**Agrees as well, however we do rest at the furthest room we can (the howling room) for 2 turns based on movement before continuing... I don't want to be suffering fatigue during any combat situations...**
*Alive alive alive^_^ Karnage is feeling a bit more pissed than usual due to his "weakness in battle", for only the powerless fall in battle while the strong prey apon the fallen... grrrr kill kill kill! **this has been brought to you by savages incorporated^_^** *
Karnage seems a bit more angry than usual, his blade quick to be turned apon an unknown sound... He also seems a bit restless...
The skeletons were carrying a variety of weapons like short swords, war hammers, and maces (weapons that deal 1d6 damage) and scraps of armor (pieces of chain, leather, a shield here and there) for the equivalent of AC 7.
**Assuming we made it out and back with no problems.... after resting in the room as mentioned we will proceed back to where we left off and continue from there. **
You travel east and turn south for 40' when you come to a two doors, one in the west wall and one in the east wall. Your torches show the corridor continues south for at least another 30'
Your elven expertise in locating hidden doors pays off. You find on the east wall a door that was cleverly made to look as if it were part of the wall.