Jdvn1 said:Dowlee wipes Flannad's spit off of her as best as she can, "... You're welcome... I think." She shakes her head and goes to Liracor, pulling out her own potion as she does, to bring the last unconscious party member conscious.
"Given how the current inhabitants have almost done for us, is this really the time for bravado? Would you give them the chance to improve on their previous attempts?"Legildur said:Flannad nods his head. "Yes, I'd be very concerned if it were gnomes or dwarves that held this place should we try and re-enter after leaving."
Whizbang Dustyboots said:...The unknown liquid should probably be hit with a detect magic, along with any other items in the room and anything we've picked up along the way (have we picked up anything along the way?)...
OOC: Done! There's only one, but I marked it on the map in post #603 above.Jdvn1 said:Mal, now that we have the U key, can you mark any such doors we've found?
Flannad listens carefully at each of the secret doors, but hears nothing from beyond any of them. There doesn't seem to be any way to lock the secret doors, but they could probably be jammed. (My suggestion...use the rapier of the dead skulk, and the two short swords Remen is carrying from the thugs in the alley). And, if Flannad wants to cannibalize the alchemy lab, he could probably set up something that would cause the breaking of glassware to alert the group if one of the doors was opened.Legildur said:Flannad listens at each secret door for sounds beyond. If the rickety cabinet (with glass) is still an object of interest, Flannad will take similar precautions as he did previously where they found the 'Z' key, and move it.
With the group deciding to stay, Flannad sees if he can find a way to jam or lock the secret doors so that there are no surprises. And to rig some trip wires connected to warning devices just in case.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.