Xanrym is amazed at the power of the belt even if it's not useful to him. He definitely does not want to commit to getting close to the monsters, like Avery and Khessado, and he happily hands the belt over to Avery. He comments that he's glad that he took a moment to poke around the mausoleum, "and if we have to walk back through there, I guess I should poke around one of the other corners!"
Four doors line the western side, and one more door sits on the eastern side, at the end of the hallway.
Xanrym agrees with Coriana'splan to check each door (room?) on the west side of the hall from south-to-north before trying the other door at the northeast end of the hallway.
Since The Company currently has nothing chasing them, Xanrym insists on taking the time to check each door for traps before he moves out of the way for Khessa to open it. (Assuming that nothing attacks them, if the second room is as small as the first, Xanrym will let the others search it while he checks the remaining three doors.) If any of the doors are trapped or locked, he'd be happy to try disarming the trap or picking the lock.
Other than magical items, Xanrym is most interested in finding anything with writing: books, scrolls, letters, etc. After fighting ghouls and wights and especially the naga's necromancer, Garath Primo, Xanrym is not a fan of necromancy! But the Necromancer who lived in this so-called Spike was apparently a powerful wizard, and Xanrym hopes that they collected other arcane knowledge here: perhaps they will find tomes that describe the strange denizens of the Great Grotto, for example, or a written history of the Drow. That kind of information would be a rare find and an invaluable addition to his own library!
Khessa's detection does not reveal anything you didn't already know was magic, and you methodically open each room on the west side going north. The two in the middle reveal similar rooms to the southern door, except one stores antiques and spent magic items, while the other has preserved body parts of rare beasts. The final room reveals at first just cobwebbed niches and pedestals displaying dusty skulls and bones of humanoid creatures.
Then suddenly, the doorway makes a sound as if the door is opening, and the translucent shade of a gaunt drow male shambles in, clicking his black staff against the floor. As you watch, he removes his cloak and hangs it on the wall near the door, then abruptly cocks his head and looks upward, mouthing words silently and looking angry. He rushes out of the room, disappearing near the doorway. You see a real cloak still hangs near the door where the shade left it.
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Theldrin offers the belt to whoever would like it, then prepares himself for moving on to the next door.
Avery would like the belt
Xanrym is amazed at the power of the belt even if it's not useful to him. He definitely does not want to commit to getting close to the monsters, like Avery and Khessa do, and he happily hands the belt over to Avery. He comments that he's glad that he took a moment to poke around the mausoleum, "and if we have to walk back through there, I guess I should poke around one of the other corners!"
Xanrym agrees with Coriana's plan to check each door (room?) on the west side of the hall from south-to-north before trying the other door at the northeast end of the hallway.
Since The Company currently has nothing chasing them, Xanrym insists on taking the time to check each door for traps before he moves out of the way for Khessa to open it. (Assuming that nothing attacks them, if the second room is as small as the first, Xanrym will let the others search it while he checks the remaining three doors.) If any of the doors are trapped or locked, he'd be happy to try disarming the trap or picking the lock.
Other than magical items, Xanrym is most interested in finding anything with writing: books, scrolls, letters, etc. After fighting ghouls and wights and especially the naga's necromancer, Garath Primo, Xanrym is not a fan of necromancy! But the Necromancer who lived in this so-called Spike was apparently a powerful wizard, and Xanrym hopes that they collected other arcane knowledge here: perhaps they will find tomes that describe the strange denizens of the Great Grotto, for example, or a written history of the Drow. That kind of information would be a rare find and an invaluable addition to his own library!
Khessa's detection does not reveal anything you didn't already know was magic, and you methodically open each room on the west side going north. The two in the middle reveal similar rooms to the southern door, except one stores antiques and spent magic items, while the other has preserved body parts of rare beasts. The final room reveals at first just cobwebbed niches and pedestals displaying dusty skulls and bones of humanoid creatures.
Then suddenly, the doorway makes a sound as if the door is opening, and the translucent shade of a gaunt drow male shambles in, clicking his black staff against the floor. As you watch, he removes his cloak and hangs it on the wall near the door, then abruptly cocks his head and looks upward, mouthing words silently and looking angry. He rushes out of the room, disappearing near the doorway. You see a real cloak still hangs near the door where the shade left it.