Aria's eyes bulged when Rose pointed out that the 'ice' was probably a<em>creature</em>...<br/><br/>And thanks to that, she wasn't caught by flat-out surprise when it started to move - or perhaps more aptly, flow or pour, out at them.<br/><br/>"What the-!?"<br/><br/><br/>Aria init 28<br/>Ooze init 10<br/>(Aria's higher than Rose's max again, but giving Rose a chance to say anything else that might influence what Aria chooses to do, etc.)<br/><br/><br/>- = open hallway suqares<br/>~ = squares of treasure/ooze room, 10'x10'<br/>* = stairways leading up onto galley deck (they emerge right under the stairways which led from the galley to the aftcastle and forecastle; at the moment there are closed hatches, which can be open or closed again with move actions)<br/>M = mindflayer room squares<br/>X = position of mainmast column (in room where we phased down)<br/>1,2,3,4,5 = open doors and crew quarter rooms (we've poked in 1-3); there are matching-looking open doors into rooms on 'west' side as well<br/><br/><br/>The mindflayer's 10'x10' room is at the southeast corner of the rectangular hallway, next to the 'treasure room'. Along the northsouth corridors there are other open doorways into the smaller crew-quarter rooms, which are 10'x10' each. The hallways are 5' wide.<br/><br/>As usual you can pre-adjust Rose's current square, or switch her and Aria's, etc.<br/><br/>- - - - - 5<br/>-        -<br/>- *   *- 4<br/>-        -<br/>-   X   - 3<br/>-        -<br/>- *   *- 2<br/>-        -<br/>AR - - - 1<br/>~~  MM<br/>~~  MM<br/><br/><br/><br/><br/>