Sly circles the statue of the elven druid, book open in her hands and quill at the ready, marking any details that stand out. Perhaps there is evidence of a secret compartment or other obscure hint. Perhaps the sword could be moved [Investigation 11]. Is it possible to walk past the statue directly to the opposite door?
Perhaps the druid is a figure of historical [history 13] or religious [religion 11] significance?
She says out loud: "I'm not detecting any sort of magical interference here, but other sorts of tomfoolery are still very much on the table."
You study the Druid statue closely and you work out that the sword is very much firmly clasped in its grip, and that it is planted rock solid to the ground, with no secret compartments or possibilities of moving it aside from otherworldly strength. Your history check and investigation check combined allow you to notice the rose tattoo chiselled into the back of the statues hand, with the thorny stem retreating back beneath the statues robes, and you remember that Evaltrini was known for her prominent foliage tattoos that ran the length of her forearm, so you think that the statue might be a depiction of her. In answer to your question on whether you can walk past the statue and through the door, you can’t as it is completely blocking of the doorway, meaning that there must be a way of moving the statue to get through.
Oh and as for detecting any magic, now that you’ve crossed the hall the aura of Detect Magic is now close enough to effect the statue. You detect a weak field of Transmutation magic around it.
Sly communicates this information to her companions, adding: "I'm not seeing a way of moving this, seeing as the sword serves as a lock, anchoring the whole figure in the ground. It may be triggered with magic. Unless any of you have an idea, we may have to revisit this room later."
The wizard makes detailed notes of the druids appearance, sketching the rose tattoo into her book.
Bilyur scans the room, looking for any sign of life apart from the party. Is there perhaps a hole to indicate a mouse or a rat, or a cockroach or spider on the wall?
Hugh scans the room and then starts to ponder, "Evaltrini, we would like to pass. Please allow us this boon." He bows, and wonders if it could be this easy.
Eggo Lass muses, "If the sword is a key, could it perhaps be like the last dungeon? That the way to unlock this statue lies elsewhere within?" she looks at Hugh's prostrations, "Unless he has the idea." She smiles.
She looks back out of the room and points to the door on the opposite side of the hallway.
"Let us first establish what else lies here. Gathering information is the first step of any investgative endeavor and we may return once we know more."
Bilyur is going to use his speak with small beasts feature to attempt to communicate with the spiders in the rafters and ask them to walk past the statue and tell him if there's danger on the other side, details in spoiler
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
I don't think that feature grants you any ability to understand them in return; you can ask them questions which they will understand but you won't understand the answer
Eggo Lass responds to Sly, "Well in addition to this room, Bilyur and myself had begun to head down a darkened hallways before returning to the rest of you." She winces her nose, "The smell of rot was quite strong. Like an egg salad long past its prime."
Eggo can see Slys facial expression mirroring hers. The tiefling doesn't find the thought of going down a stinky hallway at all appealing. "I suppose eventually we may have to go in that direction, but we have three other doors to check first. Perhaps braving the effluvia might not be necessary at all."
Hugh looks around, "How about we check the room across the hall? Perhaps it has a clue or something to help tell us about this statue." He moves toward the door.
Hugh and Bilyur (and whoever else is following) cross the hall and open the northern door opposite. On the other side is another 25 feet by 25 feet room, with a door to the east and west. However on the other side of the room lies an enormous sleeping mountain goat, about the size of a boulder. Its hair seems silvery and almost ghostlike, but it doesn't yet notice those coming through the door and continues to rest. What do you do?
Sly, following Bilyur and Hugh, peeks over their shoulders into the room.
Her tone sounds incredulous. "A goat? Whoever made goats that big and then put them into a dungeon? What was Evaltrini thinking?"
Does her detect magic have anything to say about the goat? She also tries to remember if she has ever heard of spellcasters enlarging creatures permanently like this [arcana 15].
You can see that the goat is a rare magical breed, known for its intelligence and the fact that it has the best sense of taste in all the land. Its ability to identify even the smallest of tastes allows it to tear away and eat pieces of someone's soul, all to identify their deepest, darkest flavour, making it a terrifying foe. However it makes an excellent pet for a botanist like Evaltrini, as with its incredible tasting capabilities and typical goat hunger, it serves as the perfect creature to test all sorts of new herbs and spices on.
Sly takes one step back out of an overwhelmingly cautious reflex. She lowers her voice to address those present: "I've read about those. This is an omnivore in the purest sense of the word. Lest we want our very essence devoured, I propose that we do not agitate it."
Nodding towards the two doors within the goat room, she continues: "If any one of you has quiet feet, perhaps we may yet find out what's behind the doors without risking the animosity of the beast."
Galochka de Laogzed shifts its carapace to match the colors of the floor and walls then hides. It attempts to hide from the gigantic goat. Then it will sneak around behind it.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sly circles the statue of the elven druid, book open in her hands and quill at the ready, marking any details that stand out. Perhaps there is evidence of a secret compartment or other obscure hint. Perhaps the sword could be moved [Investigation 11]. Is it possible to walk past the statue directly to the opposite door?
Perhaps the druid is a figure of historical [history 13] or religious [religion 11] significance?
She says out loud: "I'm not detecting any sort of magical interference here, but other sorts of tomfoolery are still very much on the table."
You study the Druid statue closely and you work out that the sword is very much firmly clasped in its grip, and that it is planted rock solid to the ground, with no secret compartments or possibilities of moving it aside from otherworldly strength. Your history check and investigation check combined allow you to notice the rose tattoo chiselled into the back of the statues hand, with the thorny stem retreating back beneath the statues robes, and you remember that Evaltrini was known for her prominent foliage tattoos that ran the length of her forearm, so you think that the statue might be a depiction of her. In answer to your question on whether you can walk past the statue and through the door, you can’t as it is completely blocking of the doorway, meaning that there must be a way of moving the statue to get through.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Oh and as for detecting any magic, now that you’ve crossed the hall the aura of Detect Magic is now close enough to effect the statue. You detect a weak field of Transmutation magic around it.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly communicates this information to her companions, adding: "I'm not seeing a way of moving this, seeing as the sword serves as a lock, anchoring the whole figure in the ground. It may be triggered with magic. Unless any of you have an idea, we may have to revisit this room later."
The wizard makes detailed notes of the druids appearance, sketching the rose tattoo into her book.
Bilyur scans the room, looking for any sign of life apart from the party. Is there perhaps a hole to indicate a mouse or a rat, or a cockroach or spider on the wall?
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Hugh scans the room and then starts to ponder, "Evaltrini, we would like to pass. Please allow us this boon." He bows, and wonders if it could be this easy.
Eggo Lass muses, "If the sword is a key, could it perhaps be like the last dungeon? That the way to unlock this statue lies elsewhere within?" she looks at Hugh's prostrations, "Unless he has the idea." She smiles.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Bilyur spots a few spiders in the rafters but not much life other than that. Hugh's gesture to the statue doesn't appear to do anything either.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly nods to Eggo. "I am inclined to agree."
She looks back out of the room and points to the door on the opposite side of the hallway.
"Let us first establish what else lies here. Gathering information is the first step of any investgative endeavor and we may return once we know more."
Bilyur is going to use his speak with small beasts feature to attempt to communicate with the spiders in the rafters and ask them to walk past the statue and tell him if there's danger on the other side, details in spoiler
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
I don't think that feature grants you any ability to understand them in return; you can ask them questions which they will understand but you won't understand the answer
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Eggo Lass responds to Sly, "Well in addition to this room, Bilyur and myself had begun to head down a darkened hallways before returning to the rest of you." She winces her nose, "The smell of rot was quite strong. Like an egg salad long past its prime."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Eggo can see Slys facial expression mirroring hers. The tiefling doesn't find the thought of going down a stinky hallway at all appealing. "I suppose eventually we may have to go in that direction, but we have three other doors to check first. Perhaps braving the effluvia might not be necessary at all."
Hugh looks around, "How about we check the room across the hall? Perhaps it has a clue or something to help tell us about this statue." He moves toward the door.
Bilyur follows Hugh to the door, prepared to beat it down if it happens to be locked.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Hugh and Bilyur (and whoever else is following) cross the hall and open the northern door opposite. On the other side is another 25 feet by 25 feet room, with a door to the east and west. However on the other side of the room lies an enormous sleeping mountain goat, about the size of a boulder. Its hair seems silvery and almost ghostlike, but it doesn't yet notice those coming through the door and continues to rest. What do you do?
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly, following Bilyur and Hugh, peeks over their shoulders into the room.
Her tone sounds incredulous. "A goat? Whoever made goats that big and then put them into a dungeon? What was Evaltrini thinking?"
Does her detect magic have anything to say about the goat? She also tries to remember if she has ever heard of spellcasters enlarging creatures permanently like this [arcana 15].
You can see that the goat is a rare magical breed, known for its intelligence and the fact that it has the best sense of taste in all the land. Its ability to identify even the smallest of tastes allows it to tear away and eat pieces of someone's soul, all to identify their deepest, darkest flavour, making it a terrifying foe. However it makes an excellent pet for a botanist like Evaltrini, as with its incredible tasting capabilities and typical goat hunger, it serves as the perfect creature to test all sorts of new herbs and spices on.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly takes one step back out of an overwhelmingly cautious reflex. She lowers her voice to address those present: "I've read about those. This is an omnivore in the purest sense of the word. Lest we want our very essence devoured, I propose that we do not agitate it."
Nodding towards the two doors within the goat room, she continues: "If any one of you has quiet feet, perhaps we may yet find out what's behind the doors without risking the animosity of the beast."
Galochka de Laogzed shifts its carapace to match the colors of the floor and walls then hides. It attempts to hide from the gigantic goat. Then it will sneak around behind it.