...Anyway, if we did not get more information for free and we need an Arcana roll, here it is: 21
Khessa, after being told that the ring is magical, begins to study it more carefully than she had done before, when she had hastily thought it a mere jewel: armored spellbook in hand, she carefully examines the surface of the ring, looking for any runes or magical symbols, which she promptly compares with all those she has already reported in her own precious tome...
The ring is a single use, binding onto whomever puts it on until they choose to take it off. When you put it on you gain the effect of the stoneskin spell for 1 hour.
Khessa's efforts are rewarded: with a little observation and deduction, with the help of the copious notes she took on her spellbook, the blonde arcane warrior can recognize enough symbols to understand: "Hey people! I've got it! This ring is a single use, binding onto whomever puts it on until they choose to take it off. When you put it on your skin it becomes rock-hard for 1 hour! During that time, you are resistant to nonmagical bludgeoning, piercing, and slashing damage! What do you say? It could help , even if only once, in an unexpectedly tough battle... Do we give it to any of us? Or do we sell it and split the proceeds?"
"Yes, I'm not sure we will find other parts of the Underdark significantly more hospitable though."the noble drow says to Katryl as they turn to leave Gracklstugh. "So, Neverlight Grove next then?" He says, looking at Katryl, Ebzer, Khessa and Silas.
"Yes dear," Khessa approves "Rumpadump and Stool deserve to go home... Not to mention that a certain mushroom demoness may be preparing disasters over there... Let's go and check!"
You all head off back through the Underdark, intent on getting on toward Netherlight Grove, much to the appreciation of Stool and Rumpadump. The journey continues to be rough and unforgiving, but it isn't until the 9th day along that you find yourselves crossing an open chamber, getting halfway across before the ground began to shake and buckle beneath your feet, eventually collapsing down into a dirt hallway some way below ground in a 10 ft high tubular passage. The ground around you continues to fall as the earth continues to shake, but an opening starts to appear about 25 ft ahead of you on the left.
"To the left!" points Khessa, heading there - and trying to help the slowest members of the party, like the myconids, taking them one in each arm and carrying them, if needed.
'Tunnels shaking in fury...' the blonde arcane warrior thinks in the meantime 'Did we already find one of the demonic activity the stonespeaker talked about?'
This post has potentially manipulated dice roll results.
During their trek towards Neverlight Grove, the noble drow would return to his brooding ways, planning his revenge in intricate detail while deciding how to use the demonic incursion into the Underdark to his advantage in the coming war against his brethren. He would let Darkwing continuously scout ahead of the team, invisible in batform as per usual, reporting back to his master about and threats ahead.
As the cavern floor suddenly collapses, Traydark and Darkwing hurries towards the opening to the left.
As the ground gives way and you make for the opening, debris continues to fall down around you until you make it into the opening.
(Everyone make a DEX saving throw. DC 13 or take 5 bludgeoning damage)
Once through the opening though you find yourselves in another tunnel, the air feels quite thing, and there is the sound of running water somewhere off in the distance. A short ways ahead the tunnel splits left and right.
In spite of the encumberance of the two myconids she is carrying, the blonde arcane warrior reachs safety, while debris fall down near her, practically unscatched.
"Phew, this was close!" she sigs, letting Rumpadump and Stool down again. "Traydark?" she immediately worries "Are you ok? And you all, friends?"
Since nobody seems too seriously hurt, the tall adventuress focuses and the new tunnel: "Do you hear that? It's running water... Maybe we'll find a fresh spring!"
As the tunnel splits, Khessa would follow the direction that seems to lead to the water (judging by the noise). If she can't determine wich one, she'd choose right.
As you escape the crumbling tunnel and try to get your bearings, you quickly and easily notice a couple of things: It is pitch black down here, so those without darkvision will need help seeing; there is water already on the ground by an inch or two, and the air is noticeably thin. (Feel free to make a Survival check too)
Perception to understand if better left or right to reach the water: 1
If it was Survival instead of Perception, add another +2 to the result
After several attempts to decide whether the sound of water is louder to the right or left, Khessa thinks: 'Oh, really, what does it matter? One direction is as good as another... if it's wrong, we'll go back'.
"Here!" the blonde arcane warrior then points, determined, to the right "I'm confident the water is on this side" and, if no one objects, she calls her Faithful Butler, enchants a pebble to make it emit an unreal azure light, and begins to walk in that direction... having the Faithful Butler hold the pebble, about 10' ahead of her to light the way.
This post has potentially manipulated dice roll results.
After swiftly using his magic to clean himself up, the noble drow would let his familiar rest on his shoulder while following the arcane warrior, his purple eyes scanning the darkness beyound the reach of the light for threats.
Survival: 22 Perception with help from Darkwing: 19
Traydark you do notice that, while slow, the water level is rising, and you can estimate that unless there is a source of fresh air to be found somewhere, it will be only a matter of hours before it runs out, especially with the rising water as well.
Going right though it's only a minute or so before you come to a small chamber that serves as a dead end, with no running water to be found.
No, I didn't - I was only wondering if the person that told us the ring was magical was able to tell us more about its powers.
Anyway, if we did not get more information for free and we need an Arcana roll, here it is: 21
Khessa, after being told that the ring is magical, begins to study it more carefully than she had done before, when she had hastily thought it a mere jewel: armored spellbook in hand, she carefully examines the surface of the ring, looking for any runes or magical symbols, which she promptly compares with all those she has already reported in her own precious tome...
The ring is a single use, binding onto whomever puts it on until they choose to take it off. When you put it on you gain the effect of the stoneskin spell for 1 hour.
Khessa's efforts are rewarded: with a little observation and deduction, with the help of the copious notes she took on her spellbook, the blonde arcane warrior can recognize enough symbols to understand: "Hey people! I've got it! This ring is a single use, binding onto whomever puts it on until they choose to take it off. When you put it on your skin it becomes rock-hard for 1 hour! During that time, you are resistant to nonmagical bludgeoning, piercing, and slashing damage! What do you say? It could help , even if only once, in an unexpectedly tough battle... Do we give it to any of us? Or do we sell it and split the proceeds?"
"Yes dear," Khessa approves "Rumpadump and Stool deserve to go home... Not to mention that a certain mushroom demoness may be preparing disasters over there... Let's go and check!"
You all head off back through the Underdark, intent on getting on toward Netherlight Grove, much to the appreciation of Stool and Rumpadump. The journey continues to be rough and unforgiving, but it isn't until the 9th day along that you find yourselves crossing an open chamber, getting halfway across before the ground began to shake and buckle beneath your feet, eventually collapsing down into a dirt hallway some way below ground in a 10 ft high tubular passage. The ground around you continues to fall as the earth continues to shake, but an opening starts to appear about 25 ft ahead of you on the left.
"To the left!" points Khessa, heading there - and trying to help the slowest members of the party, like the myconids, taking them one in each arm and carrying them, if needed.
'Tunnels shaking in fury...' the blonde arcane warrior thinks in the meantime 'Did we already find one of the demonic activity the stonespeaker talked about?'
Katryl tries to move quickly to try to make it to the opening to the left. "I see it!" she says, responding to Khessa.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
During their trek towards Neverlight Grove, the noble drow would return to his brooding ways, planning his revenge in intricate detail while deciding how to use the demonic incursion into the Underdark to his advantage in the coming war against his brethren. He would let Darkwing continuously scout ahead of the team, invisible in batform as per usual, reporting back to his master about and threats ahead.
As the cavern floor suddenly collapses, Traydark and Darkwing hurries towards the opening to the left.
Perception with help from Darkwing: 23
As the ground gives way and you make for the opening, debris continues to fall down around you until you make it into the opening.
(Everyone make a DEX saving throw. DC 13 or take 5 bludgeoning damage)
Once through the opening though you find yourselves in another tunnel, the air feels quite thing, and there is the sound of running water somewhere off in the distance. A short ways ahead the tunnel splits left and right.
(Katryl DEX Save: 15)
(Eldeth DEX Save: 8)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
( Traydark DEX save: 10 )
Khessa's DEX save: 16
In spite of the encumberance of the two myconids she is carrying, the blonde arcane warrior reachs safety, while debris fall down near her, practically unscatched.
"Phew, this was close!" she sigs, letting Rumpadump and Stool down again. "Traydark?" she immediately worries "Are you ok? And you all, friends?"
Since nobody seems too seriously hurt, the tall adventuress focuses and the new tunnel: "Do you hear that? It's running water... Maybe we'll find a fresh spring!"
As the tunnel splits, Khessa would follow the direction that seems to lead to the water (judging by the noise). If she can't determine wich one, she'd choose right.
Perception to understand if better left or right to reach the water: 1
If it was Survival instead of Perception, add another +2 to the result
As you escape the crumbling tunnel and try to get your bearings, you quickly and easily notice a couple of things: It is pitch black down here, so those without darkvision will need help seeing; there is water already on the ground by an inch or two, and the air is noticeably thin. (Feel free to make a Survival check too)
(You came in at the bottom hall)
After several attempts to decide whether the sound of water is louder to the right or left, Khessa thinks: 'Oh, really, what does it matter? One direction is as good as another... if it's wrong, we'll go back'.
"Here!" the blonde arcane warrior then points, determined, to the right "I'm confident the water is on this side" and, if no one objects, she calls her Faithful Butler, enchants a pebble to make it emit an unreal azure light, and begins to walk in that direction... having the Faithful Butler hold the pebble, about 10' ahead of her to light the way.
After swiftly using his magic to clean himself up, the noble drow would let his familiar rest on his shoulder while following the arcane warrior, his purple eyes scanning the darkness beyound the reach of the light for threats.
Survival: 22
Perception with help from Darkwing: 19
Traydark you do notice that, while slow, the water level is rising, and you can estimate that unless there is a source of fresh air to be found somewhere, it will be only a matter of hours before it runs out, especially with the rising water as well.
Going right though it's only a minute or so before you come to a small chamber that serves as a dead end, with no running water to be found.
"The noises here below are really misleading..." Khessa mutters, retracing her steps to choose the other branch.