The party hears the skittering of spider legs briefly (for only rolling a 17) before it goes quiet again.
For Quillary (but leaving it out in the open since she will tell the group later):
The SE exit is a 10' long passage that leads to a smaller cavern (25' wide by 50' long). There is a ledge along the western wall, 15' up, that would have been overlooked for someone walking on the ground (instead of spider-walking on the walls). The ledge is empty. (HH8 was there, until HH5 brought it to help out.) Various fungus grows along the eastern wall near a shallow pool of water. (This water also has the foul scum growth that you saw in the river earlier.) Lying on the floor are the bones of several troglodytes mingled with the remains of kuo-toa and other unidentifiable humanoids.
There is another exit from this chamber in the SW corner, which leads to another passage. That passage leads to a "T" intersection, where going to the right (north) leads back to the hook horror cavern (the southern-most exit of that cavern), and going left (south) continues as a winding passage... There is something odd about the air from that southern passage, but with her unconventional spider-senses, Quillary is unable to figure out what is off about it.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary-spider continues sneaking down that southern passage. It winds around, eventually going east. After 160' of travel, she reaches a "T" intersection. The walls are thick with river slime, slowing down her spider-climbing. To the left (north) she can hear faint river noises. To the right (south) it is quieter (no river noises).
(Quillary has been gone from the party for almost 10 minutes.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Drusk to Hildigrim, Jorin, and Pascal: "Quillary has been gone a long time. Do you think she is in trouble, or perhaps trapped like like Volo was? Maybe we should look for her."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin nods, "She does seem to have been goneonger than usual. We should try and find her." He hefts his blades again and begins going down the passage the way she went, looking for signs to track her.
This post has potentially manipulated dice roll results.
Everyone trying to track Quillary... Roll a Survival check vs. DC 17 (stealth)
Drusk: 6 (okay, I wasn't expecting that)
The party makes it to that small cavern. "With only two ways in or out, this might be a defensible place to rest. But we may have to clean the floor first, as I don't like the sound of bones crunching underfoot."
Drusk points at the other exit. "Seems like the spider went that way."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(I will use Pascal's roll for the Nature/tracking roll.) Despite Quillary using Pass Without a Trace, the party is able to continue tracking the path of the spider, and do not meander down side passages.
As the party enters the passageway for that other exit (to the smaller cavern), you notice there is something funny with the air. Kind of like... dead skunk in a peat bog. It is very faint, but still very rank.
Pascal takes a few sniffs, then says disdainfully: "troglodytes". (Lizard-men and trogs have similar favored lands, so Pascal has encountered them in his past.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Q-spider follows the passage south for 50', then it turns east for 30', then north. It connects with an oval-ish cavern, 30' at its widest and tallest. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. Every surface of these caves is coated with slime. Between the slime and the debris, it will be difficult to travel on the walls. (The stealth roll of 28 indicates that Quillary is confident in her movements so far.)
There are a trio of armed troglodytes guarding this cavern. They don't seem to notice the spider at the southern exit of this chamber. (Or at least, not yet.)
This cavern has 2 other exits, to the north and to the east. Sound travels easily through the caves. The eastern exit has noises of more trogs, although it isn't clear how many or how far away.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary will observe the troglodytes a moment, and then scuttles back the way she came. If (when?) she runs into the party, she will make some chittering noises and wave at them so they don't stab her, then drop down among them and transform back to her half elf self.
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Quillary shakes off her spider form, as it cascades around her feet as ash and spores. "Well, I think we should hole up in this stinky cave the hooked horrors were using, and trust that their reputation will keep us from being investigated. Then, perhaps, these slimy creatures? I would guess there are more than just a few, and we'd be best off at full strength."
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Quillary will observe the troglodytes a moment, and then scuttles back the way she came.
For Quillary only:
There is something unnerving about these trogs. For the most part, they are standing absolutely still, and they don't talk to each other. Don't scratch an itch, or shift their weight after standing in a spot for a long time. She wonders if they are drugged, but they still have quick and precise reactions to water drops falling or cave bugs making noise. She does move away silently, without them noticing.
If the party is planning a long rest back in the smaller hook horror cavern, Drusk can cast a single Guardian of Faith to cover the SW exit from that area, which lasts 8 hours (no concentration). The party will still need to set up watch shifts, but hopefully any hostiles will make noise if they are attacked by the spell.
Drusk will also do a 3rd level Cure Wounds on Jorin for 22 points, so he is feeling better if anything happens during his shift.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
As she rests, Quillary relates to the others that the creatures she saw in her exploration, guarding a cavern further along, seemed sort of zombie-like, but quick, not slow. "Fast zombies" she calls them, "Or perhaps they are ensorcelled, somehow. Regardless, they may be a challenge."
Before resting, she will cast Cure Wounds on herself at 3rd level for: 13 healing
...ugh, but it'll do...
Then she will lapse into a catatonic, deeply unsettling, open-eyed state for four hours, or until she is disturbed. Then she will take over watching for the next four hours. In case a Perception check is needed during that time: 9
(OOC: I wanted to confirm that everyone is okay resting in that cavern? Any other precautions taken during the Long Rest, besides everyone taking a turn guarding?)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin is feeling much better after the healing from Drusk. He breathes a deep sigh of relief and says, "Thank you friend, I am happy to take first watch. If anything comes this way, I will sound the war horn before cutting them down!"
At the mention of ensorceled foes, Jorin spits on the ground and mutters a curse in his native tongue.
Everyone gets the benefit of a Long Rest. When the 8 hours has passed, it appears that no one else in the party raised an alarm during the rest.
For Quillary only:
While Quillary is in a sleep-like trance, she can do lucid dreaming for mental practicing of her skills. But this session is not working like normal. The foes she is fighting in her imagination do not die. The opponents gradually melt like wax, begging to be released from their torment, but not really alive or dead. If Quillary does not turn back from this path of the dungeon, she will join the ranks of those exiled from the natural cycle of life and death, left in the agony of limbo... She snaps awake from her 4 hour trance, disturbed by this unplanned and unwelcome dream.
For Pascal only:
During his sleep, it starts out like a dream he has often: making a banquet, and then sampling the various dishes he has masterfully created. But this dream becomes disturbing. The foods do not cook properly. Fresh ingredients become rancid. A vile slime oozes out of Pascal's culinary creations, turning his stomach. He gets a dreadful feeling that if he goes any further into this dungeon level, that his cooking will become like this dream, that food will become like ashes in his mouth... He wakes up, the smells and sights from his dream lingering long enough to (temporarily) turn his stomach.
For Jorin only:
Jorin dreams of the next day in the dungeon, except he is marching forward by himself. But with each step, his armor feels heavier, and he has trouble holding onto his battle axe. His arms are wet, first with perspiration, but then as his skin and sinew start to slide of his body like wet rags. It is almost like he is being dissolved by a gelatinous cube, except there is no source for the acid melting him away. This sorcery becomes stronger as he continues forward, and he has no way to stop it... and then Jorin wakes up from his sleep.
For Hildigrim only:
Hildigrim is sure that he is sleeping, but his dream is exactly like he is awake, with the same sights of the cavern around him, and the other members of the party sleeping. But he hears a splashing noise behind him, then the slopping of something heavy and unsettling moving towards him. He is paralyzed, unable to turn to see what is there. He hears words without a voice: "You worry about being watched even when there is no one there. But I see you. I've been watching you, for some time. Your only hope is to turn around while you still can. Going forward will only bring you under my control. Conscious for all time, but unable to act unless I pull your puppet strings. Your friends melted down into the slime that covers these cave walls... Flee, while you still can." At that, Hildigrim blinks. He seems to have woken up, but it feels just like the dream he just had. He shakes his arms, to reassure himself that he is not paralyzed.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
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The party hears the skittering of spider legs briefly (for only rolling a 17) before it goes quiet again.
For Quillary (but leaving it out in the open since she will tell the group later):
The SE exit is a 10' long passage that leads to a smaller cavern (25' wide by 50' long). There is a ledge along the western wall, 15' up, that would have been overlooked for someone walking on the ground (instead of spider-walking on the walls). The ledge is empty. (HH8 was there, until HH5 brought it to help out.) Various fungus grows along the eastern wall near a shallow pool of water. (This water also has the foul scum growth that you saw in the river earlier.) Lying on the floor are the bones of several troglodytes mingled with the remains of kuo-toa and other unidentifiable humanoids.
There is another exit from this chamber in the SW corner, which leads to another passage. That passage leads to a "T" intersection, where going to the right (north) leads back to the hook horror cavern (the southern-most exit of that cavern), and going left (south) continues as a winding passage... There is something odd about the air from that southern passage, but with her unconventional spider-senses, Quillary is unable to figure out what is off about it.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
She will gather herself and sneak down the southern passage on the ceiling, keeping to the shadows.
In case I get to try again. Stealth +16: 17
NOOOOOOOoooooo!!!
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Quillary-spider continues sneaking down that southern passage. It winds around, eventually going east. After 160' of travel, she reaches a "T" intersection. The walls are thick with river slime, slowing down her spider-climbing. To the left (north) she can hear faint river noises. To the right (south) it is quieter (no river noises).
(Quillary has been gone from the party for almost 10 minutes.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Having found nothing that makes an ideal place to hole up, she will turn south, away from the river, and continue questing.
Stealth, though if it’s another 17 I don’t know what the world wants from me: 30
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Meanwhile, back with the rest of the party...
Drusk to Hildigrim, Jorin, and Pascal: "Quillary has been gone a long time. Do you think she is in trouble, or perhaps trapped like like Volo was? Maybe we should look for her."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin nods, "She does seem to have been goneonger than usual. We should try and find her." He hefts his blades again and begins going down the passage the way she went, looking for signs to track her.
Everyone trying to track Quillary...
Roll a Survival check vs. DC 17 (stealth)Drusk: 6 (okay, I wasn't expecting that)
The party makes it to that small cavern. "With only two ways in or out, this might be a defensible place to rest. But we may have to clean the floor first, as I don't like the sound of bones crunching underfoot."
Drusk points at the other exit. "Seems like the spider went that way."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Pascal slinks down, “Well, alright, seems we oughta get lookin’ for the girl.”
(if you still need the stealth: 23)
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
(I will use Pascal's roll for the Nature/tracking roll.) Despite Quillary using Pass Without a Trace, the party is able to continue tracking the path of the spider, and do not meander down side passages.
As the party enters the passageway for that other exit (to the smaller cavern), you notice there is something funny with the air. Kind of like... dead skunk in a peat bog. It is very faint, but still very rank.
Pascal takes a few sniffs, then says disdainfully: "troglodytes". (Lizard-men and trogs have similar favored lands, so Pascal has encountered them in his past.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Back to Quillary...)
Q-spider follows the passage south for 50', then it turns east for 30', then north. It connects with an oval-ish cavern, 30' at its widest and tallest. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. Every surface of these caves is coated with slime. Between the slime and the debris, it will be difficult to travel on the walls. (The stealth roll of 28 indicates that Quillary is confident in her movements so far.)
There are a trio of armed troglodytes guarding this cavern. They don't seem to notice the spider at the southern exit of this chamber. (Or at least, not yet.)
This cavern has 2 other exits, to the north and to the east. Sound travels easily through the caves. The eastern exit has noises of more trogs, although it isn't clear how many or how far away.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(I am a-feared by Mingo's silence...)
Jorin fishes around his pack for a moment before pulling out a flask of viscous red liquid. He downs the potion of healing before resuming the search.
4 + 5 points of healing
Edit: had a hard time getting the dice roller to roll right, gave me 68 points of healing first lol
Quillary will observe the troglodytes a moment, and then scuttles back the way she came. If (when?) she runs into the party, she will make some chittering noises and wave at them so they don't stab her, then drop down among them and transform back to her half elf self.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin is visibly relieved to see Quillary.
"Do these creatures look like a foe we can slay in our state or should we avoid them?"
Quillary shakes off her spider form, as it cascades around her feet as ash and spores. "Well, I think we should hole up in this stinky cave the hooked horrors were using, and trust that their reputation will keep us from being investigated. Then, perhaps, these slimy creatures? I would guess there are more than just a few, and we'd be best off at full strength."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
For Quillary only:
There is something unnerving about these trogs. For the most part, they are standing absolutely still, and they don't talk to each other. Don't scratch an itch, or shift their weight after standing in a spot for a long time. She wonders if they are drugged, but they still have quick and precise reactions to water drops falling or cave bugs making noise. She does move away silently, without them noticing.
If the party is planning a long rest back in the smaller hook horror cavern, Drusk can cast a single Guardian of Faith to cover the SW exit from that area, which lasts 8 hours (no concentration). The party will still need to set up watch shifts, but hopefully any hostiles will make noise if they are attacked by the spell.
Drusk will also do a 3rd level Cure Wounds on Jorin for 22 points, so he is feeling better if anything happens during his shift.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
As she rests, Quillary relates to the others that the creatures she saw in her exploration, guarding a cavern further along, seemed sort of zombie-like, but quick, not slow. "Fast zombies" she calls them, "Or perhaps they are ensorcelled, somehow. Regardless, they may be a challenge."
Before resting, she will cast Cure Wounds on herself at 3rd level for: 13 healing
...ugh, but it'll do...
Then she will lapse into a catatonic, deeply unsettling, open-eyed state for four hours, or until she is disturbed. Then she will take over watching for the next four hours. In case a Perception check is needed during that time: 9
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(OOC: I wanted to confirm that everyone is okay resting in that cavern? Any other precautions taken during the Long Rest, besides everyone taking a turn guarding?)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin is feeling much better after the healing from Drusk. He breathes a deep sigh of relief and says, "Thank you friend, I am happy to take first watch. If anything comes this way, I will sound the war horn before cutting them down!"
At the mention of ensorceled foes, Jorin spits on the ground and mutters a curse in his native tongue.
(Yeah, I’m cool taking a long rest here with the stated (and minimal) safeguards.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Everyone gets the benefit of a Long Rest.
When the 8 hours has passed, it appears that no one else in the party raised an alarm during the rest.
For Quillary only:
While Quillary is in a sleep-like trance, she can do lucid dreaming for mental practicing of her skills. But this session is not working like normal. The foes she is fighting in her imagination do not die. The opponents gradually melt like wax, begging to be released from their torment, but not really alive or dead. If Quillary does not turn back from this path of the dungeon, she will join the ranks of those exiled from the natural cycle of life and death, left in the agony of limbo... She snaps awake from her 4 hour trance, disturbed by this unplanned and unwelcome dream.
For Pascal only:
During his sleep, it starts out like a dream he has often: making a banquet, and then sampling the various dishes he has masterfully created. But this dream becomes disturbing. The foods do not cook properly. Fresh ingredients become rancid. A vile slime oozes out of Pascal's culinary creations, turning his stomach. He gets a dreadful feeling that if he goes any further into this dungeon level, that his cooking will become like this dream, that food will become like ashes in his mouth... He wakes up, the smells and sights from his dream lingering long enough to (temporarily) turn his stomach.
For Jorin only:
Jorin dreams of the next day in the dungeon, except he is marching forward by himself. But with each step, his armor feels heavier, and he has trouble holding onto his battle axe. His arms are wet, first with perspiration, but then as his skin and sinew start to slide of his body like wet rags. It is almost like he is being dissolved by a gelatinous cube, except there is no source for the acid melting him away. This sorcery becomes stronger as he continues forward, and he has no way to stop it... and then Jorin wakes up from his sleep.
For Hildigrim only:
Hildigrim is sure that he is sleeping, but his dream is exactly like he is awake, with the same sights of the cavern around him, and the other members of the party sleeping. But he hears a splashing noise behind him, then the slopping of something heavy and unsettling moving towards him. He is paralyzed, unable to turn to see what is there. He hears words without a voice: "You worry about being watched even when there is no one there. But I see you. I've been watching you, for some time. Your only hope is to turn around while you still can. Going forward will only bring you under my control. Conscious for all time, but unable to act unless I pull your puppet strings. Your friends melted down into the slime that covers these cave walls... Flee, while you still can." At that, Hildigrim blinks. He seems to have woken up, but it feels just like the dream he just had. He shakes his arms, to reassure himself that he is not paralyzed.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)