Sly peers into the room from the entrance. "According to the cultists, we're supposed to follow the exits from now on. The sewage pipes to the east don't seem to be it, so that only leaves the door to the south."
The wizard squints at the lanterns hanging overhead. "Some sort of congregation chamber?" Do the lanterns signify anything of [religious (19)] or [arcane (7)] importance?
The lanterns are of varying types, from ornate chandeliers to simple oil lamps. They don’t seem magical or have any religious significance, but whilst analysing them for their potential religious purpose, a single lantern catches your eye. All the lights glow a soft yellow, except one that flickers purple and orange, and is shaped like a circus big top. It is strung up about 15 feet off the floor.
Sly is curious about the lantern. Maybe it was defect or used a different fuel source than the others? She uses mage hand to try and unhook it from where it is hanging and bring it softly to the ground in order to investigate it further [investigation 25].
Sly is curious about the lantern. Maybe it was defect or used a different fuel source than the others? She uses mage hand to try and unhook it from where it is hanging and bring it softly to the ground in order to investigate it further [investigation 25].
Sly brings the lantern down to her and analyses it. Although she’s not looking directly for magic, it’s clear that the fire inside is of magical origin, and you get the feeling that it’s of a dark and twisted kind. The big top lantern casing has a small inscription on the underside, reading ‘Property of the Cirque Des Torturés’
You recognise the circus roughly in a long and boring text book on the different planes, in a chapter on Carceri. You can sort of remember Cirque Des Torturés being listed under the inhabitants section, but don’t remember any details. How one of their lanterns could have made its way to a sewer network beneath one of Tyraa’s largest cities is a concerning and ominous mystery.
"Is it possible, perhaps," muses Eggo Lass, "that there might be a former adventurer of fiendish origin that brought it as a souvenir when coming into this dungeon?"She shrugs, hoping for a potentially less malevolent explanation.
Hugh takes his turn in looking over the lantern, checking for hidden compartments or latches, but taking care NOT to open them (Investigation 11 ). He knows he has short legs and cannot quite argue for his release from THE devil, yet. Hugh next looks around the room, aiding with the search to see if any of the markings on the lantern match something in the room (Perception 17)
Hugh finds that at the base of the lantern there is a small gearbox and crank, that connects to a thin axel that goes all the way through the middle of the lantern to the big top shaped hood at the top. You assume that turning the crank would power the clockwork gearbox and make the axel, along with the hood of the lantern, spin. You find no other compartments or secrets around the lantern.
His Perception check yields great results. Nothing in the room seems to match the lantern, making Eggo Lass’s theory that the lantern may have been brought in by another adventurer appear likely. What makes this conclusion seem even more probable is that out of the multitude of lanterns, the majority of them are common bullseye lanterns found in most adventuring gear packs, leading you to assume past adventurers have left their lanterns here as some sort of symbolic token. None of the lanterns particularly stand out other than the Carcerian Lantern, and there is definitely no chance of any of them being magical.
As you scan the room you also gaze upon the pillar you thought you saw someone tall dart behind when you entered. Looking at it more intently confirms you weren’t just seeing things and that there is definitely someone behind it. You can just barely see the corners of their elbows and hips poking out and hear their quiet breathing. However, it sounds calm and rhythmic, like they are trying to listen intently to you without being spotted, rather than the erratic and frightened breathing of someone trying not be found and hiding.
Leaving Hugh to inspect the lantern and having no idea about the shadow stalking the hall, Sly heads over to the door on the opposite side of the room and scans the door for magical traces, traps or special opening mechanisms. Assuming that the initial detect magic has faded, she will rely on her arcane knowledge for the search: arcana 25
You find absolutely nothing special about the door, but your wizardly senses are especially primed and you get a strong feeling that the dungeon is nearing its end. You can almost hear the Shadow Weave beckoning you, its melancholy, soul-fuelled Shadowfell magic ever so slightly leaking into arcane environments and regular Weave in the dungeon. Though you have never learnt of such dark and blackened magic, you're starting to develop a theory on how the more intrinsic parts of the Shadow Weave work. You remember clearly how Effavil said the Shadow Weave was a dark manipulation of Shadow Crossings, and since it is strong enough to serve as an enormous teleportation web and as a way of keeping creatures either inside or outside the dungeon, you assume that the Shadow Weave uses the souls of departed adventurers as material components, an uncommon but not unheard of form of magic, used especially within the Shadowfell. Perhaps that's why whenever you cross through the Shadow Weave into a new dungeon, you emerge with the faintest memories and information on the location. You had previously given such occurrences little thought, but you now feel confident that the knowledge you obtain when crossing through a Shadow Weave is imparted upon you from the memories of the souls used to fuel such a vast and powerful arcane network.
[Thought it would be a shame to let such a good roll go to waste, and I'm assuming Sly would be constantly trying to figure out unknown magic in the back of her mind, so that's why I thought it best that she would work out some more details on how the Shadow Weave works. It also provides a reason for how you've been arriving in dungeons and suddenly know the basics about the place, and 'They learn it from the souls of dead adventurers powering the portals' is a way better excuse than 'Idk they just know it because it's convenient' ]
Hugh slowly works the crank on the lantern and keeps an eye on the thing sneaking around. "Stay sharp everyone, no telling when something or someone will make their presence known know."
"You see something?" asks Eggo Lass of the halfling when he mentions keeping an eye out. She takes a look around herself. "May as well see if the lantern is a puzzle like Bilyur said, even if Hugh's noticing clues to the contrary." Seeing Sly thinking she waits in anticipation for the wizard's insights.
Which one is the room we're in?
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Top right with the pillars, sorry I should have moved the marker but I forgot to
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 peers into the room from the entrance. "According to the cultists, we're supposed to follow the exits from now on. The sewage pipes to the east don't seem to be it, so that only leaves the door to the south."
The wizard squints at the lanterns hanging overhead. "Some sort of congregation chamber?" Do the lanterns signify anything of [religious (19)] or [arcane (7)] importance?
The lanterns are of varying types, from ornate chandeliers to simple oil lamps. They don’t seem magical or have any religious significance, but whilst analysing them for their potential religious purpose, a single lantern catches your eye. All the lights glow a soft yellow, except one that flickers purple and orange, and is shaped like a circus big top. It is strung up about 15 feet off the floor.
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 is curious about the lantern. Maybe it was defect or used a different fuel source than the others? She uses mage hand to try and unhook it from where it is hanging and bring it softly to the ground in order to investigate it further [investigation 25].
I'll be unavailable this weekend, sorry.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Sly brings the lantern down to her and analyses it. Although she’s not looking directly for magic, it’s clear that the fire inside is of magical origin, and you get the feeling that it’s of a dark and twisted kind. The big top lantern casing has a small inscription on the underside, reading ‘Property of the Cirque Des Torturés’
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!
Has Sly ever heard of that circus? [History 14]
She isn't comfortable with the magic inside and leaves the lantern alone after having learned what she can.
You recognise the circus roughly in a long and boring text book on the different planes, in a chapter on Carceri. You can sort of remember Cirque Des Torturés being listed under the inhabitants section, but don’t remember any details. How one of their lanterns could have made its way to a sewer network beneath one of Tyraa’s largest cities is a concerning and ominous mystery.
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!
"Carcerian. A circus for fiends? Most curious." Sly mumbles to herself. "Planar gallivanting or irresponsible conjuration? Best to leave this be."
The wizards makes notes and sketches in her notebook while waiting for the others.
"Is it possible, perhaps," muses Eggo Lass, "that there might be a former adventurer of fiendish origin that brought it as a souvenir when coming into this dungeon?" She shrugs, hoping for a potentially less malevolent explanation.
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
"Or its part of a puzzle," Bilyur chimes in. "Might be worth a look around."
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Hugh takes his turn in looking over the lantern, checking for hidden compartments or latches, but taking care NOT to open them (Investigation 11 ). He knows he has short legs and cannot quite argue for his release from THE devil, yet. Hugh next looks around the room, aiding with the search to see if any of the markings on the lantern match something in the room (Perception 17)
OOC:Dang nice rolls
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Hugh finds that at the base of the lantern there is a small gearbox and crank, that connects to a thin axel that goes all the way through the middle of the lantern to the big top shaped hood at the top. You assume that turning the crank would power the clockwork gearbox and make the axel, along with the hood of the lantern, spin. You find no other compartments or secrets around the lantern.
His Perception check yields great results. Nothing in the room seems to match the lantern, making Eggo Lass’s theory that the lantern may have been brought in by another adventurer appear likely. What makes this conclusion seem even more probable is that out of the multitude of lanterns, the majority of them are common bullseye lanterns found in most adventuring gear packs, leading you to assume past adventurers have left their lanterns here as some sort of symbolic token. None of the lanterns particularly stand out other than the Carcerian Lantern, and there is definitely no chance of any of them being magical.
As you scan the room you also gaze upon the pillar you thought you saw someone tall dart behind when you entered. Looking at it more intently confirms you weren’t just seeing things and that there is definitely someone behind it. You can just barely see the corners of their elbows and hips poking out and hear their quiet breathing. However, it sounds calm and rhythmic, like they are trying to listen intently to you without being spotted, rather than the erratic and frightened breathing of someone trying not be found and hiding.
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!
Leaving Hugh to inspect the lantern and having no idea about the shadow stalking the hall, Sly heads over to the door on the opposite side of the room and scans the door for magical traces, traps or special opening mechanisms. Assuming that the initial detect magic has faded, she will rely on her arcane knowledge for the search: arcana 25
You find absolutely nothing special about the door, but your wizardly senses are especially primed and you get a strong feeling that the dungeon is nearing its end. You can almost hear the Shadow Weave beckoning you, its melancholy, soul-fuelled Shadowfell magic ever so slightly leaking into arcane environments and regular Weave in the dungeon. Though you have never learnt of such dark and blackened magic, you're starting to develop a theory on how the more intrinsic parts of the Shadow Weave work. You remember clearly how Effavil said the Shadow Weave was a dark manipulation of Shadow Crossings, and since it is strong enough to serve as an enormous teleportation web and as a way of keeping creatures either inside or outside the dungeon, you assume that the Shadow Weave uses the souls of departed adventurers as material components, an uncommon but not unheard of form of magic, used especially within the Shadowfell. Perhaps that's why whenever you cross through the Shadow Weave into a new dungeon, you emerge with the faintest memories and information on the location. You had previously given such occurrences little thought, but you now feel confident that the knowledge you obtain when crossing through a Shadow Weave is imparted upon you from the memories of the souls used to fuel such a vast and powerful arcane network.
[Thought it would be a shame to let such a good roll go to waste, and I'm assuming Sly would be constantly trying to figure out unknown magic in the back of her mind, so that's why I thought it best that she would work out some more details on how the Shadow Weave works. It also provides a reason for how you've been arriving in dungeons and suddenly know the basics about the place, and 'They learn it from the souls of dead adventurers powering the portals' is a way better excuse than 'Idk they just know it because it's convenient' ]
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!
Hugh slowly works the crank on the lantern and keeps an eye on the thing sneaking around. "Stay sharp everyone, no telling when something or someone will make their presence known know."
"You see something?" asks Eggo Lass of the halfling when he mentions keeping an eye out. She takes a look around herself. "May as well see if the lantern is a puzzle like Bilyur said, even if Hugh's noticing clues to the contrary." Seeing Sly thinking she waits in anticipation for the wizard's insights.
Perception: 10+3 = 13
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 examines the room after the halfling's warning, wanting to know what he was talking about. Perception: 8.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-