Morcant Gunnar pursues the sound echoing out of the darkness and follows Ptolmek through the dark archway. He cautiously takes in the new room's accoutrements, all the while mindful of Blackbird's position as shield wall between himself and the unknown darkness.
Morcant attempts to detect anything of interest with his skill of Perception.
9 = Perception(1) + Wisdom(8)
(OOC: Successful Action Morcant, please add 0:05 min to Perception Skill and to your Wisdom Ability Focus Times.)
As his eyes take in the shadows of shadows, Morcants perception of these objects bends reality away from the fearful unknown. Taking into consideration the depth the party has penetrated into the vault, and the lore surrounging Kas the Betrayer, Morcant begins to perceive his surroundings with new clarity.
Spotted along the walls are deep leather chairs and benches for sitting. Small tables are within easy reach so goblets of fine wine might be set down and grasped once again with ease. A tapestry of a Goddess of Law hangs from the west wall. Another tapestry has fallen off the opposite wall into a bundle on the floor.
Piker Silentall lightly steps through the archway and borrows a helping of bravery form the passing warriors. Just enough to give him the courage to step aside Morcant and peer into the room.
(OOC: Successful Action Piker, lowlight vision is a trait of your people, and has come in handy in this room. Also - please add 0:05 min to Perception Skill and to your Wisdom Ability Focus Times. Perception is not a listed skill you've focused on in life, until beginning this adventure, but it is a skill you may begin to pursue if you choose. Add the skill to your Character Sheet at this time. You may fail these Perception Actions for some time until you reach a minimum of Skill Rank 1.)
Years of entertaining on rickety platforms, gypsy wagons, and tavern stages have honed Piker's lowlight vision - enabling him to examine new surroundings quickly. Knowing where to step on a wooden planked stage, and where one might fall through a rotten bore worm hole is more useful than most would think.
Blackbird cautiously enters the darkened room. Unsure if the source of the loud noise came from within, or deeper in this cavernous vault.
He let one hand slide along the smooth granite wall as he entered the room taking several large steps into the darkness. As his eyes adjusted to the lack of light he did less groping, and could begin to see outlines of objects against the walls and placed throughout the room.
(OOC: Unsuccessful Action Blackbird, please add 0:15 min to Perception Skill and to your Wisdom Ability Focus Times. Perception is not a listed skill you've focused on in life, until beginning this adventure, but it is a skill you may begin to pursue if you choose. Add the skill to your Character Sheet at this time. You may fail these Perception Actions for some time until you reach a minimum of Skill Rank 1.)
Blackbird is unable to make sense of one object from another, and begins to stumble in the darkness. His last shuffling step tangles around the edge of what Blackbird discovers to be a large leather chair with heavy wooden legs and solid metal grasps adorning the arms of the chair. The upper corner of his left eye strikes the newly revealed armchair as his body sails downward to finally come to rest on the floor.
(OOC: Blackbird, you've suffered 1 HP of damage from your fall. A swollen bruise has started to form over your left eye. It does not impact your vision - but it stings at the slightest touch, and won't aid in wooing maidens.)
Talking among themselves, the adventuring party determines from their combined revelations that this is some Inner Sanctum once belonging to Kas the Betrayer himself! When ornamenting the ideal space for passing time, relaxation, planning, and private entertaining - the master of this hall certainly took care in this space. The Inner Sanctum is clearly a place only the most trusted visitors, dignitaries, and emissaries ever breached.