The noble drow mutters a bit as it is suggested that the team should continue to investigate the tunnels. "We should use the mesa to try to locate our quarry."He suggests but is otherwise ready to move on.
Ebzer nods slowly at Katryl's comment. "The lass has the right of it, let us make sure we leave no enemies behind us to stab us in the back."
"Nothing prevents us from doing both..." Khessa meditates "First let's finish investigating these so pleasant and hospitable tunnels, then, since it's at the mesa that we should set the trap for Droki, we might as well try to use it. We will need someone with quite a strong will, but we can try" she looks at Silas (OOC: wis save needed for the attempt...).
"After all," the blonde arcane warrior continues, "if the mesa allows us to hear noises in Gracklstugh, now that Droki is out, we might actually hear his voice or the noises around him and maybe even figure out where he is"-
"As far as this place is concerned, the only way forward seems to be that tiny opening there..." the tall adventuress points to the crack in the wall just large enough for a small creature to pass through - and if no one objects, assumes enough Pygmyworts to be able to pass (offering some to her companions too, if someone is without) and she guides the group through that hole.
(On the map shown earlier I think we can spot the mesa, where we fought Narrak and where we fought the duergar alchemist. I can only spot three more areas we haven't investigated yet, all of them reachable by following norma sized corridors to the north. Khessa can pick one but for instance we could go back through the smashed door and then head north :-)
(On the map shown earlier I think we can spot the mesa, where we fought Narrak and where we fought the duergar alchemist. I can only spot three more areas we haven't investigated yet, all of them reachable by following norma sized corridors to the north. Khessa can pick one but for instance we could go back through the smashed door and then head north :-)
(Fine! Let's head north. @DM: Ready to explore further as soon as you are...)
Heading back out into one of the larger tunnels you reach a large cavernous area. The chamber splits into two paths surrounding a large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s surface, while the eastern path runs level with the water and continues into a tunnel opening. The water turns darker toward the center of the pool, where it transforms from a gentle swirl into a churning vortex.
This post has potentially manipulated dice roll results.
The noble drow smirks at Ebzer's ironic remark but then he goes serious again. "We are looking for that ring, not conducting a general search of these tunnels which could be endless as far as we know." He says, motioning for Khessa to decide which way to go now while also keeping a wary eye on that vortex.
"Let's take the western path" suggests Khessa. "From the ramp above the pool's surface we should have a better view of the entire cavern".
Once in an elevated position, if there are areas that remain in the shade, the blonde arcane warrior sends her Trusted Butler to illuminate them with a lighted pebble.
Do we see hands, rings, or otherwise interesting things around?
You begin to ascend the ramp on the left, keeping an eye out for hands and rings and such, but none can be found in the area. However, after going up about 30 ft or so, there is a raucous bellowing sound, as the water below begins to churn hard and a large watery creature rushes out of the pool and at your group!
Quick to react due to having his purple eyes fixed on the churning vortex below, Traydark snarls and swiftly places his hex on the large watery creature, then unleahing a purple beam of eldritch crackling force against it.
Eldritch Blast: 25 Force: 5 Necrotic: 5
The noble drow then steps into whatever cover he may find, possibly one of his brave team members.
(OOC: Ebzer... and Silas, I'd say, if we wish to treat Eldeth and Silas like sidekicks - that is, just have them always take their turns right after their partner's)
Ebzer's axe doesn't seem to cut as well as he would hope, making more of a splash than damage it seems. But Silas's spell hits true and the weird wiggles warily.
This post has potentially manipulated dice roll results.
Seeing Ebzer's axe do little to the water creature, Katryl causes a flickering flame to appear in her hand. She first uses examines the creature for weaknesses (Insightful Fighting - Insight: 20 vs. creature's Deception.) She then throws the flame at the creature. (Spell Attack: 12 Damage: 4)
(Sneak Attack bonus damage if Insightful Fighting successful: 7)
Eldeth draws her bow, firing off shots at the watery creature. (Longbow Attack: 7 Damage: 7) (Longbow Attack: 15 Damage: 4)
Ebzer nods slowly at Katryl's comment. "The lass has the right of it, let us make sure we leave no enemies behind us to stab us in the back."
"Nothing prevents us from doing both..." Khessa meditates "First let's finish investigating these so pleasant and hospitable tunnels, then, since it's at the mesa that we should set the trap for Droki, we might as well try to use it. We will need someone with quite a strong will, but we can try" she looks at Silas (OOC: wis save needed for the attempt...).
"After all," the blonde arcane warrior continues, "if the mesa allows us to hear noises in Gracklstugh, now that Droki is out, we might actually hear his voice or the noises around him and maybe even figure out where he is"-
"As far as this place is concerned, the only way forward seems to be that tiny opening there..." the tall adventuress points to the crack in the wall just large enough for a small creature to pass through - and if no one objects, assumes enough Pygmyworts to be able to pass (offering some to her companions too, if someone is without) and she guides the group through that hole.
(Looking back at the map of the tunnels I'm pretty sure there are plenty of other options though without eating those weird mushrooms.)
(Lol! Do you really dislike them that much? No problem, any other new way is fine, give directions and we go)
(On the map shown earlier I think we can spot the mesa, where we fought Narrak and where we fought the duergar alchemist. I can only spot three more areas we haven't investigated yet, all of them reachable by following norma sized corridors to the north. Khessa can pick one but for instance we could go back through the smashed door and then head north :-)
(Fine! Let's head north. @DM: Ready to explore further as soon as you are...)
Heading back out into one of the larger tunnels you reach a large cavernous area. The chamber splits into two paths surrounding a large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s surface, while the eastern path runs level with the water and continues into a tunnel opening. The water turns darker toward the center of the pool, where it transforms from a gentle swirl into a churning vortex.
"Oh look, a churning vortex," remarks Ebzer. "I think it would be perfectly reasonable and safe to approach it closely and investigate."
The noble drow smirks at Ebzer's ironic remark but then he goes serious again. "We are looking for that ring, not conducting a general search of these tunnels which could be endless as far as we know." He says, motioning for Khessa to decide which way to go now while also keeping a wary eye on that vortex.
Perception: 23
"Let's take the western path" suggests Khessa. "From the ramp above the pool's surface we should have a better view of the entire cavern".
Once in an elevated position, if there are areas that remain in the shade, the blonde arcane warrior sends her Trusted Butler to illuminate them with a lighted pebble.
Do we see hands, rings, or otherwise interesting things around?
You begin to ascend the ramp on the left, keeping an eye out for hands and rings and such, but none can be found in the area. However, after going up about 30 ft or so, there is a raucous bellowing sound, as the water below begins to churn hard and a large watery creature rushes out of the pool and at your group!
Combat order:
Traydark
Ebzer
Katryl/Eldeth
Weird
Khessa
Silas
Quick to react due to having his purple eyes fixed on the churning vortex below, Traydark snarls and swiftly places his hex on the large watery creature, then unleahing a purple beam of eldritch crackling force against it.
Eldritch Blast: 25 Force: 5 Necrotic: 5
The noble drow then steps into whatever cover he may find, possibly one of his brave team members.
( Extra crit damage Force: 2 + Necrotic: 3 )
The weird splashes about from the blast and gurgles menacingly! Traydark attempts to hide behind the others as you are all exposed on this ramp!
Ebzer up!
(OOC: Ebzer... and Silas, I'd say, if we wish to treat Eldeth and Silas like sidekicks - that is, just have them always take their turns right after their partner's)
(Sorry... how close are we to the water weird? Are we above it on a bridge? Is it within striking distance of melee attacks?)
(Nope it's right at level with you)
Round 1
Ebzer swings his mighty greataxe at the water elemental, hoping it is not immune to the steel of his blade.
Attack: 17 Damage: 13 slashing damage
Silas will mumble an incantation to call down radiant fire on the creature. (DC 13 DEX save else 3 radiant damage.
Ebzer's axe doesn't seem to cut as well as he would hope, making more of a splash than damage it seems. But Silas's spell hits true and the weird wiggles warily.
Katryl up.
Seeing Ebzer's axe do little to the water creature, Katryl causes a flickering flame to appear in her hand. She first uses examines the creature for weaknesses (Insightful Fighting - Insight: 20 vs. creature's Deception.) She then throws the flame at the creature.
(Spell Attack: 12 Damage: 4)
(Sneak Attack bonus damage if Insightful Fighting successful: 7)
Eldeth draws her bow, firing off shots at the watery creature.
(Longbow Attack: 7 Damage: 7)
(Longbow Attack: 15 Damage: 4)
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