OOC:
I'm going to start streamlining the exploration instead of asking you guys where you want to go and what you find. If what I do below is too much streamlining, please tell me. If it can be streamlined more, please tell me too.
Edgar takes his tools and finds a section of the panels on the floor that, if wedged right, would keep it from falling under your weights. As he does so, he manages to get the wedge in, but is unable to pull his tools back out. This might prove problematic in the future. As for now, the way is safe.
You find yourself in a long hallway. Examining everything, you find the following:
- Room 12 is mostly empty, with a door to the south. The blueprint shows it doesn't lead anywhere, but there is a door none-the-less. Perhaps it does something special, or it could be nothing.
- Room 13 is empty.
- Room 14 is a bedroom. Everything is torn up, but still usable. Odd to see such a thing for a wight, but perhaps it enjoys pretending it is still alive and "sleeping" on occasion. the blueprint reveals a room in the South West corner, but when you look there is just a flat wall. Perhaps a secret door, but how to open it?
- Room 15 is unknown unless you figure out the secret door.
- Room 16 has the sound of multiple creatures walking around inside. You hear growling, but don't know anything else unless you risk opening the door.
- Room 17 has another tapestry like the other. Potentially another cypher hidden within. It depicts a skeletal dragon leading an undead army. There is another door just like the one in room 12.
- Room 18 appears to be the way to the lower floor, just like the first floor had holes to jump down. Presumably the phrase Makasi used before would work again.
Does anyone do anything in any of these rooms? I would recommend not jumping down the hole in 18 until everyone agrees to.