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Re: Delve the 11th

Posted: Mon Sep 06, 2021 4:04 pm
by mushgnome
Franklin follows Wiglaff. He agrees it is smart thinking, to explore as much as possible while we have the efreet's assistance. We can always circle back later to investigate the statue, throne, etc.

Re: Delve the 11th

Posted: Tue Sep 07, 2021 1:11 am
by kipper
As do Maloof and the Efreet.

Re: Delve the 11th

Posted: Tue Sep 07, 2021 4:25 pm
by Makofan
Same shape and size as the last room, with another 10' corridor opposite leading out to another chamber. There is a door in the north wall, east section. Along the south wall, same size as the archangel statue, is a bronze statue of a stern druid holding a platter with actual silver pieces heaped on it

Re: Delve the 11th

Posted: Wed Sep 08, 2021 3:08 pm
by kipper
It's mighty suspicious that those silver pieces are just sitting there, Maloof doesn't want to touch them.

Now there are two exits from this room... I'm starting to worry that we're beginning to stray a bit too far from the "big room".

What do you think? "Just one more room..." (Door or corridor)? Head back now?

Re: Delve the 11th

Posted: Wed Sep 08, 2021 3:21 pm
by merias
One more while we still have the Efreet? Aldbane listens at the door.

Re: Delve the 11th

Posted: Thu Sep 09, 2021 12:18 am
by Makofan
Nothing is heard at the north door.

The west corridor leads 10' to a final 20x40 room. There is a golden statue of a terrifying demon along the north wall of this room, same height as the previous two statues. There are no other features in the room

Re: Delve the 11th

Posted: Thu Sep 09, 2021 1:49 pm
by acodispo
That statues are a mystery for another time, I think. Let's open the door in the druid's room, and then probably scoot back to the central guardian room.

Re: Delve the 11th

Posted: Thu Sep 09, 2021 2:26 pm
by kipper
^ Agreed

Re: Delve the 11th

Posted: Thu Sep 09, 2021 3:20 pm
by mushgnome
Franklin is on board with this plan.

Re: Delve the 11th

Posted: Thu Sep 09, 2021 3:32 pm
by Makofan
The door opens onto a huge rooms with many pillars and exits. The floor of this room is littered with the shards of thousands of bits of broken crockery. There doesn't seem to be any way to walk across without the bits crunching under foot.

Mapping details to come later