Spark steps back into the cave and turns to Rizo and Minty, speaking in Common. "I don't want to anger them if we don't have to. Maybe there's something in here - perhaps a clue about what happened to this elder?"
“Well, you managed to stop them from attacking us so far,” Rizo praises but then warns, “They are watching our every move, I’m afraid that rummaging in their master’s cave will displease them again. If there were a good reason for us to look around maybe they would let us? Or we could leave for now and sneak back in later?”
Fully aware of the watchful eyes that lay on you, you decide to go with it and leave the grove undisturbed. You didn't find the elder, but you learned that he had left. His guardians claim that he will be back but when that would be, they couldn't say. If you wish to sneak back into the grove, you will need to be very careful. Awakened trees are not known for their expertise in vigilance but these trees lived such a long time in this forest, and they have never known anything else, that they will be quick to interpret unusual signs of disturbance such as unusual movements of forest animals or such. You discuss whether it would be possible to sneak back and you feel that it might be if you leave your heavier 'luggage' back. Rizo and the chuul would probably reduce the success rate for such a covert op. Spark would be well advised to dress lighter and avoid clinking armour, if she wants to join for the task. Rizo suggests that they continue a little bit into the tunnel that leads to the Dragon turtle's lair and then Minty and Spark could double back and covertly visit the druid's cave. Sure, the activity will not go unnoticed forever, but the more careful you are in your approach, the more time you might have before the guardians get wind of it.
(This is what you would like to do, or did you want to explore something else?)
(Ok, for everyone that wants to sneak back in (Spark and Minty, both?), I would like to ask for a stealth check (Spark, remember to decide whether you go with or without heavy armour). Then, one of you, do a survival check additionally. Rizo stays out of it, he just isn't good enough at sneaking and someone needs to stay put with the chuul, who is also much too large to hide from any attention in this forest.)
This post has potentially manipulated dice roll results.
Spark takes off her armor before trying to sneak in. She uses Minor Illusion to create the sound of buzzing insects in the opposite direction from where she and Minty are approaching.
Spark and Minty double back into the mushroom forest but quietly this time. Spark decided to leave her armour behind, owing to its impediment to move silently, but it makes her feel exposed. Any of the large Zurkhwood mushrooms around them could start to move suddenly and if that happens, it will be harder to explain their course of action. Spark finds the way back to druid's grove easily enough despite the sparse light but in her concentration, she stepped over some roots and nearly fell, disturbing some bats. Shocked, she looks around waiting for a long moment for the awakened shrooms to storm out of the bushes but only the bats are making a ruckus. Spark creates an illusion of buzzing insects to distract the bats for the time being.
Moonlight sifts through a small hole in the ceiling at the clearing, dipping the grass and bushes in a silvery light. However, what you notice more than anything is the unsettling silence. But then, you think, that should be a good sign, right? No guardian snooping around, or are they watching you?
What do you do? Enter the druid's cave? Both of you? Or just one with the other waiting on watch? Or explore the surroundings?
(A word on the mechanics for this. I've decided on a time limit until when a Zurkhwood will have noticed a disturbance and come investigate. Your actions will take time against that limit and will often be associated with rolls, passing a roll will use some time, failing it will use triple time. Clever use of features or other ideas, like Spark's illusion can offset failings, give you advantage on rolls, or reduce DCs. Let's see what you discover! But don't get carried away, there won't be time for everything.)
(Thought I sent this message last night. Minty is willing to try to sneak in using stealth and bonus action hiding. However, he is also perfectly happy to find a good hidey hole to cover Spark's activities with his crossbow.)
You enter the druid's cave again and find it exactly as you left it. Only this time you have time to inspect it in more detail. The cave is very dark but thanks to your darkvision you get a good overview relatively quick. When you enter on the left hand side against the wall is the druids bed (1) and the chest that Minty noticed during the previous visit (2). On the other side several shelves are built into the cave wall with a large workbench in front of them that looks like an alchemist laboratory (3). Lastly, you notice a fissure in the back wall of the cave that is some 2 feet wide but it looks like it continues into a space that might be a bit wider (4). Only a small creature can squeeze into the fissure.
(Each of you can investigate any of the four features - roll investigation; or look out for danger - roll perception; or help the other. You can check the features hastily or normal. In haste you roll with disadvantage but only spend 5 minutes, normal will be 15 minutes. You can also check together with a help action that gives you advantage or cancels disadvantage.)
Time so far: 10 Minutes to arrive to the glade; 5 minutes to situate yourself in the cave.
Spark starts by investigating the fissure normally. Investigation: 8
Spark squeezes through the oping in the wall into another, thin tunnel, wide enough for her small stature to stand comfortably but she could easily tough the the two black walls on either side. She notices that the ground is soft and mushy and on closer inspection, she finds it covered in moss. The air in this part of the cave seems more humid and stale. Slowly and carefully, Spark advances towards the end of the tunnel where it opens into a wider section before ending abruptly. In this last section of the tunnel is a small table with a hammer and chisel. Was the druid sculpting in here? On the opposite wall to the table, stands a ladder some 15 feet long and a poorly made trestle to stand 5 feet high. Below the table is a bucket with several torches. It looks like the druid hung the torches on the wall, but for what did he need so much light in the tunnel? Spark hesitates a moment and judges whether any light here could be seen outside the cave but she is fairly certain that this is not the case and decides to light one torch. With the light of the torch falling onto the tunnel walls, silvery letters and symbols and drawings are reflected. The druid was using the tunnel walls to write notes or a message!
(With the poor roll, Spark only managed to find the wall markings but didn't have time to look closer, you can try again if you are interested. This time with advantage for normal search or a straight roll for a quick search.)
Minty uses the time to check out the bed to see if anything seems out of place.
Perception: 23
Minty turns over the bed and searches methodologically for anything worth his attention. The bed is made of a wood frame with a mattress made from hew and moss. The moss itself had dried out long ago and you figure that it must have been replaced regularly to maintain its function. You cut open the mattress but inside is just dry grass and dry moss, no hidden compartments. The wood frame itself is too flimsy to hold any hidden storage compartments but, nevertheless, you dissect the woodwork and inspect it for messages, inscriptions or atypical marks that could provide some new insight. Unfortunately, you find nothing of note. Below the bed, the rock surface looks sturdy and natural, there is no sign of a double floor but to be on the safe side, Minty pounds against the cold rock and confirms the initial suspicion. Behind the bed, the rock wall appears natural rock, too but it isn't as smooth as the floor. There are a few indentations which could serve as natural shelves and you search each one. In one you find a book. Probably the druid was reading it regularly, if it was next to his bed. It is a treatise on the reproduction of various types of fungus with a special emphasis on spores.
(There is nothing else left to search around the sleeping area. There is the chest (#2) and the workbench (#3) left to investigate.)
Time so far: 10 Minutes to arrive to the glade; 5 minutes to situate yourself in the cave; 15 minutes for Minty to dissect the sleeping area and Spark to search the fissure.
A loud rumbling noise comes from the outside, followed by a resounding thump. (Option #5 to investigate)
I'm not sure what's going on with these forums. I typed 1d20 + 7, but mousing over the roll makes it appear that I rolled an 8 and nothing was added to it.
I'm not sure what's going on with these forums. I typed 1d20 + 7, but mousing over the roll makes it appear that I rolled an 8 and nothing was added to it.
This happens often with the forum dice roller, there is some bug with the tooltips. In my experience, the printed number is correct and the tooltip wrong. 12 will be enough to get information from the mural, just waiting to see what Minty wants to do and then I'll reply to both of you.
(Still waiting to see what Minty will do. Spark hastily searches the mural inscriptions for clues which takes about 5 minutes. In that time, Minty could have a quick look outside for the disturbance (#5, perception), or check the chest for traps and locks (#2, investigation + thieves' tools), or study the workbench (#3, investigation with disadvantage if within 5 minutes, or a normal roll if he spends the full 15 minutes. If Spark has a preference and tells Minty, we can assume that he does that and we can roll in UncleDobbin's absence.)
Spark steps back into the cave and turns to Rizo and Minty, speaking in Common. "I don't want to anger them if we don't have to. Maybe there's something in here - perhaps a clue about what happened to this elder?"
“Well, you managed to stop them from attacking us so far,” Rizo praises but then warns, “They are watching our every move, I’m afraid that rummaging in their master’s cave will displease them again. If there were a good reason for us to look around maybe they would let us? Or we could leave for now and sneak back in later?”
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Minty's ears perk up at the mention of sneaking.
"Yes, I think we ought to leave. We can come back if we find a good reason to look around, or we can try to sneak in later."
(This is what you would like to do, or did you want to explore something else?)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
(Ok, for everyone that wants to sneak back in (Spark and Minty, both?), I would like to ask for a stealth check (Spark, remember to decide whether you go with or without heavy armour). Then, one of you, do a survival check additionally. Rizo stays out of it, he just isn't good enough at sneaking and someone needs to stay put with the chuul, who is also much too large to hide from any attention in this forest.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Spark takes off her armor before trying to sneak in. She uses Minor Illusion to create the sound of buzzing insects in the opposite direction from where she and Minty are approaching.
Stealth: 12
Survival: 15
"Well, most of my experience is sneaking away. Let's see how sneaking towards works out."
27
(A word on the mechanics for this. I've decided on a time limit until when a Zurkhwood will have noticed a disturbance and come investigate. Your actions will take time against that limit and will often be associated with rolls, passing a roll will use some time, failing it will use triple time. Clever use of features or other ideas, like Spark's illusion can offset failings, give you advantage on rolls, or reduce DCs. Let's see what you discover! But don't get carried away, there won't be time for everything.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
(Thought I sent this message last night. Minty is willing to try to sneak in using stealth and bonus action hiding. However, he is also perfectly happy to find a good hidey hole to cover Spark's activities with his crossbow.)
"I think we should go back to the cave first," Spark whispers to Minty.
"Agreed."
(Each of you can investigate any of the four features - roll investigation; or look out for danger - roll perception; or help the other. You can check the features hastily or normal. In haste you roll with disadvantage but only spend 5 minutes, normal will be 15 minutes. You can also check together with a help action that gives you advantage or cancels disadvantage.)
Time so far: 10 Minutes to arrive to the glade; 5 minutes to situate yourself in the cave.
Map (note the smaller hex size):
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Spark starts by investigating the fissure normally. Investigation: 10
Minty uses the time to check out the bed to see if anything seems out of place.
Perception: 9
Time so far: 10 Minutes to arrive to the glade; 5 minutes to situate yourself in the cave; 15 minutes for Minty to dissect the sleeping area and Spark to search the fissure.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Spark quickly tries to search the fissure again. Investigation: 15
I'm not sure what's going on with these forums. I typed 1d20 + 7, but mousing over the roll makes it appear that I rolled an 8 and nothing was added to it.
This happens often with the forum dice roller, there is some bug with the tooltips. In my experience, the printed number is correct and the tooltip wrong. 12 will be enough to get information from the mural, just waiting to see what Minty wants to do and then I'll reply to both of you.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
(Still waiting to see what Minty will do. Spark hastily searches the mural inscriptions for clues which takes about 5 minutes. In that time, Minty could have a quick look outside for the disturbance (#5, perception), or check the chest for traps and locks (#2, investigation + thieves' tools), or study the workbench (#3, investigation with disadvantage if within 5 minutes, or a normal roll if he spends the full 15 minutes. If Spark has a preference and tells Minty, we can assume that he does that and we can roll in UncleDobbin's absence.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||