more resources, even though it might create more risks that could kill us just as well, then…well…I’d prefer that. ”
Turning to Silvash specifically, Nee continues.
”And taking a few moments to make a decision on our next steps is not, in the scheme of things, denying the young folk rescue. If anything, it serves us to survive to complete that rescue.”
| Silvash Auerial |
Silvash shrugs "You all seem to be in a big hurry. I'm just keeping us moving. You want to see what's behind door number 1? Ok." He then goes over and examines the door.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 +1 traps
Disable Device: 1d20 + 7 ⇒ (4) + 7 = 11 if needed
| GM - Obermind |
Silvash finds no traps on the door - it seems to be unlocked, but stuck.
Lantern spent 117/360 minutes.
| GM - Obermind |
With some elbow grease, Silvash manages to force the door open — it groans and creaks loudly in protest, the sound echoing down the stone corridors.
The chamber beyond lies empty and lightless, home only to rat droppings, crumbled flagstone, and nameless dark stains sunk into the floor.
1d6 ⇒ 2
More concerning, though, is the sound from the northern passage: faint chittering, skittering, as if something has stirred at the racket — and is now on the move.
Actions?!
| Temerith Faurian |
Temerith hears the sounds, probably rats? And readies his bow for when he sees them.
Ready attack with Shortbow: 1d20 + 4 ⇒ (14) + 4 = 181d4 ⇒ 2
| Lanliss Endarro |
Lanliss sees Temerith nock an arrow, and he thinks that's a pretty good idea.
Ready an attack for something obviously hostile coming toward the party.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 ⇒ 7
| GM - Obermind |
Definitely rodents, but maybe something else, something bigger...
Jacq's assessment is confirmed as a louder screech is heard, followed by several others in quick succession.
Suddenly, everything is silent again - the skittering and chittering completely stopped.
| Temerith Faurian |
Knowledge-Nature, about rats....: 1d20 + 7 ⇒ (2) + 7 = 9 Doesn't actually know much!
Temerith watches and waits, confused. "What could make a bunch of rats just go silent?"
| GM - Obermind |
Temerith's best guess is that a predator can make prey fall silent, when it approaches. Apart from that, he is unsure...