I am good with waiting 2-3 weeks for the transport, would give me time to explore some of the personal magic items for The Company.
If i remember correctly, the Stonejaws message mentioned that they are at Shalecliff so i am interpreting that they have retreated from the Mine until help arrives so we do not need to pay for teleport mode.
Hoid will contemplate giving any and all members of the Hartstone clan guilt trips, Gaius for being ungrateful to those that restored his family for no particular reason, and the elder brothers for their lack of faith in their younger brother and those that restored their family for no particular reason. While having these contemplations, Hoid will seek out the finest beverages in this land and take naps. If there are any martial tournaments, Hoid will consider attending as a spectator between napping, quaffing beverages and contemplating guilt trips.
In sum, Hoid has no plans to be productive and will kill time until the overland portion(s) of the journey.
Chadwick contemplates pit fighting or carousing, but decides to spend the in religious service at a temple of Tyr. If there isn't one he will rethink his original ideas.
This assumes we aren't ready to start spending time or money on our bastions yet.
After calling upon Mallinora and the Rogue's Respite to transport them, The Company arrived in Shalecliff. Bronk was encountered outside of town and joined them as they headed back to Shalecliff. Much of the damage from the battle with the dragon and orcs has been repaired. Jotrun still runs a busy tavern. Arnak and Hanny were found there as well as the Stonejaw brothers. The reunion was celebrated and The Company joined the Stonejaws to trek to the site of the mine.
Negotiations along the way were interesting. The Stonejaws lack operating capital at this point due to the extended search for the mine. An agreement for a 50% division of any valuables found in the mine was made. In addition, The Company will be given partnership shares in the mine. The amount of this was never really solidified. Starker suggested that the mine interest be divided 50/50 between The Company and the Stonejaws. This was met with hard dwarven stares. The Stonejaws offered a 1% share to each member of The Company. Objections were heard about this offer. Now, a non-fixed percentage will be agreed upon following successful clearing of the mine of the evil within. Perhaps the greatest battle will be after the evil is gone.....
The mine was entered through a tunnel created by the Stonejaws. An ancient dwarven settlement was found within. The buildings are now just ruins. An operative elevator platform was found and access to an upper tier and lower tier from the middle tier was established. A band of ogres led by an ogre able to become invisible and cast spells was repelled on the mid-level. Swarms of strikes attacked on the lower level. Light seems dimmer throughout the mine. Kragen and Chadwick found that their efforts to heal fellow members of The Company were less effective than would be expected. Even Kragen's use of his Healer's Kit was diminished.
The Company now is on the lower level, exploring along a set of mine cart tracks. What seem to be aquaculture ponds and a fungus farm have been found on this level as well.
Throughout the exploration there has been an eerie, hair on the back of your neck raising moan coming from deep in the mines. The Company is headed for this to determine its source. The sound of a loud wave crashing was also heard though no water has been found.
The lower tier of the Deep Wave mine has the elevator platform landing and controlling gears mechanism. To the side of this you find old aquaculture ponds that have a slimy, algae like content within them. Mine cart tracks lead away from the platform into the darkness. The middle tier deck can be seen as a ceiling 50' above you. There is a cut out of the middle tier pointing to the cardinal directions on the map that is 60' wide. These gaps are spanned by bridges between each quarter deck above. The center of the middle deck has a contiguous circular cut out as well. Great columns of living rock rise from this level to the middle deck and from your experience there up to the upper deck.
After being attacked by the stirge swarms, you look about and see that fungus farms seem to comprise the inner portion of the lower tier. These are wild now with patches of fungus of varying shapes and sizes seen. The tracks lead off into the darkness. A paved, arced path runs between the aquaculture ponds area and the fungal farm. Walls of stacked stone line the perimeter of the fungal farm plots.
Have the globe ready. We were told the dwarves were driven out by the darkness itself the globe may be useful if we find ourselves in the same situation
Proceeding further, you move deeper into the darkness. The great cogs and elevator disappear into the darkness behind you. Looking up you now see the hollow center of the middle tier leaving a great open space above you. The inky darkness above seems heavy, like a weight bearing down on you as your gaze drifts up. You cannot help but feel that someone or some THING is watching you from the darkness. Then another of the eerie wails erupts, filling the cavern of the mountain. It seems to be coming from all around you. The tracks continue on ahead in the darkness. Weird fungi are growing in the ground to each side of the tracks. Some of it is phosphorescent after being exposed to the light of the Driftglobe. Behind you is a faint path of barely visible green and purple glowing fungi to each side of the tracks.
Kragen to Hoid “Brother, should one of us use our ability to sense the stones again? That wail is quite unnerving!”
Kragen reaches down and touches stones at their feet.
activate tremor sense
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
I don’t feel it is beneficial to send the magical mastiff out on point. We just want to know if something is invisible, and probably closing in to do something dangerous. That doesn’t require being in the lead. Also, I am concerned that being in the lead could make the magical mastiff a murder target for a malevolent magical monster.
I am good with waiting 2-3 weeks for the transport, would give me time to explore some of the personal magic items for The Company.
If i remember correctly, the Stonejaws message mentioned that they are at Shalecliff so i am interpreting that they have retreated from the Mine until help arrives so we do not need to pay for teleport mode.
BTW, i am back state-side.
Kragen sends another message to Captain Mallinora.
"Thank you Captain, 2-3 weeks would be acceptable. Currently in Cormyr, the capital Daerlun. We will await your arrival at the Happy Hippocampus Inn."
Mallinora responds to Kragen's second message:
Please meet on the wharf in Urmlaspyr where I dropped you off. Be safe and don't let the neogi find you....
Starker has commissioned his candy dish to be made.
Kragen is looking into the creation of magic items.
Any other activities in this proposed 2-3 weeks in Daerlun, Urmlaspyr or Ravenshield-Manor-soon-to-be-Harthall?
Hoid will contemplate giving any and all members of the Hartstone clan guilt trips, Gaius for being ungrateful to those that restored his family for no particular reason, and the elder brothers for their lack of faith in their younger brother and those that restored their family for no particular reason. While having these contemplations, Hoid will seek out the finest beverages in this land and take naps. If there are any martial tournaments, Hoid will consider attending as a spectator between napping, quaffing beverages and contemplating guilt trips.
In sum, Hoid has no plans to be productive and will kill time until the overland portion(s) of the journey.
Chadwick contemplates pit fighting or carousing, but decides to spend the in religious service at a temple of Tyr. If there isn't one he will rethink his original ideas.
This assumes we aren't ready to start spending time or money on our bastions yet.
Gneuman will discuss possible locations for a "vacation home" in the Faywild with Ajax. Asking if the dragon knows of any contractors or lay people.
Descent into the Deep Wave Mine
After calling upon Mallinora and the Rogue's Respite to transport them, The Company arrived in Shalecliff. Bronk was encountered outside of town and joined them as they headed back to Shalecliff. Much of the damage from the battle with the dragon and orcs has been repaired. Jotrun still runs a busy tavern. Arnak and Hanny were found there as well as the Stonejaw brothers. The reunion was celebrated and The Company joined the Stonejaws to trek to the site of the mine.
Negotiations along the way were interesting. The Stonejaws lack operating capital at this point due to the extended search for the mine. An agreement for a 50% division of any valuables found in the mine was made. In addition, The Company will be given partnership shares in the mine. The amount of this was never really solidified. Starker suggested that the mine interest be divided 50/50 between The Company and the Stonejaws. This was met with hard dwarven stares. The Stonejaws offered a 1% share to each member of The Company. Objections were heard about this offer. Now, a non-fixed percentage will be agreed upon following successful clearing of the mine of the evil within. Perhaps the greatest battle will be after the evil is gone.....
The mine was entered through a tunnel created by the Stonejaws. An ancient dwarven settlement was found within. The buildings are now just ruins. An operative elevator platform was found and access to an upper tier and lower tier from the middle tier was established. A band of ogres led by an ogre able to become invisible and cast spells was repelled on the mid-level. Swarms of strikes attacked on the lower level. Light seems dimmer throughout the mine. Kragen and Chadwick found that their efforts to heal fellow members of The Company were less effective than would be expected. Even Kragen's use of his Healer's Kit was diminished.
The Company now is on the lower level, exploring along a set of mine cart tracks. What seem to be aquaculture ponds and a fungus farm have been found on this level as well.
Throughout the exploration there has been an eerie, hair on the back of your neck raising moan coming from deep in the mines. The Company is headed for this to determine its source. The sound of a loud wave crashing was also heard though no water has been found.
The lower tier of the Deep Wave mine has the elevator platform landing and controlling gears mechanism. To the side of this you find old aquaculture ponds that have a slimy, algae like content within them. Mine cart tracks lead away from the platform into the darkness. The middle tier deck can be seen as a ceiling 50' above you. There is a cut out of the middle tier pointing to the cardinal directions on the map that is 60' wide. These gaps are spanned by bridges between each quarter deck above. The center of the middle deck has a contiguous circular cut out as well. Great columns of living rock rise from this level to the middle deck and from your experience there up to the upper deck.
After being attacked by the stirge swarms, you look about and see that fungus farms seem to comprise the inner portion of the lower tier. These are wild now with patches of fungus of varying shapes and sizes seen. The tracks lead off into the darkness. A paved, arced path runs between the aquaculture ponds area and the fungal farm. Walls of stacked stone line the perimeter of the fungal farm plots.
Deep Wave Lower Tier
(Can you specify the grid size this map, for those of us not participating or paying attention last night, or those with faulty memory?)
20’ per square. Map Legend in bottom right corner as well.
Kragen to the group
”Shall we continue forward with investigating this foul place? Tyr desires this place cleansed and Dwarves returned to these great halls!”
furrows his embrows and stares about.
Absolutely.
Have the globe ready. We were told the dwarves were driven out by the darkness itself the globe may be useful if we find ourselves in the same situation
Proceeding further, you move deeper into the darkness. The great cogs and elevator disappear into the darkness behind you. Looking up you now see the hollow center of the middle tier leaving a great open space above you. The inky darkness above seems heavy, like a weight bearing down on you as your gaze drifts up. You cannot help but feel that someone or some THING is watching you from the darkness. Then another of the eerie wails erupts, filling the cavern of the mountain. It seems to be coming from all around you. The tracks continue on ahead in the darkness. Weird fungi are growing in the ground to each side of the tracks. Some of it is phosphorescent after being exposed to the light of the Driftglobe. Behind you is a faint path of barely visible green and purple glowing fungi to each side of the tracks.
Kragen to Hoid “Brother, should one of us use our ability to sense the stones again? That wail is quite unnerving!”
Kragen reaches down and touches stones at their feet.
activate tremor sense
As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked.
Activating the magic mastiff might be prudent. Its ability to see last longer than tremorsense.
Starker:”Forth Meganephos!” tossing the statue ahead, summoning the mastiff.
Kragen rises and says to the group. “Not sensing anything to this point. Should we send the hound on ahead as we move forward.”
I don’t feel it is beneficial to send the magical mastiff out on point. We just want to know if something is invisible, and probably closing in to do something dangerous. That doesn’t require being in the lead. Also, I am concerned that being in the lead could make the magical mastiff a murder target for a malevolent magical monster.
Starker:”oops”