Armando manages to get his lantern lit barely a moment after the encroaching sand completely seals the company underground and shuts off the red light of the outside world. The hull of the wrecked skiff is entirely buried under tons of sand, and our heroes find themselves in a cooler, far quieter place. It is a terrific relief, and everyone takes a moment to slake their parched throats and recuperate.
Ulric, grumbling in his beard, has his own trusty lantern lit shortly after, so that the company are then comfortably able to ascertain that this place seems to be a long dis-used catacomb. It smells old.
Josiane administers The Supplication of Medicant Requite over Dieter and his hurts, and he privately (and reluctantly) has to admit that her ministrations do indeed assist him. He is somewhat refreshed for her aid.
As far as orientation goes: with all the tumbling about inside the skiff hull, sliding down ravines, and fleeing blindly from sand slides it is impossible to say with any authority which way the two passages are heading. Everyone has a general feeling that both the parrallel passages lead more or less in the direction of the nearest fortress (which was still, maybe a half- or quarter-mile off).
It seems a moot point in any case, as there is no other way to open...
Dungeon exploration turn one is spent organising light, administering aid, and getting your general bearings.
Josiane's aid will cause Dieter to recover 1d6=4; so 5 hit points.
Dieter (F5) hp 22 12 14 4 9
What plans for turn two?
[f=32]
Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak,
lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges;
torch[/f]