Zed
Rogue Chimp
Deciding here is as safe as any the group hunker down for the night. The door to the south, whilst it cannot be locked can be wedged shut with various pieces of debris.
A small fire is quickly started in the room, and soon the air is filled with a variety of smells as pieices of meat and cheeses are cooked and eaten.
The corridor to the east is rigged with a small trap, curtesy of Aceed and Bamoin and you are able to get a good nights rest with no interruptions.
CAligula burns off the remainder of his healing spells for the day healing the parties wounds.
[Clerics, Mages, Druid, Paladins - All regain spells. Kaers I know you wanted an update spell list - consider this the point to create one yourself ;-) PM and ill sort out your updated sheet as well over the next day or so.]
The morning - at least you think its morning, though you cannot be sure underground arives and you set to and ready yourself for the day ahead.
Aceed leads you out of the room, through the doorway to the south and back into the generator room. You follow the walkway round and head into the first southern corridor you find. After 10ft the passageway ends in a door. Listening at the door Aceed fails to pick up any sounds. Checking it over it also appears unlocked.
Actions?
A small fire is quickly started in the room, and soon the air is filled with a variety of smells as pieices of meat and cheeses are cooked and eaten.
The corridor to the east is rigged with a small trap, curtesy of Aceed and Bamoin and you are able to get a good nights rest with no interruptions.
CAligula burns off the remainder of his healing spells for the day healing the parties wounds.
[Clerics, Mages, Druid, Paladins - All regain spells. Kaers I know you wanted an update spell list - consider this the point to create one yourself ;-) PM and ill sort out your updated sheet as well over the next day or so.]
The morning - at least you think its morning, though you cannot be sure underground arives and you set to and ready yourself for the day ahead.
Aceed leads you out of the room, through the doorway to the south and back into the generator room. You follow the walkway round and head into the first southern corridor you find. After 10ft the passageway ends in a door. Listening at the door Aceed fails to pick up any sounds. Checking it over it also appears unlocked.
Actions?