acodispo wrote:Any preference? I'm leaning toward just opening some fresh doors rather than digging deeply into mysteries like the darkness across the hall.
That sounds good.
Aldbane the Cleric (Level 5 MV 6" AC 2/3 HD 4 HP 18) plate +1, shield+2, helm, silvered war hammer, sling, staff of healing
You proceed, and after suitable precautions at the door, open it onto a 30'wide x 40' deep room (the room's extension is all to the south). Two decorative pillars flank a statue on the south wall of a woman holding a torch in one hand and a key in the other. In front is an unstained white marble altar
Just before he gets to the altar, a 10' square of ground underneath his feet vanishes, and he falls 10' down into a pit, taking <1d6>=4 damage. As he hits the floor of the pit, a secret door slides open at the bottom of the pit and two skeletons with swords stride out and slash at him! One wounds him severely, and Maloof is close to death
MECHANICS
Falling damage <1d6>=4
Maloof is at 5/9 hit points
Skeleton1 @ Maloof, rolls 11 miss
Skeleton2 @ Maloof, rolls 18 hits for >1d6>=4 damage
Maloof is at 1/9 hit points