You open door 5 of the West Wing. A 5'ft passage extends 20'ft turning to the right. Just like before, you lift up your lantern light to illuminate the passage and as you do so, you note that the shadows on the edge of the light in the passage seem to retreat from view. When viewed under a dimmed candlelight, you can see that the shadows have a humanoid form and behave as if replicating human movement; one waves a hand, one walks, another dances.
To add to your confusion: you can remember in the corridor outside of Room 68, some graffiti mentioned "I lost my shadow" and you have noted that Isvand or Gnimish have particularly animated shadows as a result of playing and losing at ghost poker with the spectre. Indeed Isvand's shadow tried to throttle him in the Bacchus Ale Pools.
The skeleton crew seem unconcerned by the dark or the strange shadows. Directed ahead they advance down the narrow passage to the corner and turn from view. Your lantern light illuminates them as they go and you see their thin skeletal shadows cast upon the walls but unlike those which 'reside' here, they are not somehow detached from their skeletal person-hood.
In the dead of night, with the dead, the character trio cross the threshold of crypt room 5 and walk up the short passage. Sven carries Arnaud's Everlit Candle, a magical illumination that radiates light in a small radius but enough to see in the narrow confines ahead. Shield up and spear ready, Orgoth is a step behind and Peaches carrying her lantern, a yard further. The pirates are out of sight but not sound. It becomes clear the passage spirals to the right within the confines of a 20'ft room, after turning to the right it then turns down and then to the left then up.
You can hear the footsteps ahead and see the edge of the thick mist which emanates from the undead pirates presence. A baleful light carried by one has a dull eerie glow, like a Will O' the Wisp enticing wary travellers to their doom. The passage has standard ill fitting flagstones to walk on, the walls and ceiling rough plasterwork and whitewashed. The cavorting shadows before and behind, elongated and strange but not animated to any physical threat unlike the actual Shadow creatures you defeated prior.
After a minute or so you are several corners into the small room.
actions and questions please and each provide a 'random' d20 with your post ...
The pirate skeletons proceed ahead with vigour, drawn inexorably down the claustrophobic passage, chasing shadows on the edge of their vision, spiralling through the continuing passages turns, ever inwards towards the rooms centre.
The trio of character adventurers follow hot on their heels, joined by a wolf familiar who turns invisible so as not to add his own freak shadow to the cast of witnesses that cavort on the walls of your trespass.
You each feel the growing burden of dread as you wander along. The passage feels constricting, both mentally and physically, draining emotion and well being. A certain fatigue creeps upon you,
even the hardy Smokie feels the withering to his senses though he alone of the quartet does not lose any of his boundless lupine energy. "Hooman. I have a feeling about this place" he telepathically empathises with his master. He turns to follow his scent back up the passage but alarmingly his musky trail just gets him to turn in circles. "We have been walking a long time." he complains.
The sentiment twigs a hint of recognition. The Everlit Candle is by definition ever lit, the baleful glare of the skeletons in the mist comes from an unhallowed lantern shedding eternal gloom. If any of you had carried a firebrand they would have stubbed out long ago. As it is, Peaches lantern oil flickers as the last residue begins to soaks through the wick. How have many hours passed so quickly when you have just barely set foot in the room?
Looking behind you, the passage seems as it were but once you try to retrace your steps, the confusion as to your whereabouts steps in. This way, no that way, there was only one way, now there are two. And three. All the same looking, short passages that turn, shadows waving you this way and that, exhorting you to follow, gesturing you to flee. Shadows waving, including your own. Animated with a gesture involuntary of your own arm moving. Shadows of Sven, Orgoth and Peaches, each looking a little more darker, sinister and detached.
Then the warrior half-orc keels over, dropping shield and spear and collapsing to the floor, overcome with a debilitating exhaustion.
Sven -2, Orgoth -2, Peaches -4 Constitution points please. This loss may only be temporary, you hope but it may negatively affect current hp if dropping Con causes you to fall into a lower bracket of hp bonus or penalty. No penalty for the Mages but dropping Orgoth from 16 to 14 nullifies the +2hp per level bonus he receives, which at 3rd level suddenly inflicts a -6hp loss. With only 5hp, Orgoth has a heart attack and drops to negative -1hp.
Smokie & Sven resistance to shadow magic vs 25% [1d100]=75[1d100]=90Sven [1d4]=2 Orgoth [1d4]=2 Peaches [1d4]=4
so the asked for check was against the rooms magical spell effect and compared to a Save vs Spells not one vs paralysis/death magic as the effect is to cause those who fail a save to lose Constitution points. As each point is lost, so your shadow becomes more detached until at 0 Constitution, one may suffer a permanent effect.
You have lost the Constitution over an unknown period of time, not a round by round deduction, more a growing hourly fatigue. So further Con losses will not be deducted straight away, but the longer you stay in the passages the more at risk you are of continued fatigue. Orgoth, suffering the hit point loss and going into negative hp will breath out rather than bleed out at a rate of -1hp per round though.
Interestingly you discovered that Smokie being invisible, did not cast a shadow and though suffered from the mental fatigue, did not suffer any Constitution leakage into his shadow since none was cast.