The Open Area
Kaspar and Castille come out into a area with a high ceiling. It is kind of like a giant coin slot. There is perhaps 20 feet ahead of you, and ten feet to your right. To your left the area slopes off into the darkness, forming a long, high passage. A crumbling buttress helps hold up the ceiling to your right. You estimate the ceiling's height to be just over 60 feet. (Kaspar has 60 foot darkvision, and Castille has 30 foot regular vision from the sunrod, and 30 more feet of low-light vision.)
Also to your right in the middle of the wall is a wooden door, slightly warped from years of humidity, but firmly in place. The door has an open eye slot and Kaspar can just narrowly make out a set of stairs going up beyond it.
Above the door, set some twenty five to thirty feet up, is a shadowy alcove.
To your left is a spalshing and burbling. Some thirty to forty feet down the sloping, high-ceilinged passageway is a ladder bolted into the wall that leads up to a feeder pipe, high in the ceiling. It apepars to be ceramic, much like the pipe that you started out in.
You can easily see splatters of blood on the wall. They lead down the passage, to the left.
You both get a feeling, like someone is watching you. Roll a Listen check, both of you, DC 20. (Feel free to use an action point, your supply was renewed.) Should Castille make it, have him roll a second d20 for...something.
(I just emailed you sketches in paintbrush of this room. Yes I know I misspelled 'crumbling'. Please post them when you get the chance.)
Also to your right in the middle of the wall is a wooden door, slightly warped from years of humidity, but firmly in place. The door has an open eye slot and Kaspar can just narrowly make out a set of stairs going up beyond it.
Above the door, set some twenty five to thirty feet up, is a shadowy alcove.
To your left is a spalshing and burbling. Some thirty to forty feet down the sloping, high-ceilinged passageway is a ladder bolted into the wall that leads up to a feeder pipe, high in the ceiling. It apepars to be ceramic, much like the pipe that you started out in.
You can easily see splatters of blood on the wall. They lead down the passage, to the left.
You both get a feeling, like someone is watching you. Roll a Listen check, both of you, DC 20. (Feel free to use an action point, your supply was renewed.) Should Castille make it, have him roll a second d20 for...something.
(I just emailed you sketches in paintbrush of this room. Yes I know I misspelled 'crumbling'. Please post them when you get the chance.)

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