All you enter the cave after a short walk through the shallow water of the edge of the stream. The entrance is low, forcing the humans to lean over while entering. It enlarges soon after the mouth of the cave so that all can stand up. The light from Starker's illuminated staff reflects off of innumerable crystalline flecks in the stone walls of the cave with a glittering effect. The stream continues into the mountain for around 100' and comes to a roaring waterfall descending a natural shaft in the mountain. Tiny, blue glow worms can be seen hanging from the roof of the cave that is about 12' high starting about halfway to the waterfall and out over the area of the shaft. The path continues down this shaft in a stairwell that circles around the outer edge. Misty vapors from the waterfall obscure vision more than 10' ahead of you. The mists are aglow with a golden hue from Starker's Light spell. It is difficult to see ahead or behind you any distance. You are only able to see the people two ahead of you or behind you through the mists, even with Darkvision.
Chadwick will activate the drift globe and cast daylight.
The Driftglobe comes alive with brilliant light illuminating the mists in a more white colored light. Visibility is unchanged. 10' max in any direction.
The stairs wind around the shaft and descend into the mountain. Your senses are consumed with roar of falling water, the cool dampness of the enveloping mists, your limited bubble of vision and the smell of wet stone. The stairs appear ancient and worn. The water makes them slick. Fungus can be seen growing on the walls and stairs in patches of plate-like growth.
The stairs descend through a line of demarcation to reveal a landing below. This is a circular area of flat bedrock that sits 2-3’ above a large circular pool. The Driftglobe reveals a large cavern beyond the pool. The water falls in a 20’ diameter column just in front of the landing, obscuring it from the rest of the cavern. The water takes on a tinkling of small bells quality ringing in the cavern.
A stone path winds around wall of the cavern to navigate around the pool. You can see dim light in the distance. The silhouette of a delicate, arched bridge can be seen in the distance framed in this glow.
The stairs wind around the shaft and descend into the mountain. Your senses are consumed with roar of falling water, the cool dampness of the enveloping mists, your limited bubble of vision and the smell of wet stone. The stairs appear ancient and worn. The water makes them slick. Fungus can be seen growing on the walls and stairs in patches of plate-like growth.
The stairs descend through a line of demarcation to reveal a landing below. This is a circular area of flat bedrock that sits 2-3’ above a large circular pool. The Driftglobe reveals a large cavern beyond the pool. The water falls in a 20’ diameter column just in front of the landing, obscuring it from the rest of the cavern. The water takes on a tinkling of small bells quality ringing in the cavern.
A stone path winds around wall of the cavern to navigate around the pool. You can see dim light in the distance. The silhouette of a delicate, arched bridge can be seen in the distance framed in this glow.
The path leads around the column of falling water. It is bedrock worn smooth over time and sits about 6" above the surface of the pool. The pool is about 50' in diameter and has a stream running out of it across the cavern. The path winds around the pool to a tunnel with the pool and walkway. The bright light of the Driftglobe illuminates the clear pool water as well. You can see delicate fronds of water plants swaying in the gently moving water about 10' below the surface of the pool. You believe that you can see movement through these plants out of the corner of your eye. When you turn to look nothing is there but the waving plants. The cavern rises to a dome with the column of water entering through the apex of the dome. The ceiling and walls are speckled with the same crystalline flecks you saw in the previous cave, glimmering in the light of the Driftglobe.
The bridge is about 100' ahead of you down the tunnel. At the edge of the pool the stream runs over a rocky bed and is about 1' deep. The bridge is a delicate bridge made stone with a large circular opening to allow the stream to pass through. Ahead of you is what appears to be the mouth of the cave with soft daylight filtering into the cave through what appears to be a curtain of flowering vines.
There is great danger here! I do not know what. But Darkbane is alerting me as we progress.
The strange elf figure we spotted outside, the sensations like the enchantment in the meadow, this whimsical architecture - if not a spider monkey, perhaps some evil fey.
Before spelunking, Starker casts Light on his quarterstaff (20’ bright light, an additional 20’ dim light beyond that) and Mage Armor on himself.
Chadwick is able to discern that there is no Celestial, Fiendish or Undead influence or creatures in the cave or the mists.
Done
All you enter the cave after a short walk through the shallow water of the edge of the stream. The entrance is low, forcing the humans to lean over while entering. It enlarges soon after the mouth of the cave so that all can stand up. The light from Starker's illuminated staff reflects off of innumerable crystalline flecks in the stone walls of the cave with a glittering effect. The stream continues into the mountain for around 100' and comes to a roaring waterfall descending a natural shaft in the mountain. Tiny, blue glow worms can be seen hanging from the roof of the cave that is about 12' high starting about halfway to the waterfall and out over the area of the shaft. The path continues down this shaft in a stairwell that circles around the outer edge. Misty vapors from the waterfall obscure vision more than 10' ahead of you. The mists are aglow with a golden hue from Starker's Light spell. It is difficult to see ahead or behind you any distance. You are only able to see the people two ahead of you or behind you through the mists, even with Darkvision.
(( Provide a marching order, please. ))
Chadwick will activate the drift globe and cast daylight.
Proposed marching order: Hoid, Chadwick, Starker, Trollkarl, Kragen, Gneuman
Thought being if we encounter something up front Gneuman has more movement to get into place.
The Driftglobe comes alive with brilliant light illuminating the mists in a more white colored light. Visibility is unchanged. 10' max in any direction.
“Lead on Brother!” To Hoid
“Cousin, when did you encounter the ill feeling?”, “Are we close? Should we prepare?”
Hoid will head down the stairs, cursing in Dwarven that Chadwick needs to turn off the high beams.
Shall I dial back to the light spell rather than the high beams?
No, because then you can’t turn on high beams again if needed. If the mist goes away eventually the daylight might be useful.
The stairs wind around the shaft and descend into the mountain. Your senses are consumed with roar of falling water, the cool dampness of the enveloping mists, your limited bubble of vision and the smell of wet stone. The stairs appear ancient and worn. The water makes them slick. Fungus can be seen growing on the walls and stairs in patches of plate-like growth.
The stairs descend through a line of demarcation to reveal a landing below. This is a circular area of flat bedrock that sits 2-3’ above a large circular pool. The Driftglobe reveals a large cavern beyond the pool. The water falls in a 20’ diameter column just in front of the landing, obscuring it from the rest of the cavern. The water takes on a tinkling of small bells quality ringing in the cavern.
A stone path winds around wall of the cavern to navigate around the pool. You can see dim light in the distance. The silhouette of a delicate, arched bridge can be seen in the distance framed in this glow.
Hoid will move toward the bridge, and over, barring significant events that dictate otherwise.
Look alive, boys! Let's keep moving.
It could be dangerous....let Hoid go first. 😃
The path leads around the column of falling water. It is bedrock worn smooth over time and sits about 6" above the surface of the pool. The pool is about 50' in diameter and has a stream running out of it across the cavern. The path winds around the pool to a tunnel with the pool and walkway. The bright light of the Driftglobe illuminates the clear pool water as well. You can see delicate fronds of water plants swaying in the gently moving water about 10' below the surface of the pool. You believe that you can see movement through these plants out of the corner of your eye. When you turn to look nothing is there but the waving plants. The cavern rises to a dome with the column of water entering through the apex of the dome. The ceiling and walls are speckled with the same crystalline flecks you saw in the previous cave, glimmering in the light of the Driftglobe.
The bridge is about 100' ahead of you down the tunnel. At the edge of the pool the stream runs over a rocky bed and is about 1' deep. The bridge is a delicate bridge made stone with a large circular opening to allow the stream to pass through. Ahead of you is what appears to be the mouth of the cave with soft daylight filtering into the cave through what appears to be a curtain of flowering vines.
Does the architecture suggest elves, dwarves, humans, gnomes, orcs, spider monkeys, or some other builders?
How far did we descend?
The architecture of the bridge seems whimsical and far too delicate to support the span of a bridge. Similar to elven, but not the same.
It is unclear how far you descended. You could only see 10' in any direction. Your best guess is 400 yards down.
Sooooo … spider monkey.
There is great danger here! I do not know what. But Darkbane is alerting me as we progress.
The strange elf figure we spotted outside, the sensations like the enchantment in the meadow, this whimsical architecture - if not a spider monkey, perhaps some evil fey.
“Hoid, if you don’t mind, Cyrus will ride on your shoulder up front. Should need arise, I can use his touch to impart upon you Protection from Evil.”