[Okay so Bilyur is indifferent to which door but wants to stay together, Sly wants to go the Path of The Mage, and Xarkris wants to split the party based on their strengths, and it isn’t known where Salamander or Eggo Lass want to go yet]
((OOC: Tactically, it absolutely makes the most sense to stick together, but I sense that this is a test where “cheating” may not be looked upon favorably. We could always split the difference and go in one room as a party to see what happens, then go in the other room together/separately based on what we experienced. ))
"Lisa," Salamander spits. He rolls his eyes to show his disdain.
He falls fast asleep on that spare bed, sprawled out and snoring. Waking up the next day later, he nearly forgot about the fairy in the next room until they escort the Ty- terrain? Tyraanian- whatever the name of this place was (Salamander had no care of whatever borders and lines and maps people made) guy was. He quickly shuffles through on making his exit, waving at everyone left behind, before hopping through the portal. 'Tortles! I love tortles!' he thinks to himself on arrival.
He agrees with Bilyur's conclusion until Eggo Lass speaks up. "Wherever we go we should get protection."He summons his bear spirit once again for added protection.
((Action: Summon Spirit Totem (bear): The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level (so 9 right now). In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.))
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<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
[So, Bilyur and Salamander are indifferent on which path to take, but want the party to stay together, as does Eggo Lass, but she has not yet stated any preference on which path she'd like to take, whilst Xarkris wants to see what's in one of the rooms first before deciding on whether to split up or stay together, and Sly wants to go Path of the Mage!]
[So, Bilyur and Salamander are indifferent on which path to take, but want the party to stay together, as does Eggo Lass, but she has not yet stated any preference on which path she'd like to take, whilst Xarkris wants to see what's in one of the rooms first before deciding on whether to split up or stay together, and Sly wants to go Path of the Mage!]
Xarkris actually wants to take Path of the Knight with Bilyur, while Eggo, Sly, and Sal take Path of the Mage.
[Oh yeah, sorry, I mistakenly interpreted the part where Cheez mentioned a hypothetical plan as Xarkris's plan, so with that correction in mind it now means we've currently got Bilyur and Salamander as indifferent on which path to take, but wanting the party to stay together, as does Eggo Lass, who has not yet stated any preference on which path she'd like to take, Xarkris who wants to split the party with the casters going the Path of The Mage and the combatants going the Path of The Knight, and Sly wants to go Path of the Mage.
You don't have to roleplay coming to an agreement on a plan through your characters since that would take quite a while and make things a bit tricker, instead feel free to just decide amongst yourselves as players on the best course of action and then we can go from there! Also I'll give you this detail as long as you don't metagame too hard with it, just so I don't disappoint anybody or ruin a potential plan: Once you select a path, you've pretty much got to stick with it, so you can either split the party as Xarkris suggested or choose a path for you to all follow. Hopefully that eliminates the possibility that you all decide to check a path with the intention of potentially splitting up afterwards, but then got locked in!]
[Yep, Rhino's correct, the paths are one way, once you've chosen you can only go forward and not back on yourself, so no doing one and then the other.
The benefit of just choosing one path as a group (which would likely be the Path Of The Mage since most party members have the qualities stated) is that there's strength in numbers. With choosing to split and do both simultaneously you will get to experience the whole dungeon and see everything I've planned, but it's far more risky.
So, with that in mind, I'll take a final group vote on what you think is best and on what you want to do (One path as a whole group, OR split into both depending on strengths). Correct me if I'm wrong but as for current votes, Cheez wants to split and Preyfire is also willing to do so. I'll wait maybe about day to let people cast their votes before going off whatever gets the most.]
[Okay, awesome, so if Eggo is open to splitting the group and Sly can be convinced easily to do the same, that’s a majority vote, though I think I’ll wait just to hear what either Bilyur or Sal think just so we’ve got a definite group majority with a decision that everyone’s happy with (especially since Bilyur was the one to first say that the party should stay together and Sal agreed)]
After much discussion, you eventually decide to split up based on your strengths. Sly, Salamander and Eggo Lass will follow the Path of The Mage, and Xarkris and Bilyur will follow the Path of The Knight. Techi decides that 'I'll go with Xarkris and Bilyur; I may be a sorcerer but that means we've got even numbers on both paths, and if Bilyur's suspicion that each path is actually a trap meant to aim for weaknesses turns out to be true, I can help them there.' [Techi uses an adapted cult fanatic stat block, with the Dark Devotion dropped, their spellcasting ability swapped to Charisma, and some changed spells]
After saying your goodbyes and wishing each other good luck, you go your separate ways in the groups you've chosen, the doors closing behind you as you enter, and clicking shut...
Path Of The Mage
Salamander, Sly and Eggo Lass all enter into this path, revealing a winding corridor, with a cobbled floor and plastered walls. However, you get the sense that something is off as soon as you enter. Cold patches of air appear and disappear, leaving shivers down your spine, as horrid stenches waft through the corridor, but then quickly pass, and areas of wall appear shaded and dark even when exposed to direct light, though this effect quickly shifts as fast as all the other occurrences.
Path Of The Knight
Bilyur and Xarkris, along with Techi, enter this path, and it is also a winding corridor, a mirrored version of the one the rest of the party is following (though they don't know that). However, this corridor has none of the eerie elements found in the other, and appears perfectly mundane. Instead however, is the sound of rushing water, all through the corridor and impossible to miss, with it sounding like there's a channel of rushing water such as a pipe or aqueduct running just mere feet behind the white-plaster walls.
Does Sly get the impression if these patches of air and discolorations are the residue of some kind of spell? If yes, does she know what it could be? [Arcana: 11]
The wizard also renews her magical protection, as the group moves ahead. She tries to see what lies ahead.
Salamander shudders at the change of atmosphere, but then upon realizing how that looks, attempts to try to chase the darkness only to find he could never catch it. "Eggo, you still got your bats?" he asks, getting up from knuckle-walking to onto his hind legs. "I can only send my bear out - this is Fredrick, by the way -"He gestures to the empty air. "- but it won't tell me anything. 'Rick will protect the batties from any harm. Say... we scope it out first?"He turns over to Sly too to test this theory and if she had anything to add to it.
Sly examines the supernatural occurrences going on around the group, and is fairly confident that they’re not the product of a spell. Some of the happenings match effects that could be conjured with prestidigitation, but she finds that they don’t match closely enough for that to be the case. She can’t come up with any hypotheses for what it could be instead. She then heads to the end of the winding corridor and peaks around the corner, seeing as there is no door through to the next room. Relying on her Passive Perception, she sees that the upcoming room resembles a large chapel, with several rows of chairs and a great wooden door at the far end of the room. She can’t gather or spot much else with such a quick glance though.
Path Of The Knight
Both Xarkris and Bilyur scan the corridor thoroughly, though there is nothing out of the ordinary that could be identified. The rushing water sounds regular and fast, and is flowing towards the end of the corridor. You do manage to identify that the sound appears to be closer to your feet though, implying whatever channel is carrying the water happens to be at your feet.
[Okay so Bilyur is indifferent to which door but wants to stay together, Sly wants to go the Path of The Mage, and Xarkris wants to split the party based on their strengths, and it isn’t known where Salamander or Eggo Lass want to go yet]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
((OOC: Tactically, it absolutely makes the most sense to stick together, but I sense that this is a test where “cheating” may not be looked upon favorably. We could always split the difference and go in one room as a party to see what happens, then go in the other room together/separately based on what we experienced. ))
[Sure, you can definitely try that if the rest of the party is happy!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
"Lisa," Salamander spits. He rolls his eyes to show his disdain.
He falls fast asleep on that spare bed, sprawled out and snoring. Waking up the next day later, he nearly forgot about the fairy in the next room until they escort the Ty- terrain? Tyraanian- whatever the name of this place was (Salamander had no care of whatever borders and lines and maps people made) guy was. He quickly shuffles through on making his exit, waving at everyone left behind, before hopping through the portal. 'Tortles! I love tortles!' he thinks to himself on arrival.
He agrees with Bilyur's conclusion until Eggo Lass speaks up. "Wherever we go we should get protection." He summons his bear spirit once again for added protection.
((Action: Summon Spirit Totem (bear): The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level (so 9 right now). In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.))
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
[So, Bilyur and Salamander are indifferent on which path to take, but want the party to stay together, as does Eggo Lass, but she has not yet stated any preference on which path she'd like to take, whilst Xarkris wants to see what's in one of the rooms first before deciding on whether to split up or stay together, and Sly wants to go Path of the Mage!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Xarkris actually wants to take Path of the Knight with Bilyur, while Eggo, Sly, and Sal take Path of the Mage.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Oh yeah, sorry, I mistakenly interpreted the part where Cheez mentioned a hypothetical plan as Xarkris's plan, so with that correction in mind it now means we've currently got Bilyur and Salamander as indifferent on which path to take, but wanting the party to stay together, as does Eggo Lass, who has not yet stated any preference on which path she'd like to take, Xarkris who wants to split the party with the casters going the Path of The Mage and the combatants going the Path of The Knight, and Sly wants to go Path of the Mage.
You don't have to roleplay coming to an agreement on a plan through your characters since that would take quite a while and make things a bit tricker, instead feel free to just decide amongst yourselves as players on the best course of action and then we can go from there! Also I'll give you this detail as long as you don't metagame too hard with it, just so I don't disappoint anybody or ruin a potential plan: Once you select a path, you've pretty much got to stick with it, so you can either split the party as Xarkris suggested or choose a path for you to all follow. Hopefully that eliminates the possibility that you all decide to check a path with the intention of potentially splitting up afterwards, but then got locked in!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
[Sly will balk a bit at the idea of splitting up, but as a player I find this an interesting approach and she will ultimately be convinced.]
((To clarify: Can the party go down one path as a group, and then after being successful, can the party go down the other path as a group?))
No. That's what he was saying.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Yep, Rhino's correct, the paths are one way, once you've chosen you can only go forward and not back on yourself, so no doing one and then the other.
The benefit of just choosing one path as a group (which would likely be the Path Of The Mage since most party members have the qualities stated) is that there's strength in numbers. With choosing to split and do both simultaneously you will get to experience the whole dungeon and see everything I've planned, but it's far more risky.
So, with that in mind, I'll take a final group vote on what you think is best and on what you want to do (One path as a whole group, OR split into both depending on strengths). Correct me if I'm wrong but as for current votes, Cheez wants to split and Preyfire is also willing to do so. I'll wait maybe about day to let people cast their votes before going off whatever gets the most.]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
[[ Eggo Lass would be intrigued by the idea of splitting the party on Strengths. Though certainly not opposed to group effort. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
[Okay, awesome, so if Eggo is open to splitting the group and Sly can be convinced easily to do the same, that’s a majority vote, though I think I’ll wait just to hear what either Bilyur or Sal think just so we’ve got a definite group majority with a decision that everyone’s happy with (especially since Bilyur was the one to first say that the party should stay together and Sal agreed)]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
((Sal will agree with the split up idea!))
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
[Alright, that confirms y'all are good to split!]
After much discussion, you eventually decide to split up based on your strengths. Sly, Salamander and Eggo Lass will follow the Path of The Mage, and Xarkris and Bilyur will follow the Path of The Knight. Techi decides that 'I'll go with Xarkris and Bilyur; I may be a sorcerer but that means we've got even numbers on both paths, and if Bilyur's suspicion that each path is actually a trap meant to aim for weaknesses turns out to be true, I can help them there.' [Techi uses an adapted cult fanatic stat block, with the Dark Devotion dropped, their spellcasting ability swapped to Charisma, and some changed spells]
After saying your goodbyes and wishing each other good luck, you go your separate ways in the groups you've chosen, the doors closing behind you as you enter, and clicking shut...
Path Of The Mage
Salamander, Sly and Eggo Lass all enter into this path, revealing a winding corridor, with a cobbled floor and plastered walls. However, you get the sense that something is off as soon as you enter. Cold patches of air appear and disappear, leaving shivers down your spine, as horrid stenches waft through the corridor, but then quickly pass, and areas of wall appear shaded and dark even when exposed to direct light, though this effect quickly shifts as fast as all the other occurrences.
Path Of The Knight

Bilyur and Xarkris, along with Techi, enter this path, and it is also a winding corridor, a mirrored version of the one the rest of the party is following (though they don't know that). However, this corridor has none of the eerie elements found in the other, and appears perfectly mundane. Instead however, is the sound of rushing water, all through the corridor and impossible to miss, with it sounding like there's a channel of rushing water such as a pipe or aqueduct running just mere feet behind the white-plaster walls.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Does Sly get the impression if these patches of air and discolorations are the residue of some kind of spell? If yes, does she know what it could be? [Arcana: 11]
The wizard also renews her magical protection, as the group moves ahead. She tries to see what lies ahead.
Bilyur immediately begins to scan for threats. Perception: 14.
*Water? I might just punch through the walls again.*
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Xarkris will rely on his PASSIVE PERCEPTION of 22 to scan the area for threats
((Perception 4 + 4 = 8 ah))
Salamander shudders at the change of atmosphere, but then upon realizing how that looks, attempts to try to chase the darkness only to find he could never catch it. "Eggo, you still got your bats?" he asks, getting up from knuckle-walking to onto his hind legs. "I can only send my bear out - this is Fredrick, by the way -" He gestures to the empty air. "- but it won't tell me anything. 'Rick will protect the batties from any harm. Say... we scope it out first?" He turns over to Sly too to test this theory and if she had anything to add to it.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Path Of The Mage
Sly examines the supernatural occurrences going on around the group, and is fairly confident that they’re not the product of a spell. Some of the happenings match effects that could be conjured with prestidigitation, but she finds that they don’t match closely enough for that to be the case. She can’t come up with any hypotheses for what it could be instead. She then heads to the end of the winding corridor and peaks around the corner, seeing as there is no door through to the next room. Relying on her Passive Perception, she sees that the upcoming room resembles a large chapel, with several rows of chairs and a great wooden door at the far end of the room. She can’t gather or spot much else with such a quick glance though.
Path Of The Knight
Both Xarkris and Bilyur scan the corridor thoroughly, though there is nothing out of the ordinary that could be identified. The rushing water sounds regular and fast, and is flowing towards the end of the corridor. You do manage to identify that the sound appears to be closer to your feet though, implying whatever channel is carrying the water happens to be at your feet.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!