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The mountain lions stay quiet as the group moves away, returning their attention to their cubs by the time the party is out of sight.
Making your way back up over the stairs and down the other side, you see a massive chamber filled with cobwebs and dust. A shallow pool twenty feet across lies in the middle of the room, with tall pillars to the east of it, each carved to look like a tall, beautiful, human woman. The ceiling is vaulted, and a crescent moon has been painted at the highest point, which is directly above the pool. Although the paint is chipped, it still retains a peculiar luster that reflects light with a glistening glow. The walls sport a few empty sconces, and you see an imposing set of bronze doors on the east wall. These double doors bear images of winged horses rearing majestically.
A hallway runs east along the southern wall, opening into another room. Another hallway goes east along the northern wall as well. It looks to dead-end after a short distance, but has several doors coming off it.
The pool of water has a very small stone lip surrounding it. The water itself looks to be pure and clear if not very deep.
There doesn't appear to be anything else particularly interesting about the room itself, there are no creatures in sight.
Knowledge Religion DC 15

Zeldin Tarr |

We cannot use religion untrained, right?
Zeldin chooses a small goblin and drags it close to the opening of the room with the lions and leaves it there. Turning back to move through that room and rejoin the others he notices the writing hiden on the wall.
Did you see that? he asks excitedly. There, on the wall in the horses legs... It looks like words in Elven. Like a proverb or a warning or something... It says, "The gray lies between the black and the white. The shadow lies between the dark and the light." Does anyone have a guess what that means? as he finishes he takes his rank on the steps decending to room with the water... And then remembers he should perhaps be a bit quieter.

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You need to be trained in any knowledge checks that are above DC 10. Also, I'm glad you remembered the writing, I was actually thinking I should remind you of it this morning just in case it was missed since you guys were passing from one room to another when it went up so you didn't really have a chance to mention it yet.

Buckwell Burrowholm |

Knowledge (religion) check: 1d20 + 6 ⇒ (11) + 6 = 17
Buckwell examines the pillars and the artwork in this room and declares "This area appears to have been dedicated Glarias, a daughter of Desna and Goddess of the moon. Up to about 20 years ago she was fairly popular in the region. Although her worship, which focused on aspects of secret lore and divination, has been on the wane since then."

Kathrine Kanne |

Kathrine looks up at the crescent moon painted into the vaulted ceiling above her as she takes in what Buckwell has to say about it.
"Dedicated to a Goddess, eh? I wonder..."
Kathrine steps further into the room and looks down into the pool of water, seeing her reflection in the clear water she reaches down with a gloved hand and dips her fingers into the water, hesitating for a moment to see if something will happen, and if nothing does, cupping her hand and raising it back up to her mouth, sipping at the water.

Karth Maheto |

Errigal looks on, impressed, as Karth calms the animals, "Good work Karth, are you good with all animals like that?"
"No," the half-orc replies tersely as he exits the room.
Never one for riddles, Karth shrugs at Zeldin's discovery. "I've never known a place being sacred to stop goblinoids from sacking it," Karth remarks, taking a few steps into the room and peering into the black-and-white shadows.
Perception
1d20 + 8 ⇒ (6) + 8 = 14

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Kathrine dips her hand into the water with no visible effect other than a ripple rolling out through the clear water. It tastes clean and fresh as if it were pure spring water, though there is no obvious source for water to enter the shallow pool and you would expect it to stagnate simply sitting here.
In case anyone hits Perception DC 20

Errigal |

Perception Check: 1d20 + 7 ⇒ (13) + 7 = 20
"Glarias you say? I haven't heard of her, though being the daughter of Desna sounds like a goddess to my liking."
Errigal pauses a moment, then tilts his head to the side, "Do you hear that? There's scratching from these doors."
Errigal points to the northern doors and then approaches them, listening intently.

Zeldin Tarr |

To Buckwell: Is this a temple? Do we need to make an offering or something? he asks, never taking his eyes from Kathrine.
As soon as Errigal speaks, he seems to forget Buckwell entirely.
Scratching!?! Zeldin does not know where to look in fear. His eyes dart from the doors to Kathrine and then back again.
This is the reason nothing settled near the water! he exclaims in a loud hissing whisper.

Errigal |

Errigal approaches the left door and checks to see if the door is locked.
If the door is locked, Errigal will make an extensive search of the room for anything hidden or unusual.
Perception Check: 1d20 + 7 ⇒ (9) + 7 = 16
If it isn't locked, Errigal will open the door, shield and whip held ready.

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The door is locked(both of them are for that matter) and the locks to be of quite good quality.
Doing a circuit of the large chamber to get a better idea of what is around, it looks like the large bronze double doors are locked as well, though their lock appears to be more ceremonial than anything.
The small room that opens up off the southern hallway has a few pieces of broken and aged furniture within it but nothing else. The door that opens to the south from there appears to be rather unique though. Rather than being wood like the rest of the doors in this chamber, it looks like it is made of a blue tinged steel and there is no obvious handle or lock on it.

Kathrine Kanne |

Kathrine shrugs a bit as she tastes the fresh quality of the water, having been distracted with her little experiment she didn't notice the scratching sound until it was pointed out to her. Seeing that Kend-krid, Karth, and Errigal are moving over to check out the disturbance, Kathrine takes a brief look over the rest of the room, not honestly expecting to see anything the other, more perceptive, members of the party haven't already taken in, but just keeping a general lookout of the group and the room. Moving closer to Zeldin's side she whispers softly, perceiving a bit of edge to his voice, "Are you alright Zeldin? You seem a bit on edge since the battle?"

Kend-Krid |

Kend remarks, "Well, no use worrying about what's in there if we can't get in and it can't get out. I doubt there is anything this shallow in the Delve that is worth extra trouble. Let's take a look around the room down to the south." Kend starts casually making his way down to the chamber in the south east.

Errigal |

Errigal watches Kend-Krid move off towards the southern end of the large chamber, then gets a determined look on his face and says,"Worth it or not, I'd like to practice my skills. I'll be there in a minute after I try picking this lock."
Errigal slings his shield onto his back and hooks his whip on his belt, then pulls out a finely crafted set of tools and sets to work on the westernmost of the two northern doors.
Disable Device Check:1d20 + 5 ⇒ (14) + 5 = 19

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As kend makes his way down to the southern chamber, the ruined furniture doesn't appear to be any more valuable from up close, nor do you see any method of opening the steel door in the southern wall. The northern door however doesn't look to have any lock on it at all.
Errigal, working at the lock for a few seconds you are unable to make any headway on the lock at all. You might be able to get it if you get very lucky or really took your time at it, but guessing you would put it as just barely within your skill.
Also, I am not moving to specifically around the map while you are just exploring rooms like this out of combat since you can move pretty freely. If combat springs up or something happens that would require knowing where you are I will generally go off the last position you had been listed as being. It helps if you keep me appraised if you wouldn't be staying at the entrance of the room, even if that is just 'I walk the perimeter of the room' so I could randomly determine where you would be.

Kathrine Kanne |

Kathrine smiles as she follows Zeldin over to the pool.
"It tastes fresh, clean, which makes me wonder about what Karth said all the more. There's no apparent reason the goblins and orcs wouldn't have used this room. Especially considering the quality of the water. But since that isn't a concern now, I would suggest making our camp for the night near here."
Looking back up to take a quick survey of the room, Kathrine spots Errigal fiddling with the door lock and decides to sit down near the edge of the pool for a minute and pull her chain shirt slightly out of position to look over the extent of the damage to it.

Karth Maheto |

Being no more skilled with locks than the average man, Karth follows Kend-Krid silently. The curious steel door gets his attention and he examines it and the area immediately surrounding it closely, wondering if it has a hidden trigger on this side.
Perception
1d20 + 8 ⇒ (9) + 8 = 17
Hearing Kathrine's camping suggestion, he gives a grunt and faces back to the water room. "If most of these doors are locked, perhaps this is the territory of a larger intelligent group. I'm not sure I wish to sleep in a room to which someone I don't know might have the key."

Errigal |

Errigal grimaces a bit at failing to pick the lock, but then notices Katherine adjusting her armor and sets back to work on the lock to keep himself from staring.
Errigal will take 20 trying to pick the lock unless he is interrupted during the process by something urgent he should help with.

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The water doesn't appear to be more than perhaps a foot deep.
Focusing on the lock, rather than the other fighter, Errigal puts all his effort into the work. It truly is a difficult task and the scratches become all the more insistent as his lockpicks do their job. Finally though, after several long minutes of effort the lock's catch gives with a click.
Edit: I have updated the map to reflect what I think everyone's current positions are. Nothing has jumped out just because the door came unlocked, but obviously there is something there so placement can be important when/if he opens the door.

Karth Maheto |

Could I get another link to the map? I've moved computers recently and somehow I lost my bookmark to it. I tried digging through the thread but I apparently managed to glance over it.
Karth wanders back in to the water room, not wanting to split the group up too much by checking the remaining door and wary of what Errigal might unleash. The strange door remains heavily on his mind, and he makes a mental note to keep in mind its position while exploring the rest of the dungeon, in case there is another entrance to whatever's on the other side.

Kend-Krid |

Kend approaches the plain door that doesn't appear to have a lock, but being cautious decides to just kneel outside the door and listen for a minute to see if he can hear anything on the other side before he decides to open it.
Perception
1d20 + 4 ⇒ (15) + 4 = 19

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Kend listens at the door, hearing nothing before pulling it open.
Inside the chamber is filled with wrecked wooden furniture, mostly chairs, tables, and bookshelves, old and rotten. A few rotted and useless books lie amid the wreckage but there isn't anything of obvious value, nor are there any clear exits or enemies within.

Kathrine Kanne |

After readjusting her chain shirt, Kathrine stands up and dips the butt end of her Fauchard into the pool, taking a measure of the water and not finding it too deep.
"I would say the pool is... about a foot deep."
Then, hearing the faint click of a metal lock, Kathrine looks up towards Errigal to see him kneeling in front of the door. Sliding her Fauchard over her shoulder, she walks over to Errigal with a wary stance to her legs.

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Since everyone else moved over there, I figured Buckwell would have joined too and I reflected that on the map. Neither side is going to get a surprise round so I am going to try rolling initiatives for you guys just so we can jump straight into things with your next post being your action.
As Errigal pulls open the wooden door, he reveals a small room beyond and the stench of rotting meat is strong in the air. There is no furniture in the room whatsoever but red tiles are set into the stone floor forming mystical runes in the shape of a circle.
From the doorway what looks to be a man whose flesh has begun to rot away lashes out with surprising speed from the doorway towards the group, the shape of a crescent moon branded into his forehead.
Knowledge Religion DC 12
Knowledge Religion DC 17
Undead 1d20 + 2 ⇒ (18) + 2 = 20
Buckwell 1d20 + 3 ⇒ (6) + 3 = 9
Kend 1d20 + 3 ⇒ (17) + 3 = 20
Errigal 1d20 + 2 ⇒ (15) + 2 = 17
Karth 1d20 + 4 ⇒ (11) + 4 = 15
Zeldin 1d20 + 7 ⇒ (11) + 7 = 18
Kathrine 1d20 + 5 ⇒ (11) + 5 = 16
So that puts our initiative order as:
Kend
Undead
Zeldin
Errigal
Kathrine
Karth
Buckwell
Kend, you are up first, followed by the enemy.

Zeldin Tarr |

I like having you roll the initiatives... This will save some time!
When it is Zeldin's turn...
Zeldin gags on the smell of the rotting man. Focusing, he draws another globe of electricity from the air and throws it at the abomination before him.
Electrical Charge: (Ranged Touch Attack)1d20 + 1 ⇒ (18) + 1 = 19; Damage 1d3 ⇒ 3

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The quick creature darts under the powerful swing of Kend's warhammer, snapping and biting at Errigal who still stands in the doorway.
1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (13) + 3 = 16
1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (10) + 3 = 13
1d6 + 1 ⇒ (5) + 1 = 6
Coming at the half-elf in a whirl of claws and teeth, Errigal is able to evade most of the assault, ducking back out of the way though he does take a deep slash of claws across his shoulder. For a moment he can feel his joints starting to stiffen, though something within him pushes the effect back and he's able to shake it off. Errigal, you take 5 points of damage. But go elf-blood!
Through the fray, Zeldin stretches out his hand, letting another bolt of energy streak out at the creature, causing its skin to sizzle and an unearthly groan to pass its lips.
Errigal, you're up with Karth next.
Errigal
Kathrine
Karth
Buckwell
Kend
Undead
Zeldin

Errigal |

Pressured by the speed of the assault, Errigal is caught off balance. He grits his teeth at the flash of pain inflicted from the claw of the creature and tries to return the favor with his armor spikes.
Armor Spikes Attack:1d20 + 5 ⇒ (15) + 5 = 20
Damage:1d6 + 4 ⇒ (5) + 4 = 9
After attacking he will take a 5' step to square BA28, hoping to draw the creature out of its' room - assuming it lives.

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Slamming his shoulder back into the creature when it rakes him, Errigal buries the spikes of his armor deep into its flesh, clumps of coagulated blood falling from the wounds to the stone floor as the fighter drops back a step away from the beast that reels from the impact.
Ack, my initiative was correct above, but I said it was Karth who was up next. It was actually Kathrine, then Karth.
Kathrine
Karth
Buckwell
Kend
Undead
Zeldin
Errigal

Karth Maheto |

Giving my action out of order for speed's sake. If Kathrine obscures the shot, he'll just switch to melee and ready an action to attack if the undead gets close enough.
Karth, realizing that the melee will likely be joined momentarily, takes a quick shot with his bow before dropping it against the wall behind him and drawing his greatsword.
Attack (includes point blank shot, but I don't know if the monster is considered 'in melee' after Errigal's move. -4 if he is).
1d20 + 6 ⇒ (4) + 6 = 10
Damage
1d8 + 1 ⇒ (8) + 1 = 9
If I recall correctly, standard to attack, free to drop, move to draw. Correct me if I'm wrong!

Kathrine Kanne |

Caught out by the sudden rush of the monster that leaps through the door, Kathrine is slightly slower than Errigal to attack the blur of a creature and makes a split second choice to go for the creatures legs. With a grunt of effort Kathrine sweeps her Fauchard around from her shoulders and into a downward arc, trying to connect solidly with the pale thing and drop it to the floor.
Kathrine will attempt to trip the creature.
Trip:1d20 + 6 ⇒ (16) + 6 = 22