This post has potentially manipulated dice roll results.
Stigr moves up to the first door to the left of the door indicated to be the stairs down, and does his trick with his imp again, popping it into being, invisible, on the other side of the door to look around. While it does so, he examines the mechanism to see what he can learn from it.
The imp sees...
In the middle of this 20-foot-high room is a limestone altar topped with a misshapen mound of gold that looks like it was poured on the altar in molten form and left there until it cooled and hardened.
Wall Carvings. Black mildew drips from lidless eyes and gaping mouths carved into the walls.
Assuming he hears a report of rhe interior of the mold room, Trin will suggest, "Let's see what's behind one of the other doors. How about that one?" he adds, pointing the one on the left (?_random).
Door A:
Clean. This 30-foot-high room is swept clean, with no trace of dust or debris.
Frescoes. The walls are carved with frescoes depicting horrific cyclopean cities of black stone submerged beneath raging seas.
A skull, sheathed in glass, appears to be levitating in the NW section of the clean room.
(Need a perception check from the imp here...)
Door B:
As soon as the imp appears in this room it begins to drown... I assume Stigr pulls it right back out, before it can take damage from being without air.
Stigr looks at the others as he shares his findings, "So what are your feelings on getting wet or fighting a massive gelly like creature? To be honest, I'm somewhat inclined to open the door to the stairs down and then the water door to let the water drain down there."
"As much as I love the water, and would not mind leaning my shell a bit. WE have no idea what might also be living in that water or how much water it is. For all we know that door leads to a portal to the plane of water and we might never get it shut again. I also vote for the stairs and following Glom's lead." Maximus says.
Just let me know what the group's decision is. It sounds like Max and Trin are for moving on through Glom's door. Stigr would like to check out one of the other doors. What about Samantha and Rurik?
Opening Glom's door... This room has partially caved in, but someone has bored tunnels through the collapsed sections, granting access to dungeon hallways west of here. The floor is covered with dust and debris, but the room contains nothing of interest.
A group of strangers are here though, wearing symbols Samantha recognizes at once... Samantha has not seen the symbol since her days hunting Black Earth cultists, but it is clearly the same one they used.
[Tooltip Not Found]
The Stonemelder's eyes alight on Samantha immediately. A crule smile flashes over her face as she grabs for her weapon. "Justice of the Black Earth will be done today..." She growls out as she advances.
Roll initiative. Stonemelder ... 3 Black Earth Priest ... 10 Black Earth Guard ... 9
Stigr moves to where he can see the one who spoke, starts to cast a more powerful spell, then hesitates and releases twin blasts of energy instead, moving out of the way of the others afterwards.
Stigr moves up to the first door to the left of the door indicated to be the stairs down, and does his trick with his imp again, popping it into being, invisible, on the other side of the door to look around. While it does so, he examines the mechanism to see what he can learn from it.
Investigation: 22
Imp perception: 21
Assuming he hears a report of rhe interior of the mold room, Trin will suggest, "Let's see what's behind one of the other doors. How about that one?" he adds, pointing the one on the left (?_random).
Maximus continues to make notes on his map as we investigate the different directions we can go.
(To save a little time)
Stigr will repeat the trick at each door to give the group an idea of what is behind it.
Stigr perception through the imps eyes: 23
Behind door A you would notice that the skull is not actually levitating, but is inside of a massive gelatinous cube.
Stigr looks at the others as he shares his findings, "So what are your feelings on getting wet or fighting a massive gelly like creature? To be honest, I'm somewhat inclined to open the door to the stairs down and then the water door to let the water drain down there."
"Stairs no right here..." Glom says, nodding to the door she had indicated. "Door leads more to stairs, but much walking do still."
"I vote for down." Trin nods in agreement.
"As much as I love the water, and would not mind leaning my shell a bit. WE have no idea what might also be living in that water or how much water it is. For all we know that door leads to a portal to the plane of water and we might never get it shut again. I also vote for the stairs and following Glom's lead." Maximus says.
Stigr frowns, “So no one wants to check either of the other doors?”
Just let me know what the group's decision is. It sounds like Max and Trin are for moving on through Glom's door. Stigr would like to check out one of the other doors. What about Samantha and Rurik?
Rurik contemplates the doors and then decided it’s best to just move down.
Opening Glom's door... This room has partially caved in, but someone has bored tunnels through the collapsed sections, granting access to dungeon hallways west of here. The floor is covered with dust and debris, but the room contains nothing of interest.
A group of strangers are here though, wearing symbols Samantha recognizes at once... Samantha has not seen the symbol since her days hunting Black Earth cultists, but it is clearly the same one they used.
[Tooltip Not Found]
The Stonemelder's eyes alight on Samantha immediately. A crule smile flashes over her face as she grabs for her weapon. "Justice of the Black Earth will be done today..." She growls out as she advances.
Roll initiative.
Stonemelder ... 3
Black Earth Priest ... 10
Black Earth Guard ... 9
If you go before them please post actions.
Map
There are 5 guards, 1 priest,a nd the stonemelder in the area...
Stigr initiative: 22
Stigr moves to where he can see the one who spoke, starts to cast a more powerful spell, then hesitates and releases twin blasts of energy instead, moving out of the way of the others afterwards.
Eldritch Blast
Attack: 20 Damage: 12
Attack: 19 Damage: 7
Ends turn on H7.
Maximus Init: 21