Sly makes a face as she arrives in the sewers. "I'd like to have words with this archivist about his exhibition choices."
The wizards heads over tho the symbols, inspecting them, cross-referencing them with her memory of [arcana 11] and [history 20]. Perhaps they meant something. As a preparation, she's also going to ask for 11 minutes to prepare detect magic, to see if there was anything out of the ordinary so early in.
"Fine by me." says Eggo Lass of Sly's request. She spends moment trying to recall what she can about the city's legal system, recasting dancing lights as needed.
[[ If we run across cultists there's a chance she'll try using her background feature Legalese on them. If they're already cultists breaking the law then the law probably isn't the greatest deterrent, but I gotta find a reason to make up legal-sounding BS :P
And with a roll of 3 it'll probably be in-universe BS too xD ]]
Sly analyses the symbols as she prepares Detect Magic and finds that they aren't magical sigils in any way, but you do recognize some of the symbols. One is the insignia of the old King's Knights, a segmented pentagon with each segment having a separate colour to represent the five knights, except this version is entirely red. Whether this is in admiration of the Red Knight or just because they only had one colour you can't decide. The other symbol is a large circle with points coming of it like a star. You recognize the symbol from the spine of the copy of The Turtle Of Tyraa you took, but other than that you've never seen it so can't glean any meaning.
Eggo Lass spends the 11 minutes considering what she remembers about the cities legal code and how she can use it against the cultists. She mainly comes up blank aside from the law stating that only authorised personnel can enter the sewers, and the punishment of breaking the code is to help clear any blockages within the system, so maybe she could use that against the cult, as long as they don't realise that every single party that comes through the dungeon is also breaking the exact same rule, and there's no actual way to prosecute the cultists until the Shadow Weave enclosing the dungeon is removed. Still, she hopes she'll be able to twist the wording of the law or make the punishment sound scary enough to have an impact on the cultists.
[I had a read through the Legalese ability and it isn't very clear on what it actually does since the text is mainly flavour with no mechanics, so I'll run it so you have advantage on Intimidation and Deception checks to do with enforcing the law]
Sly lets the others know about the runes. "I suspect these were scrawled here by the raving followers of that knight. Maybe the emblem of their cult?" The tiefling notes them down in her book and adds as a description; 'Dungeon 3, fig. 1, The Ravings of Lunatics'
"Which of the doors do you want to open first? Right is the direction of my choice."
[I had a read through the Legalese ability and it isn't very clear on what it actually does since the text is mainly flavour with no mechanics, so I'll run it so you have advantage on Intimidation and Deception checks to do with enforcing the law]
[[ Sounds good to me. I wasn't sure what the exact mechanics would be either. Just want to rant in legalese and made up latin-sounding words at some point. :P ]]
"If right is right by you then right is right by me." says Eggo Lass. She equips herself with wand in one hand and dagger in the other.
Eggo Lass is ready to head through the portal. "Like Hugh said, the less time this crimson knight has to prepare the better."
[[ Finished her level up. Went with hellish rebuke as the new one. Not sure how effective fire will be against a crimson knight but at least it gives her reaction damage. Well... until lv3 where the entire spell list is getting changed. :P
@Rhino, I honestly forgot Bilyur's shortsword got damaged. Don't even remember how that happened. But definitely feel free to ask for a dagger from Eggo Lass if you want. (Think it works out to the same average damage anyways though since you get back a +1 from DEX but shift from d6 to d4.)
]]
Lol thanks but unarmed strikes deal 1d4+3 damage for me so daggers are useless
Eggo Lass goes through to the next room and finds a human corpse backed up against the southern wall. His throat has been slashed and his guts have spilled out all over the floor, and even started to rot. As the dancing lights illuminate the room, you even see some rats feasting on the carrion before fleeing through either of the low tunnels to the east and west. The corpse's armour is damaged beyond repair and it looks like whatever kit he had on him, like a backpack, has been stolen, although there is still a bronze greataxe that you assumed belonged to him lying on the ground.
The western tunnel seems to lead on for quite a while and has a few twists and turns from what you can see from having a peak. The eastern tunnel however seems to lead onto another room; you can hear quiet murmurs of people chatting in the distance
Sly looks back to the others. "There are people east. I fear that it is the cultists of the red knight, but I can't be sure without risking detection."
[3rd edition had a rule given sufficient time, a character would be able to find all her/she could, i.e. they rolled a 20 on a skill check. The rules allowed this if the skill check had downside to failure. So searching a room with no time pressure is fairly easy, so a character can eventually find everything they can find. The other part of this rule is that that there is no such thing as a "natural" 20, critical, automatically successful skill checks. For example, a human character without magical assistance will never be able to long jump 100 feet. Even if the player rolls a 20 on the skill check, the character just winds up jumping into the canyon, not across it.
[There was nothing specific Hugh is looking for. He is just keeping busy but also keeping the party together. So, searching the room for hidden doors, panels things of that nature.
[Okay, with that in mind there’s nothing more in the room you searched that you didn’t already see, so I’d just say that you’re particularly observant and spot things a little easier for a while within this dungeon]
[Good question. I wouldn't say pitch black but they would be in at least dim light, and although there's no lighting in the sewer tunnels and rooms, there would still be some visibility, mainly from the lights in rooms occupied by cultists]
[[ Alright. So bright enough that we can't use light levels alone for an ambush. ]]
Eggo Lass says to Sly, "If it's cultists I do wonder if we might be able to divide their numbers. Create a noise to have one or two check out and deal with them. Then handle the rest?" She turns to Hugh, "Thank you for checking these walls. I feel more secure knowing you've found no traps."
Sly makes a face as she arrives in the sewers. "I'd like to have words with this archivist about his exhibition choices."
The wizards heads over tho the symbols, inspecting them, cross-referencing them with her memory of [arcana 11] and [history 20]. Perhaps they meant something. As a preparation, she's also going to ask for 11 minutes to prepare detect magic, to see if there was anything out of the ordinary so early in.
"Fine by me." says Eggo Lass of Sly's request. She spends moment trying to recall what she can about the city's legal system, recasting dancing lights as needed.
History: 3
[[
If we run across cultists there's a chance she'll try using her background feature Legalese on them. If they're already cultists breaking the law then the law probably isn't the greatest deterrent, but I gotta find a reason to make up legal-sounding BS :P
And with a roll of 3 it'll probably be in-universe BS too xD
]]
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
Sly analyses the symbols as she prepares Detect Magic and finds that they aren't magical sigils in any way, but you do recognize some of the symbols. One is the insignia of the old King's Knights, a segmented pentagon with each segment having a separate colour to represent the five knights, except this version is entirely red. Whether this is in admiration of the Red Knight or just because they only had one colour you can't decide. The other symbol is a large circle with points coming of it like a star. You recognize the symbol from the spine of the copy of The Turtle Of Tyraa you took, but other than that you've never seen it so can't glean any meaning.
Eggo Lass spends the 11 minutes considering what she remembers about the cities legal code and how she can use it against the cultists. She mainly comes up blank aside from the law stating that only authorised personnel can enter the sewers, and the punishment of breaking the code is to help clear any blockages within the system, so maybe she could use that against the cult, as long as they don't realise that every single party that comes through the dungeon is also breaking the exact same rule, and there's no actual way to prosecute the cultists until the Shadow Weave enclosing the dungeon is removed. Still, she hopes she'll be able to twist the wording of the law or make the punishment sound scary enough to have an impact on the cultists.
[I had a read through the Legalese ability and it isn't very clear on what it actually does since the text is mainly flavour with no mechanics, so I'll run it so you have advantage on Intimidation and Deception checks to do with enforcing the law]
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 lets the others know about the runes. "I suspect these were scrawled here by the raving followers of that knight. Maybe the emblem of their cult?" The tiefling notes them down in her book and adds as a description; 'Dungeon 3, fig. 1, The Ravings of Lunatics'
"Which of the doors do you want to open first? Right is the direction of my choice."
[[ Sounds good to me. I wasn't sure what the exact mechanics would be either. Just want to rant in legalese and made up latin-sounding words at some point. :P ]]
"If right is right by you then right is right by me." says Eggo Lass. She equips herself with wand in one hand and dagger in the other.
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
While waiting for Sly to cast, Hugh carefully searches the room (what ever equivalent of take XX you want to use).
If there is no Take X, Perception 18, Investigation 16.
Lol thanks but unarmed strikes deal 1d4+3 damage for me so daggers are useless
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Bilyur sits down and spends the tine while sly is casting to meditate, channeling his Ki.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
I'm not exactly sure what you're looking for but since you got a Nat 20 in investigation is there anything in particular you want to try and find?
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!
Assuming Hugh finds no traps, Eggo Lass will open the Southern door, dagger and wand in hand.
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 Lass goes through to the next room and finds a human corpse backed up against the southern wall. His throat has been slashed and his guts have spilled out all over the floor, and even started to rot. As the dancing lights illuminate the room, you even see some rats feasting on the carrion before fleeing through either of the low tunnels to the east and west. The corpse's armour is damaged beyond repair and it looks like whatever kit he had on him, like a backpack, has been stolen, although there is still a bronze greataxe that you assumed belonged to him lying on the ground.
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 wrinkles her nose at the corpse. "At least that probably wasn't Ivorys handywork."
She peeks down the hallways that the rats ran down, trying to not be too obvious about it [stealth 15].
The western tunnel seems to lead on for quite a while and has a few twists and turns from what you can see from having a peak. The eastern tunnel however seems to lead onto another room; you can hear quiet murmurs of people chatting in the distance
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 looks back to the others. "There are people east. I fear that it is the cultists of the red knight, but I can't be sure without risking detection."
[3rd edition had a rule given sufficient time, a character would be able to find all her/she could, i.e. they rolled a 20 on a skill check. The rules allowed this if the skill check had downside to failure. So searching a room with no time pressure is fairly easy, so a character can eventually find everything they can find. The other part of this rule is that that there is no such thing as a "natural" 20, critical, automatically successful skill checks. For example, a human character without magical assistance will never be able to long jump 100 feet. Even if the player rolls a 20 on the skill check, the character just winds up jumping into the canyon, not across it.
[There was nothing specific Hugh is looking for. He is just keeping busy but also keeping the party together. So, searching the room for hidden doors, panels things of that nature.
[Okay, with that in mind there’s nothing more in the room you searched that you didn’t already see, so I’d just say that you’re particularly observant and spot things a little easier for a while within this dungeon]
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!
[[ How dark are the tunnels? Are these ones pitch black (except for our light) or is there light like other dungeons? ]]
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
[Good question. I wouldn't say pitch black but they would be in at least dim light, and although there's no lighting in the sewer tunnels and rooms, there would still be some visibility, mainly from the lights in rooms occupied by cultists]
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!
[[ Alright. So bright enough that we can't use light levels alone for an ambush. ]]
Eggo Lass says to Sly, "If it's cultists I do wonder if we might be able to divide their numbers. Create a noise to have one or two check out and deal with them. Then handle the rest?" She turns to Hugh, "Thank you for checking these walls. I feel more secure knowing you've found no traps."
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
[Yeah, it's bright enough that you couldn't ambush from the shadows for example as they would be able to see you moving in the gloom]
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!