That – that’s not quite right. The room – the whole room – moved. Up.
The doors to this oddity of rooms have to be forced open, and thankfully we have an Aakpesh to facilitate. Unfortunately, some poor soul’s finger was stuck in there. That, however, is not the worst part. The opened doors also reveal a number of skinless dogs, a room in disarray, and piles of, well, I’m not sure I want to know.
And upon closer examination (from the initial safety of my wards, and later up close), these are not dogs, but instead some sort of (not undead) marsupials. How strange. How … unfortunate.
We take a hallway which leads us to an area that the others are familiar with – I must have been in Night Vale at the time. We return and continue our exploration. We open another door, only to unfortunately be greeted by some orcish beings. After their fight, I investigate one. As it turns out, he is not dead but unconscious. I stabilize him – he presents no threat and perhaps we may be able to heal him more and obtain some useful information.
This room has a number of chests, most are smashed open. After some failed brute-force attempts on the one remaining intact chest, I take a look at it. It has a lock – 4 dials, in base 14. The symbols are from a language I recognize – Androffan. It seems to bee the same language from the strange moving room.
Unfortunately, there does not seem to be much time for investigation, as some vermin-like creatures attack us from another room.