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<blockquote data-quote="SelcSilverhand" data-source="post: 6204424" data-attributes="member: 30016"><p>Henrick cautiously pokes his head out of the cooler you have been sleeping in and looks around. Seeing nothing has changed during the night he leads you back into the corridors. His pathway leads you back towards where you first met him. He slows to a stop and points shakily at the ground. Barely above a whisper he says, <span style="color: #FFFF00">"Look! I told you. I told you I told you I told you. They take the dead. But <em>why</em>?"</span>. Looking down you can see the smears of gore where the creatures lay. The area has been disturbed with a number of footprints and drag marks but it is nearly impossible to tell which way they were moving. Henrick makes a sign to ward off evil, draws his sparking wand, and hurries off again. The lighting is poor in this section of corridor. You slow down while lights are lit and passed around to help find your way. To slow to a crawl as Henrick pauses frequently to listen whenever a steam pop hisses or rattles. The state of constant alert is difficult on your nerves in this strange place.</p><p>Finally you stop at a windowless door marked with a letter and two numbers. It creaks louder than you'd like when it opens. Peering inside you see a narrow staircase and a landing that winds its way downward into darkness. The walls inside are marked with dark stains. Looking closer you can see that some are words. <span style="color: #B22222">"A thousand eyes look"</span>. On the landing below is a larger stain where some poor soul breathed their last. The path leads downward and with some trepidation at what might await you continue forward. </p><p>The stairs end at another door. Through it you find yourself in another corridor. No mage lights illuminate this section and your only source of light is what you carry. Three large pipes take up most of the corridor marked with arrows going in opposite directions. There are some dark vents in the ceiling above the pipes. You pause to listen for signs of something noticing your presence but all seems quiet. Henrick holds up his hands to indicate he doesn't know where to go from here. Picking a direction you move forward once more. Here and there you see signs of the former life here. Wrenches and other tools lie scattered across the hallway. An open crate containing pipe fittings sits in a cubby. A (thankfully) empty workers boot stuck where its owner abandoned it. </p><p>You turn a corner and you lights illuminate a series of small office doors. They stand open save for the last where something blocks the opening. Moving closer your light illuminates a fat man's body lying half in and out of the room. He wears a Brelish uniform similar to Henrick's. As your light plays over him he feebly raises a hand to shield his eyes. <span style="color: #800080">"Helllppp... please..."</span>. The man looks to be pinned by a collapsed shelf inside the office space. <span style="color: #FFFF00">"Orlef? Is that you? What happened?"</span> Henrick says, looking at the fat man in confusion.</p><p></p><p>Midian</p><p>[SBLOCK]</p><p>The man looks quite ill, and it may be the poor light and the way the shadow plays over him, but you thought something moved under his overshirt. (Perception result was 33 vs DC27).</p><p>[/SBLOCK]</p><p></p><p>Know. Arcana or Use Magic Device DC25</p><p>[SBLOCK]</p><p>You've seen Henrick's wand enough times now to recognize that it may be dangerous. There is a chance that should he use it the charges may go off all at once rather than one at a time. He will likely not part with his only weapon, but it may be best to tell him to stay back in battle. </p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 6204424, member: 30016"] Henrick cautiously pokes his head out of the cooler you have been sleeping in and looks around. Seeing nothing has changed during the night he leads you back into the corridors. His pathway leads you back towards where you first met him. He slows to a stop and points shakily at the ground. Barely above a whisper he says, [COLOR="#FFFF00"]"Look! I told you. I told you I told you I told you. They take the dead. But [i]why[/i]?"[/COLOR]. Looking down you can see the smears of gore where the creatures lay. The area has been disturbed with a number of footprints and drag marks but it is nearly impossible to tell which way they were moving. Henrick makes a sign to ward off evil, draws his sparking wand, and hurries off again. The lighting is poor in this section of corridor. You slow down while lights are lit and passed around to help find your way. To slow to a crawl as Henrick pauses frequently to listen whenever a steam pop hisses or rattles. The state of constant alert is difficult on your nerves in this strange place. Finally you stop at a windowless door marked with a letter and two numbers. It creaks louder than you'd like when it opens. Peering inside you see a narrow staircase and a landing that winds its way downward into darkness. The walls inside are marked with dark stains. Looking closer you can see that some are words. [COLOR="#B22222"]"A thousand eyes look"[/COLOR]. On the landing below is a larger stain where some poor soul breathed their last. The path leads downward and with some trepidation at what might await you continue forward. The stairs end at another door. Through it you find yourself in another corridor. No mage lights illuminate this section and your only source of light is what you carry. Three large pipes take up most of the corridor marked with arrows going in opposite directions. There are some dark vents in the ceiling above the pipes. You pause to listen for signs of something noticing your presence but all seems quiet. Henrick holds up his hands to indicate he doesn't know where to go from here. Picking a direction you move forward once more. Here and there you see signs of the former life here. Wrenches and other tools lie scattered across the hallway. An open crate containing pipe fittings sits in a cubby. A (thankfully) empty workers boot stuck where its owner abandoned it. You turn a corner and you lights illuminate a series of small office doors. They stand open save for the last where something blocks the opening. Moving closer your light illuminates a fat man's body lying half in and out of the room. He wears a Brelish uniform similar to Henrick's. As your light plays over him he feebly raises a hand to shield his eyes. [COLOR="#800080"]"Helllppp... please..."[/COLOR]. The man looks to be pinned by a collapsed shelf inside the office space. [COLOR="#FFFF00"]"Orlef? Is that you? What happened?"[/COLOR] Henrick says, looking at the fat man in confusion. Midian [SBLOCK] The man looks quite ill, and it may be the poor light and the way the shadow plays over him, but you thought something moved under his overshirt. (Perception result was 33 vs DC27). [/SBLOCK] Know. Arcana or Use Magic Device DC25 [SBLOCK] You've seen Henrick's wand enough times now to recognize that it may be dangerous. There is a chance that should he use it the charges may go off all at once rather than one at a time. He will likely not part with his only weapon, but it may be best to tell him to stay back in battle. [/SBLOCK] [/QUOTE]
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