Author Topic: Rescue at Rivenroar (Game Thread Continued)  (Read 200869 times)

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #420 on: June 10, 2015, 08:18:09 AM »
The dire blast misses the shifting form of the undead.

The acid on Shandien where the jelly first hit him is burning through his armor and onto his skin. Ignoring the pain and realizing he is in a very dangerous position on the ground continues to fight. Whipping his sword around in an circle, lightning trails and reaches out from the blade then bursts forth from one of the specters and archs to each of the enemies.

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The jellies respond by reaching out with their formed pseudopods slamming those nearby.

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Tapestry Chamber Fight Round 3 Begins!

Map of the Tapestry Chamber

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Status
--->Galadren @ C3 | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Thespias @ F5 | Hit Points = 23/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond : Prone
--->Dunor @ C8 | Hit Points = 25/36 | Heal Surge = 8/8 | AP = 1 |  DMI = 1 | Misc : | Cond : ; -2 to Defenses; Prone; On-going Acid Damage 5 (save ends)
Chilling Spectre@ D7 | Hit Points = Down 24 | Misc : Chilling Aura (Enemies that start their turn in the aura are -2 to all defenses); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant; Spectral Barrage used Round 2 | Cond : Bloodied
Maddening Spectre@ E7 | Hit Points = Down 20 | Misc : Maddening Aura (Enemies that start their turn in the aura are dazed); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Biting Swarm (-2 to attack rolls UEoNT Galadren); Bloodied
Angry Mote of Light @ F9 | Hit Points = Down 18 | Misc : | Cond : Dead
Wisp Wraith@ F9 | Hit Points = Down 3 | Misc : Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Tanthalus @ F8 | Hit Points = 22/37 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond : Dazed (Can only take a move, minor, or standard action); Prone; On-going Acid Damage 5 (save ends)
Tulugaq @ E6 | Hit Points = 28/35 | Heal Surge = 10/10 | AP = 1 |  DMI = 1 | Misc : | Cond : ; Dazed (Can only take a move, minor, or standard action USoNT); Prone; -2 to Defenses)
Shandien @ D8 | Hit Points = 7/34 | Heal Surge = 9/9 | AP = 0 |  DMI = 1 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond : ; Dazed (Can only take a move, minor, or standard action); -2 to all Defenses;  Ongoing Acid Damage (5, Save Ends); Prone; Bloodied
Orche Jelly @ B9-C10 | Hit Points = Down 69 | Misc : | Cond : Split
Split Orche Jelly @ G7-H8 | Hit Points = Down 4 | Misc : | Cond : Split
Wisdom has two parts; having a lot to say, and not saying it.

Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #421 on: June 10, 2015, 09:16:35 AM »
Now that his target has revealed itself, Galadren's eyes narrow at the sight of the monster. 
Undead.  He hated undead, particularly the incorporeal kind.
Always so damned annoying!

Taking careful aim at the center of the spectre's mass, Galadren fires another arrow into the creature, hoping it will lose its ability to manifest in this world soon.
In a magical blur, he reloads and fires another arrow at the two spectres.

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #422 on: June 10, 2015, 09:50:05 PM »
Both missiles find their eventual marks. The Spectre dissipates in an angry blur and the jelly loses form and collapses into a puddle of goo.

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Tapestry Chamber Fight Round 3!

Map of the Tapestry Chamber

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Status
Galadren @ C3 | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 0 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Thespias @ F5 | Hit Points = 23/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond : Prone
--->Dunor @ C8 | Hit Points = 25/36 | Heal Surge = 8/8 | AP = 1 |  DMI = 1 | Misc : | Cond : ; -2 to Defenses; Prone; On-going Acid Damage 5 (save ends)
Chilling Spectre@ D7 | Hit Points = Down 24 | Misc : Chilling Aura (Enemies that start their turn in the aura are -2 to all defenses); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant; Spectral Barrage used Round 2 | Cond : Bloodied
Maddening Spectre@ E7 | Hit Points = Down 42 | Misc : Maddening Aura (Enemies that start their turn in the aura are dazed); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Angry Mote of Light @ F9 | Hit Points = Down 18 | Misc : | Cond : Dead
Wisp Wraith@ F9 | Hit Points = Down 3 | Misc : Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Tanthalus @ F8 | Hit Points = 22/37 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond : Dazed (Can only take a move, minor, or standard action); Prone; On-going Acid Damage 5 (save ends)
Tulugaq @ E6 | Hit Points = 28/35 | Heal Surge = 10/10 | AP = 1 |  DMI = 1 | Misc : | Cond : ; Dazed (Can only take a move, minor, or standard action USoNT); Prone; -2 to Defenses)
Shandien @ D8 | Hit Points = 7/34 | Heal Surge = 9/9 | AP = 0 |  DMI = 1 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond : ; Dazed (Can only take a move, minor, or standard action); -2 to all Defenses;  Ongoing Acid Damage (5, Save Ends); Prone; Bloodied
Orche Jelly @ B9-C10 | Hit Points = Down 79 | Misc : | Cond : SplitDead
Split Orche Jelly @ G7-H8 | Hit Points = Down 4 | Misc : | Cond : Split
Wisdom has two parts; having a lot to say, and not saying it.

Offline VennDygrem

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #423 on: June 10, 2015, 11:12:22 PM »
Dunor gets back up, attempting to shake off the caustic slime to no avail. The searing burn of it causes his swing at the spectre to go wide from the distraction, and he curses at the futility of it all.

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #424 on: June 11, 2015, 08:28:23 AM »
Dunor's blade narrowly misses the shadowy being.

Tapestry Chamber Fight Round 3!

Map of the Tapestry Chamber

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Status
Galadren @ C3 | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 0 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Thespias @ F5 | Hit Points = 23/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond : Prone
Dunor @ C8 | Hit Points = 20/36 | Heal Surge = 8/8 | AP = 1 |  DMI = 1 | Misc : | Cond : -2 to Defenses; On-going Acid Damage 5 (save ends)
Chilling Spectre@ D7 | Hit Points = Down 24 | Misc : Chilling Aura (Enemies that start their turn in the aura are -2 to all defenses); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant; Spectral Barrage used Round 2 | Cond : Bloodied
Maddening Spectre@ E7 | Hit Points = Down 42 | Misc : Maddening Aura (Enemies that start their turn in the aura are dazed); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Angry Mote of Light @ F9 | Hit Points = Down 18 | Misc : | Cond : Dead
Wisp Wraith@ F9 | Hit Points = Down 3 | Misc : Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Tanthalus @ F8 | Hit Points = 22/37 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond : Prone; On-going Acid Damage 5 (save ends)
Tulugaq @ E6 | Hit Points = 28/35 | Heal Surge = 10/10 | AP = 1 |  DMI = 1 | Misc : | Cond : Prone; -2 to Defenses)
Shandien @ D8 | Hit Points = 7/34 | Heal Surge = 9/9 | AP = 0 |  DMI = 1 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond : -2 to all Defenses;  Ongoing Acid Damage (5, Save Ends); Prone; Bloodied
Orche Jelly @ B9-C10 | Hit Points = Down 79 | Misc : | Cond : SplitDead
Split Orche Jelly @ G7-H8 | Hit Points = Down 4 | Misc : | Cond : Split
Wisdom has two parts; having a lot to say, and not saying it.

Offline Shadowhunter

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #425 on: June 11, 2015, 08:33:24 AM »
Getting up on his feet, Theo stomps hard at the ground and backs of from the amorphous enemy.

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« Last Edit: June 11, 2015, 08:56:26 AM by Shadowhunter »

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #426 on: June 12, 2015, 08:08:52 AM »
Thunder ripples through the remaining half of the Jelly. It appears somewhat rattled, but is still moving.

The Chilling Specter suddenly vanishes from sight.

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Tapestry Chamber Fight Round 3!

Map of the Tapestry Chamber

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Status
Galadren @ C3 | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 0 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Thespias @ F5 | Hit Points = 23/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond :
Dunor @ C8 | Hit Points = 20/36 | Heal Surge = 8/8 | AP = 1 |  DMI = 1 | Misc : | Cond : -2 to Defenses; On-going Acid Damage 5 (save ends)
Chilling Specter @ __ | Hit Points = Down 24 | Misc : Chilling Aura (Enemies that start their turn in the aura are -2 to all defenses, turned off); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Invisible; Bloodied
Maddening Specter @ E7 | Hit Points = Down 42 | Misc : Maddening Aura (Enemies that start their turn in the aura are dazed); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Angry Mote of Light @ F9 | Hit Points = Down 18 | Misc : | Cond : Dead
Wisp Wraith@ F9 | Hit Points = Down 3 | Misc : Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
--->Tanthalus @ F8 | Hit Points = 22/37 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond : Prone; On-going Acid Damage 5 (save ends)
--->Tulugaq @ E6 | Hit Points = 28/35 | Heal Surge = 10/10 | AP = 1 |  DMI = 1 | Misc : | Cond : Prone
Shandien @ D8 | Hit Points = 7/34 | Heal Surge = 9/9 | AP = 0 |  DMI = 1 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond : Ongoing Acid Damage (5, Save Ends); Prone; Bloodied
Orche Jelly @ B9-C10 | Hit Points = Down 79 | Misc : | Cond : Split; Dead
Split Orche Jelly @ G7-H8 | Hit Points = Down 21 | Misc : | Cond : Split; Bloodied
Wisdom has two parts; having a lot to say, and not saying it.

Offline Nanshork

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #427 on: June 12, 2015, 10:41:13 AM »
Tanthalus moves away from the remaining Jelly, not wanting to get hit again.  He then focuses his powers of healing upon Shandien, not wanting his companion to fall.

Once this has been accomplished, Tanthalus focuses a beam of holy light from his holy symbol upon the remaining jelly. 

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #428 on: June 14, 2015, 12:41:47 PM »
The remaining jelly dissolves into a puddle of ichor.

"The Specter could not have gone far." Shandien calls and standing whips his sword in another arch to hopefully hit what is unseen. The trailing lightning erupts around an invisible form which then shrivels away into nothing.


Tapestry Chamber Fight Ends!!

Map of the Tapestry Chamber

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Status
Galadren @ C3 | Hit Points = 30/30 | Heal Surge = 7/7 | AP = 0 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Thespias @ F5 | Hit Points = 23/30 | Heal Surge = 7/7 | AP = 1 | DMI = 1 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond :
Dunor @ C8 | Hit Points = 20/36 | Heal Surge = 8/8 | AP = 1 |  DMI = 1 | Misc : | Cond : -2 to Defenses; On-going Acid Damage 5 (save ends)
Chilling Specter @ __[/b][/size] | Hit Points = Down 30 | Misc : Chilling Aura (Enemies that start their turn in the aura are -2 to all defenses, turned off); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Invisible; Dead
Maddening Specter @ E7 | Hit Points = Down 42 | Misc : Maddening Aura (Enemies that start their turn in the aura are dazed); Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Angry Mote of Light @ F9 | Hit Points = Down 18 | Misc : | Cond : Dead
Wisp Wraith@ F9 | Hit Points = Down 3 | Misc : Insubstantial; Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant | Cond : Dead
Tanthalus @ E7 | Hit Points = 22/37 | Heal Surge = 7/7 | AP = 1 |  DMI = 1 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond : Prone
--->Tulugaq @ E6 | Hit Points = 28/35 | Heal Surge = 10/10 | AP = 1 |  DMI = 1 | Misc : | Cond : Prone
Shandien @ D8 | Hit Points = 2/34 | Heal Surge = 9/9 | AP = 0 |  DMI = 1 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond : Lance of Faith (+2 to attack)Bloodied
Orche Jelly @ B9-C10 | Hit Points = Down 79 | Misc : | Cond : Split; Dead
Split Orche Jelly @ G7-H8 | Hit Points = Down 36 | Misc : | Cond : Split; Dead
« Last Edit: June 15, 2015, 08:06:00 AM by Melblen_Cairn »
Wisdom has two parts; having a lot to say, and not saying it.

Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #429 on: June 15, 2015, 03:26:32 PM »
Guess I stand up and dust myself off.

Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #430 on: June 18, 2015, 06:26:21 AM »
Galadren knew that he was fortunate he had been off to one side of the swirling melee that had just occurred.
But that still didn't keep the smirk off of his face at the sight of his companions bedraggled appearance, five minutes after they got back into this place, while he was untouched.

"Everyone alright?  I imagine we will need to take a breather after that."

Galadren followed his own advice, but while resting he continued to study the painting, trying to figure out why someone would place something like this down here (a depiction of the home of the people who were now interred here?), and where those undead and ooze had come from.  The undead were incorporeal, so that followed they just came through the walls from somewhere else - but what about the ooze?  Was there a crack it had flowed through?

After the rest, Galadren moves to the western door.

"Well?  Shall we see where this leads?"

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #431 on: June 18, 2015, 07:45:26 AM »
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While letting Tanthlus treat his injuries, Shandien says "Yes, I will be well soon." The acid burns are painful but the poultices applied by the cleric help sooth them quickly. Then taking his weapon back up he follows Galadren to the door.

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« Last Edit: June 18, 2015, 08:16:05 AM by Melblen_Cairn »
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Offline Nanshork

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #432 on: June 18, 2015, 02:10:14 PM »
As he tends to the wounds of his companions, Tanathalus shakes his head.  He is not sure of how much more of this place he can take, a den of evil such as this is significantly outside of his experience.

He then girds himself, wondering what horror they will face next.

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #433 on: June 19, 2015, 07:36:18 AM »
Opening the dimly outlined door in the light shed by the magical tapestry reveals a dark hallway beyond. Each member of the group falls in behind the next, similar thoughts going through their minds.

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Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #434 on: June 21, 2015, 03:47:34 PM »
Sunrod it is

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #435 on: June 23, 2015, 07:08:33 PM »
Galadren and Dunor move off down the hall, lit by a sunrod the elf struck up. Shandien follows along with Tanthlus with the group's spellcasters in tow. The hall bends sharply right up ahead and back to the right again. The artificial light then reveals a room lined with alcoves similar to other rooms in the crypt. Many skeletal remains lie here. Directly across the room is another hall the bends to the left and on the north wall is a pair of closed doors.

Map of Ruins
« Last Edit: June 23, 2015, 07:14:47 PM by Melblen_Cairn »
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Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #436 on: June 24, 2015, 03:29:19 AM »
"Should I just blast the skeletons now and get it over with?"

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #437 on: June 24, 2015, 06:09:24 PM »
Shandien turns toward Tulugaq, assessing if he was serious or not. "What if disturbing them in that manner triggers some protective magic that raises them from the dead to fight us?" he asks
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Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #438 on: June 25, 2015, 03:20:54 AM »
"Because it would be far more likely to enchant them to activate when we near them, or reach a certain point in the room."

Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #439 on: June 25, 2015, 06:05:30 AM »
"How about this - I'll go into the room, and if they start moving, you blast them while they're standing up Tulugaq?"

Galadren offers magnanimously, stepping cautiously into the crypt.  He moves to the first pile of bones, attempting to see if its an intact skeleton, and if so does it have weapons and armor close at hand?  If not, are the bones simply in a disordered pile or do they look like they've been laid to rest and positioned deliberately?  If nothing immediately attacks him, Galadren cautiously weaves his way through the room to the northern door.  Once there, he places his ear close to the stone and attempts to listen to the room on the other side.

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