Kass drifted smoothly through the obsidian; Aria meanwhile found herself phasing in and pushed back into the sunlight on her first try, grunting and feeling like she'd been punched all over. She kept flying forward to try again, and again she felt a bruising shunting, but not forward.<br/><br/>Both girls could see nothing on the material plane as they passed through the stone; it was like the ultimate claustrophobic feeling, literally being inside a wall.<br/><br/>When Kass came through, and Aria a moment later, they found a black chamber of dimensons befitting the doors; floor, ceiling and walls were all of the same smooth black stone, but lines of pure glowing light raced along the surfaces, illuminating all in an unnatural neon-like light. They mostly formed geometric lines, but occasionally broke into complex shapes of heiroglyphic runes.<br/><br/>The backside of the "door" stones had the same grooving and still no handles or mechanisms. Immediately beyond and to either side were recesses whose shape gave the suggestion that the stones were - somehow - meant to 'open' by sliding back and apart into those recesses, clearing the path Kass and Aria had had to phase through. The way the black floor underneath gave the same impression.<br/><br/>The chamber was just wide enough to accomodate such moving-aside, eight paces. The ceiling immediately above Kass and Aria was just high above for the door-stone to slide back and aside, and beyond that sloped up at the same angle of the pyramid's exterior, and soon flattening out at the same height as the chamber's width. The upper edges of he ceiling were ribbed somewhat, like a solid series of arches, which gave the vague visual impression of being inside a great ribcage, but may've been motivated by the more practical architectural purpose of supporting such a weight of stone as the rest of the pyramid above.<br/><br/>The chamber's depth was perhaps twice its height, with pairs of similarly massive block-doors along either side wall - yet the back half the chamber was filled by possibly the largest single creature or effigy thereof that Aria had ever seen.<br/><br/>Aria imagined the last scorprion she'd crushed under a boot - and, as if in some cosmic justice, she now beheld a scorpion so large it could've done the same to her. Its hide, chitinous armor-like plates of infernal burnt orange, gleamed dully in the unnatural light. Cabin-crushing claws jutted high, and a wicked tail loomed higher still - but mercifully, the creature seemed utterly and completely still. So much so that the more magically astute Kass would suspect some suspended-animation type magic holding the creature in timeless thrall.<br/><br/>More animate were the room's other occupants. Two more white-robed mindflayers stood just before the creature, one holding a barbed-bladed spear and the other a crystalline egg, and they seemed to be gesturing to it with their spindly free hands and even their tentacles. They gesticulated as if speaking, yet no sound could be heard. Their audience, such as it was, consisted of a scorpion-facing semicircle of four man-like creatures wearing chain shirts and copious lengths of actual chains - chain devils, Kass would recognize from lore, infernal creatures most feared for their ability to animate and attack with chains. Like many devils they sometimes sought to influence and corrupt certain mortals of influence - in their case, typically the tyrannical concepts of imprisonment and slavery, loving nothing more than to see mortals in shackles and chains of the body and the mind.<br/><br/>Several turned their heads to glare evilly at the adventurers, and began to snicker with sharp sounds like the rattling of heavy chains.<br/><br/><br/>Goblin's dead from the cacophonic blast. Poor bugger!<br/><br/>rolls for blinking:<br/>blink (http://www.d20srd.org/srd/spells/blink.htm)ers have a 50% chance to phase in for each 5' of material passed through (and are then shunted to the nearest open space and take 1d6 dmg / 5' feet; so you continue through if you were more than 1/2 way through and go back if less than 1/2way, assuming no closer open space to the sides/above/below)<br/>format: pairs of 1d2s; 2 = pass, turns out wall is 10' thick so rolling pairs, and then done once the first roll of the pair is a success. Pairs of pairs for Kass/Aria<br/><br/>Kass: pass pass on first<br/>Aria: fail on first, pass fail on 2nd (so takes 1d6 and is shunted back, then tries again and takes 1d6 and is shunted forward)<br/><br/>S - scorpion; Kass recoginzes a Temporal Stasis (http://www.d20srd.org/srd/spells/temporalStasis.htm) spell or similar effect<br/>D - four [img=http://images.wikia.com/forgottenrealms/images/f/f2/Chaindevil.jpg]http://Chain Devils[/img]<br/>M - two more [img=http://www.causticsodapodcast.com/wp-content/uploads/2010/08/mindflayer.jpg]http://Mindflayers[/img]<br/><br/>Aria init 25<br/>Kass init 21<br/>illithids/devils init 11<br/>(Aria'll let Kass go first if she wants. Either way Aria's first turn will probably be a thrown weapon full attack.)<br/><br/>Most of the chamber has height 40'. The southmost two 'rows' have height 20', the same height as the 'doors', and north of that the ceiling slopes up from 20' to 40'.<br/><br/><span class="bbc_font" style="font-family: courier;"><br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>S S S S S S S S<br/>. M . . . . M . <br/>. . D . . D . . <br/>. . . D D . . . <br/>. . . . . . . . <br/>. . . . . . . .<br/>. . . . . . . . <br/>. . . . . . . .<br/>. . . A K . . .</span>