Sparhawk will grab the silvered battle axe and Lute for now unless someone else wants it. He will take the Lute of Thunderous thumping and give it a few swings (It a club). "I suppose I could use this, although I would feel fairly rediculous using it." (He also has the Maul that does 4d6 damage: Could give to Grudak as Sparhawk prefers to use his shield (If he is still with us but we haven't had a response in some time)
(DM: Is the maul magical or just does more damage for some reason?)
"Sparhawk, it lasts but an hour and I must concentrate on it- which limits my use of certain other spells- But Boccob has given me the power to enchant a weapon for you, should you need, until we find one worthy of your skill"
(Magic weapon- can also upcast it for higher bonus).
Kos feels a little relief, the first since this whole venture deep underground.
"Let's explore a little before continuing on, now that we can do so in relative peace."
He will examine the smooth, blue-green boulder.
Investigation: 28 (if it fails he can add 4 as a reaction to try and succeed.)
(He isn't sure but begins to suspect and/or imagine this might be egg of some kind and hopes to determine whatever it may be one way or another???)
Your invesrigation leads you to conclude that it is hollow,. You suspect it is not a real rock.
<there is no failure here. Investigation checks didn't exist when this module was written. You just have to actually investigate it.>
The maul is definitely not magical. damage is from the '25 MM its 4d6. It is an Earthen Maul, ao probably genie-made. Id say similar to masterwork from 3.5. Its just better. It looks pretty neat, too.
"If it is an egg, we should bring it. Perhaps if it lives, the beast within could be tamed by someone. a Behir makes a formidible guardian. Shall we continue exploring into the cave?".
Inside the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum in the greater caverns, where the archmage’s true prize resides. The poem reads as follows
With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to the greater caverns
The domed ceiling of this chamber drips with stalactites. Thick fungal growth blankets the floor, and the still air reeks with the odors of rotting refuse, moldy fungus, and an even less pleasant stench. Numerous tunnels branch from the cave.
Koselig has 120 feet darkvision. Who else has darkvision?
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tess uncovers the head of her staff and a heatless flame is exposed, as she accompanies the group down the stairs and into the cavern. "A puzzle. interesting. I suppose it will make sense soon.. . ". she says.
Good, we have bright light so none of us will have disadvantage on our Perception checks. Hopefully that translates to not getting ambushed so much, lol.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"I have never been the best at puzzles," the paladin says, his huge hands on his chin. "It seems we will have to do seven tasks in order to open the inner gate. I think the stairs are the right direction."
"Do folks need any healing or should we take a quick break to recover our strength?"
(OOC: Sparhawk at 62/92 and could use healing before next combat, or could do short rest.)
"Oh- you are injured... let me help?". Tess says. She touches Sparhawk's shoulder and heals him for 14 HP, then uses the spell again for another 15 HP. She hands each of the group 3 Goodberries.
"What weapon will you use? I can enchant it for you, as we go". Tess offers.
<i do like the egg thing, btw. If i were feeling more creative I would have just let that be a thing. I just didnt have the energy to come up with anything. Mostly no reason to make you find the stairs>
The stench permeating these shallow tunnels arises from the compost and manure in the carefully tended fungus beds. They're cultivated for consumption, not posionous.
Suddenly, a stirring. From the shadows emerge six figures rushing from the many small tunnels opening to the mushroom farm. With features similar to those of pale cave lizards, they bear teeth salivating for flesh.
They close to melee range on initiative 10, triggering the following effect, unless you can take action to prevent it first:
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
(SO with the wish, do we have poison resistance or immunity?....aka advantage on poison saves or immune?: Anyone within 10 feet of Sparhawk gains a +4 bonus to all saving throws
Sparhawk Init: 10
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Sparhawk will grab the silvered battle axe and Lute for now unless someone else wants it. He will take the Lute of Thunderous thumping and give it a few swings (It a club). "I suppose I could use this, although I would feel fairly rediculous using it."
(He also has the Maul that does 4d6 damage: Could give to Grudak as Sparhawk prefers to use his shield (If he is still with us but we haven't had a response in some time)
(DM: Is the maul magical or just does more damage for some reason?)
(Tess can use the lute, actually, as counts as a club and works for shillelagh, although she also feels silly doing it)
(Tess can have the Lute!, Sparhawk would like a magic sword so that he can do magic damage.)
"Sparhawk, it lasts but an hour and I must concentrate on it- which limits my use of certain other spells- But Boccob has given me the power to enchant a weapon for you, should you need, until we find one worthy of your skill"
(Magic weapon- can also upcast it for higher bonus).
Your invesrigation leads you to conclude that it is hollow,. You suspect it is not a real rock.
<there is no failure here. Investigation checks didn't exist when this module was written. You just have to actually investigate it.>
The maul is definitely not magical. damage is from the '25 MM its 4d6. It is an Earthen Maul, ao probably genie-made. Id say similar to masterwork from 3.5. Its just better. It looks pretty neat, too.
“Well we can take it with us or break it open. If it’s an egg, it may eventually hatch, Kos. Then you could help it along.”
"If it is an egg, we should bring it. Perhaps if it lives, the beast within could be tamed by someone. a Behir makes a formidible guardian. Shall we continue exploring into the cave?".
<Just break the rock open>
Inside the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum in the greater caverns, where the archmage’s true prize resides. The poem reads as follows
In the center lies the gate,
But its locks will surely vex.
Many are the guards who wait
As you seek the middle hex.
Randomly sent to find a way
Back to a different iron door.
A seventh time and you may stay,
And seek the glowing prize no more.
You have won old Iggwilv’s prize,
Her hoarded cache of magic,
And freed the one with yearning eyes,
Whose lot was hunger tragic.
With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to the greater caverns
The domed ceiling of this chamber drips with stalactites. Thick fungal growth blankets the floor, and the still air reeks with the odors of rotting refuse, moldy fungus, and an even less pleasant stench. Numerous tunnels branch from the cave.
Just checking. Does anyone have a light?
Koselig has 120 feet darkvision. Who else has darkvision?
Tess is human, but has a continual flame cast on her quarterstaff, (with a removable cover), so has a light.
Tess uncovers the head of her staff and a heatless flame is exposed, as she accompanies the group down the stairs and into the cavern. "A puzzle. interesting. I suppose it will make sense soon.. . ". she says.
Good, we have bright light so none of us will have disadvantage on our Perception checks. Hopefully that translates to not getting ambushed so much, lol.
Tess examines the fungus among us, to determine if any are dangerous (21 nature in log). She says "Shall we go straight ahead?".
"I have never been the best at puzzles," the paladin says, his huge hands on his chin. "It seems we will have to do seven tasks in order to open the inner gate. I think the stairs are the right direction."
"Do folks need any healing or should we take a quick break to recover our strength?"
(OOC: Sparhawk at 62/92 and could use healing before next combat, or could do short rest.)
"Oh- you are injured... let me help?". Tess says. She touches Sparhawk's shoulder and heals him for 14 HP, then uses the spell again for another 15 HP. She hands each of the group 3 Goodberries.
"What weapon will you use? I can enchant it for you, as we go". Tess offers.
<i do like the egg thing, btw. If i were feeling more creative I would have just let that be a thing. I just didnt have the energy to come up with anything. Mostly no reason to make you find the stairs>
The stench permeating these shallow tunnels arises from the compost and manure in the carefully tended fungus beds. They're cultivated for consumption, not posionous.
Suddenly, a stirring. From the shadows emerge six figures rushing from the many small tunnels opening to the mushroom farm. With features similar to those of pale cave lizards, they bear teeth salivating for flesh.
They close to melee range on initiative 10, triggering the following effect, unless you can take action to prevent it first:
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Roll initiative.
(SO with the wish, do we have poison resistance or immunity?....aka advantage on poison saves or immune?: Anyone within 10 feet of Sparhawk gains a +4 bonus to all saving throws
Sparhawk Init: 10