Ok so are you now going down the stairs to the next level of the dungeon?
(OOC: Just about. I think that Liarin still needs to mark a Long Rest and decide which spells to prepare. I'm still deciding what to do with Xanrym's spell list other than the cantrips, but I can figure that out tomorrow if you want to get started now.)
During his watch, Xanrym refills his lantern with oil and studies the lore in one of his books. He reflects on the lessons he could learn from their encounters since they entered the Rushmoors. He finally works out some new spells that he's been struggling to master since he first met Theldrin, Liarin, and Toska. He has clearly benefitted from their knowledge and experience.
Xanrym is a little surprised that nothing disturbed them during the night. He hopes that it's just because the denizens of the lower level of the dungeon don't come to the first level very often. But he worries that it means that they've already heard some rumors of the party's fight with the harpy and the troglodytes. He hopes that they haven't had time to prepare any special nasty surprises for the party.
In the morning after breakfast, Xanrym gathers up his caltrops, string, and bell from last night's "traps." He feeds and waters Heckle and leaves the horse food and water in the "inner room" of the harpy's den, hoping that the X-marked door is enough to keep the crocodile from finding Heckle. Xanrym chats with the party about their thoughts for the day. He knows that they're going to face the naga and the fourth member of the Naga's Teeth, Garath, apparently some sort of dark priest or wizard based on the mural the party found. He's not sure what other horrors await them in the next level of this dungeon, but at this point, the only way to find out is to descend the stairs and start exploring. Xanrym expresses his confidence in the party's ability to handle whatever the cult throws at them.
Again, there's probably not much value in trying to sneak ahead with his lantern. Until / unless they enter better-lit parts of the dungeon, Xanrym will let Avery and Liarin lead, taking a position at the back of the marching order.
Xanrym chats with the party about their thoughts for the day. He knows that they're going to face the naga and the fourth member of the Naga's Teeth, Garath, apparently some sort of dark priest or wizard based on the mural the party found. He's not sure what other horrors await them in the next level of this dungeon, but at this point, the only way to find out is to descend the stairs and start exploring. Xanrym expresses his confidence in the party's ability to handle whatever the cult throws at them.
(A little advance planning...)
In particular, Xanrym reminds Theldrin and Liarin of the Silence that they faced in the Golden Grain Inn when Misha's cultists attacked Maajid. He has learned how to cast that spell, and he warns Theldrin and Toska, in particular, that he plans to use cast Silence early in the fight with Garath to reduce him to fighting with weapons. Since the dungeon is mostly small rooms, he'll try to cover Garath with a zone of silence that doesn't leave the man any easy spots to avoid it.
Xanrym says, "If we catch Garath before he can get away or start casting spells, Avery and Liarin, you should try to focus on keeping the spellcaster from leaving the silent area. Liarin's snake staff could be especially useful in keeping him restrained and preventing him from getting away. Theldrin and Toska, when I cast that spell, try to stay behind me. That should keep you outside of the spell's area of effect no matter how I position it so that you can cast your spells."
You all descend the stairs and find yourselves in a small cavern with many tunnels leading off it. Mud cakes the floor and rock pillars hold up he roof. Three tunnels present themselves to you: The northernmost tunnel seems to lead out of the mud, while the other two lead further into the muck. The north-west tunnel is more compacted and seems to have footprints all through it, while the western tunnel is just slick mud, showing no sign of frequent use.
Theldrin holds his staff up to better illuminate the cavern, taking a closer look at the footprints and surroundings. "Perhaps that way... out of the mud? he whispers as he points to the North.
Your surroundings are noticeable wetter and muddier than the floors above, if that’s possible. The footprints are very Troglodyte looking. There’s lots of them, of all different types.
You all descend the stairs and find yourselves in a small cavern with many tunnels leading off it. Mud cakes the floor and rock pillars hold up he roof.
"Yuck!" The sound erupts almost spontaneously from Xanrym as the party gathers at the edge of the muddy chamber. He's clearly not happy about more wet mud and rotten smells. Xanrym is not as fussy about his appearance as some bards, but his clothes had finally dried out from the previous day's wading through the Rushmoors and then through the pools of mud in the first level of this dungeon. He's not looking forward to another day of tramping through thick, smelly mud.
Theldrin holds his staff up to better illuminate the cavern, taking a closer look at the footprints and surroundings. "Perhaps that way... out of the mud? he whispers as he points to the North.
"Yes, out of the mud sounds good!", Xanrym agrees with Theldrin. "I don't look forward to finding more troglodytes, but at least we're sure that the mud is shallow enough that way. The western tunnel is so smooth that I imagine it could be a bottomless pit of mud. And drowning in mud would be a rather unheroic way to die. Either that, or maybe there's some other danger that way that even the cultists avoid, like they did with the harpy!"
You go north away from the mud, and find more caverns as you trek into a more compacted earthen part of the cavern that ends in a T-Intersection. To the west you see a giant room filled with more mud, while eastward you see the path becomes even more compacted and solid.
Assuming you head east away form the giant muddy patch you reach another T-Intersection, to the south you see a room containing a murky brown pool, while to the north is a wooden door in the earth, evidence of moisture on the outside of the door.
Assuming you head east away form the giant muddy patch
Yes, that would be Xanrym''s vote.
you reach another T-Intersection, to the south you see a room containing a murky brown pool, while to the north is a wooden door in the earth, evidence of moisture on the outside of the door.
Which way do you go at the second intersection.
After the red salad and big crocodile yesterday, Xanrym is more interested in trying the north hall toward the door. He says, "Unless we find a boat or something, I'm not enthusiastic about any large body of water down here. We should probably avoid wading into any water when we cannot see the the whole room."
(OOC: Of course, Xanrym doesn't know that all of this adventuring in swamps has given Liarin access to Wild Shapes with a swim speed. Nor that the staff's constrictor snake can swim.)
Xanrym suggests going slowly and looking out for traps in the hallway as they approach the door.
There are no traps in this hallway, but the door itself is somewhat swollen from the water that has soaked into it and proves pretty difficult to open.
If someone wants to try and wrench it open it will take a DC 13 Athletics check to do it in one pull.
You rip the door open and step into a large room, 50ft by 50ft, in the middle of them room is another pillar. But this room is different to any you've seen before in this dungeon, the slabs of stone used to pave the room are well crafted, and the dimensions of this room are more square and better constructed than others. Even the pillar is made of stone, perfectly round, and with images carved into the top and bottom of it. There's another entry to the north of the room, the door looks equally well made and solid.
As Avery steps into the chamber he catches a glimpse of a circular floating light in the middle right near the pillar. Immediately Initiative:
Group 1: Avery and Xanrym
Group 2: Floating Light
Group 3: Liarin and Theldrin
Avery and Xanrym are up, they can take an action now without knowing what this light is or what it can do.
Theldrin is also up early, studying his spellbook. He begins the new day by casting Mage Armor on himself.
Ok so are you now going down the stairs to the next level of the dungeon?
Avery is ready
(OOC: Just about. I think that Liarin still needs to mark a Long Rest and decide which spells to prepare. I'm still deciding what to do with Xanrym's spell list other than the cantrips, but I can figure that out tomorrow if you want to get started now.)
During his watch, Xanrym refills his lantern with oil and studies the lore in one of his books. He reflects on the lessons he could learn from their encounters since they entered the Rushmoors. He finally works out some new spells that he's been struggling to master since he first met Theldrin, Liarin, and Toska. He has clearly benefitted from their knowledge and experience.
Xanrym is a little surprised that nothing disturbed them during the night. He hopes that it's just because the denizens of the lower level of the dungeon don't come to the first level very often. But he worries that it means that they've already heard some rumors of the party's fight with the harpy and the troglodytes. He hopes that they haven't had time to prepare any special nasty surprises for the party.
In the morning after breakfast, Xanrym gathers up his caltrops, string, and bell from last night's "traps." He feeds and waters Heckle and leaves the horse food and water in the "inner room" of the harpy's den, hoping that the X-marked door is enough to keep the crocodile from finding Heckle. Xanrym chats with the party about their thoughts for the day. He knows that they're going to face the naga and the fourth member of the Naga's Teeth, Garath, apparently some sort of dark priest or wizard based on the mural the party found. He's not sure what other horrors await them in the next level of this dungeon, but at this point, the only way to find out is to descend the stairs and start exploring. Xanrym expresses his confidence in the party's ability to handle whatever the cult throws at them.
Again, there's probably not much value in trying to sneak ahead with his lantern. Until / unless they enter better-lit parts of the dungeon, Xanrym will let Avery and Liarin lead, taking a position at the back of the marching order.
Theldrin casts Light on his staff and gives the others a nod as if to say he's ready to go.
(A little advance planning...)
In particular, Xanrym reminds Theldrin and Liarin of the Silence that they faced in the Golden Grain Inn when Misha's cultists attacked Maajid. He has learned how to cast that spell, and he warns Theldrin and Toska, in particular, that he plans to use cast Silence early in the fight with Garath to reduce him to fighting with weapons. Since the dungeon is mostly small rooms, he'll try to cover Garath with a zone of silence that doesn't leave the man any easy spots to avoid it.
Xanrym says, "If we catch Garath before he can get away or start casting spells, Avery and Liarin, you should try to focus on keeping the spellcaster from leaving the silent area. Liarin's snake staff could be especially useful in keeping him restrained and preventing him from getting away. Theldrin and Toska, when I cast that spell, try to stay behind me. That should keep you outside of the spell's area of effect no matter how I position it so that you can cast your spells."
You all descend the stairs and find yourselves in a small cavern with many tunnels leading off it. Mud cakes the floor and rock pillars hold up he roof. Three tunnels present themselves to you: The northernmost tunnel seems to lead out of the mud, while the other two lead further into the muck. The north-west tunnel is more compacted and seems to have footprints all through it, while the western tunnel is just slick mud, showing no sign of frequent use.
Theldrin holds his staff up to better illuminate the cavern, taking a closer look at the footprints and surroundings. "Perhaps that way... out of the mud? he whispers as he points to the North.
Perception: 22
Investigation: 26
Your surroundings are noticeable wetter and muddier than the floors above, if that’s possible. The footprints are very Troglodyte looking. There’s lots of them, of all different types.
Avery nods, "I'll go after the spell caster when we find him"
"Yuck!" The sound erupts almost spontaneously from Xanrym as the party gathers at the edge of the muddy chamber. He's clearly not happy about more wet mud and rotten smells. Xanrym is not as fussy about his appearance as some bards, but his clothes had finally dried out from the previous day's wading through the Rushmoors and then through the pools of mud in the first level of this dungeon. He's not looking forward to another day of tramping through thick, smelly mud.
"Yes, out of the mud sounds good!", Xanrym agrees with Theldrin. "I don't look forward to finding more troglodytes, but at least we're sure that the mud is shallow enough that way. The western tunnel is so smooth that I imagine it could be a bottomless pit of mud. And drowning in mud would be a rather unheroic way to die. Either that, or maybe there's some other danger that way that even the cultists avoid, like they did with the harpy!"
"Definitely out of the mud", says Liarin.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
You go north away from the mud, and find more caverns as you trek into a more compacted earthen part of the cavern that ends in a T-Intersection. To the west you see a giant room filled with more mud, while eastward you see the path becomes even more compacted and solid.
Assuming you head east away form the giant muddy patch you reach another T-Intersection, to the south you see a room containing a murky brown pool, while to the north is a wooden door in the earth, evidence of moisture on the outside of the door.
Which way do you go at the second intersection?
Yes, that would be Xanrym''s vote.
After the red salad and big crocodile yesterday, Xanrym is more interested in trying the north hall toward the door. He says, "Unless we find a boat or something, I'm not enthusiastic about any large body of water down here. We should probably avoid wading into any water when we cannot see the the whole room."
(OOC: Of course, Xanrym doesn't know that all of this adventuring in swamps has given Liarin access to Wild Shapes with a swim speed. Nor that the staff's constrictor snake can swim.)
Xanrym suggests going slowly and looking out for traps in the hallway as they approach the door.
Theldrin nods, agreeing that heading towards the door seems the better choice.
There are no traps in this hallway, but the door itself is somewhat swollen from the water that has soaked into it and proves pretty difficult to open.
If someone wants to try and wrench it open it will take a DC 13 Athletics check to do it in one pull.
Avery will try the door: 16
You rip the door open and step into a large room, 50ft by 50ft, in the middle of them room is another pillar. But this room is different to any you've seen before in this dungeon, the slabs of stone used to pave the room are well crafted, and the dimensions of this room are more square and better constructed than others. Even the pillar is made of stone, perfectly round, and with images carved into the top and bottom of it. There's another entry to the north of the room, the door looks equally well made and solid.
As Avery steps into the chamber he catches a glimpse of a circular floating light in the middle right near the pillar. Immediately Initiative:
Group 1: Avery and Xanrym
Group 2: Floating Light
Group 3: Liarin and Theldrin
Avery and Xanrym are up, they can take an action now without knowing what this light is or what it can do.
As Avery does not know what it is, he will be on his guard, and attempt to identify what it is: Perception: 14