So, if i have this right, yiure doing a long rest with sand walls and shift watches in tbe room with the pedestal (where the book was before you took it)
Heading south, you pass through a wide corridor, where stalactites and stalagmites have fused to form lumpy pillars extending from floor to ceiling. The path turns to cross another byt ahead you see a cave opening on your right. Thr cave is the thick with the stench of rotting fungus. Peering in, you see a few mushrooms growing here and there, but most are dead and heaped in piles throughout the chamber. Futther ahead, you see the glow of a bioluminescent garden full of six-foot-tall glowing mushrooms and other fungi growing in mounds of carefully spread compost.
Do you want to checl the stinking cave, check the glowing garden, or try the other path this one intersected with, continuing south?
"If we're trying to explore everything to make sure we didn't miss anything, I say Glowing Garden. If we're just trying to get out of here quickly, head south?"Tenebril says to Sparhawk and then recalls his Owl familiar from its pocket dimension. "This is my friend Gloam. He can scout ahead for us if needed. Which way do you want me to send him?"
Gharzun moves at a measured pace as they advance, his warhammer resting across his shoulder and his shield strapped in place. The faint scent of oil and polished steel clings to him even now, masking some of the rot in the air—but not all. His nostrils flare as the stench of fungus thickens near the cave to their right. He casts his gaze across the mounds of dead growth, then further toward the faint glow beyond.
“Dead fungus piled here. But ahead—something tending to the garden,” he murmurs, more to himself than anyone else. His eyes narrow slightly. “Care. Anything alive enough to keep that glow thriving probably doesn’t sleep quietly.”
He glances to Tenebril as the fairy calls forth his familiar. The owl’s sudden presence earns the smallest tilt of Gharzun’s head in acknowledgment.
“Gloam’s eyes will serve us well. I agree—best to see what waits in the garden before stepping into it.”
Before turning his attention fully back to Sparhawk and the others, Gharzun lets his free hand brush across the sigil of his order etched into his breastplate. A faint shimmer of divine energy stirs at his fingertips as he looks between his companions.
“Before we move, I can call a blessing on two of us. Aid. Strengthens body and spirit alike for what’s ahead. I’ll take it myself,” he adds simply, “but one of you should as well. Speak if you’ll have it.”
His gaze then returns to Sparhawk, calm but steady. “We came here to explore. To understand what hides in these shadows. If the garden is alive, it might hold answers—or dangers we’d be fools to leave behind us. My vote is we take it. But carefully.”
He adjusts his grip on the hammer, nodding faintly toward Tenebril. “Send Gloam ahead. Best to see what we’re stepping into before the smell chokes us completely.”
The cavern reeks of damp decay — an oppressive, cloying stink that coils into the lungs like rot come alive.
As the owl flies ahead to scout the glowing garden, you notice somwthing shimmer in the detritus on the floor of the rotting cavern. You stare closely, trying to discern what it might be. Detritus clogs the floor: twisted roots, shattered chitin, and soggy heaps of mulch that twitch ever so slightly, as though something beneath writhes in anticipation.
Suddenly, the stillness breaks.
From three disparate heaps, the earth churns violently. Wet, fibrous limbs erupt from the detritus — not with speed, but dreadful certainty. Three massive figures lurch upward, cobbled together from sodden plant matter, fungal grafts, and slithering vines slick with mildew. Bioluminescent growths pulse sickly across their misshapen forms, casting eerie light across the cavern walls. These aren’t mere shambling mounds — they are fungal-infested aberrations, corrupted by the cave’s morbid ecosystem.
They do not roar. They do not howl. They simply move — inexorable, silent, and suffocating — drawing the fetid air in with each step as they converge on their prey.
Sparhawk initiative 9: (OOC: Sorry was out of commission last weekend) "it is my understanding that we need to go to each section and unlock a door. Once this is accomplished, we will have access to an inner chamber."
Just as he's explaining the strange riddle they found at the door, he notices the mounds moving.
"Everyone, watch out!" Sparhawk will attack a mound damaged by another before him (as his init is 9)
He will use the genies maul, adding hunters mark to it: 24 to hit, 19 bludgeoning.
With a second mighty stroke, he continues the weapons movement around for a second attack: 14 to hit, 22 bludgeoning
"Hey, check this out! If I mix these unguents with some coagulants and stuff them in the side of my Alchemist's Supplies... it makes a pretty nifty web-shooter."
Kos will use his Alchemist's Supplies (via his Spell-Storing Item feature) to cast Web on the nearest fungal-infested aberration.
When it starts it's turn it must make a DC 16 DEX save or be restrained in the webs.
If restrained it can make a DC 16 Strength check to escape the restrained condition.
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.”
Tenebril sees what Kos has done and hits the same one with Hex and then hurls 3 of the Eldritch blast beams at it. He then flies up if there is any clearance and tries to get a better image of what is going on.
This post has potentially manipulated dice roll results.
Twnbria' rays of force smash the nearest mound of decay, pushing it back against the wall, where Kos attemlts ro pin it in place.
Fungazoid save x web 13
Sparhawk ruahes into the fray, smashing his maul into the mushy mass with a wet squashing sound, caving in a portion of the creature's body, a second blow fails to take another chunk out of the amorphous heap of fungus, instead landing with a wet slap.
Tenebris flies as high as he can.. (next post. I need to look up ceiling height)
Looked it up. Everyone who took a long rest, (so, everyone,) make a DC15 Wis save.
Ceilings. Ceilings are 15 feet high in corridors and tunnels and 30 feet high in chambers.
Corrupted Region. Abyssal energy bleeds into the greater caverns. Phantom whispers and twisted shadows pluck at the characters' fears, and nightmares plague their rest. A character who finishes a long rest in the greater caverns must make a DC 15 Wisdom saving throw. On a failed save, the character gains only the benefits of a short rest.
Gharzun breathes shallow as they advance deeper, the damp, fetid air thick enough to taste. His eyes narrow at the heaps of roots and mulch that twitch in the dim glow, and his shield shifts slightly higher as his instincts sharpen.
Then the cavern comes alive.
The ground churns and splits, slick limbs of vine and rot forcing themselves upright into terrible shapes. The bioluminescence along their forms casts ghastly shadows across the walls as they lurch forward, silent and suffocating.
Gharzun’s stance hardens immediately, his hammer already in hand. His gaze cuts across the mounds, and his voice is low, measured.
“Contact confirmed. Three targets. Not fast — but not stupid either.”
He plants himself, shield raised, and glances briefly toward Sparhawk as the warning rings out.
So, if i have this right, yiure doing a long rest with sand walls and shift watches in tbe room with the pedestal (where the book was before you took it)
Are you going to try reading the book?
I guess that's a no on the reading. Okay. You cast your sand thing and you get a long rest. Now, where to?
<just to reiterate. Youve all had a long rest and i need ro know which way youre headed. So, spotlight roll 1>
Captain Sparhawk: where to?
"If we're trying to explore everything to make sure we didn't miss anything, I say Glowing Garden. If we're just trying to get out of here quickly, head south?" Tenebril says to Sparhawk and then recalls his Owl familiar from its pocket dimension. "This is my friend Gloam. He can scout ahead for us if needed. Which way do you want me to send him?"
Gharzun moves at a measured pace as they advance, his warhammer resting across his shoulder and his shield strapped in place. The faint scent of oil and polished steel clings to him even now, masking some of the rot in the air—but not all. His nostrils flare as the stench of fungus thickens near the cave to their right. He casts his gaze across the mounds of dead growth, then further toward the faint glow beyond.
“Dead fungus piled here. But ahead—something tending to the garden,” he murmurs, more to himself than anyone else. His eyes narrow slightly. “Care. Anything alive enough to keep that glow thriving probably doesn’t sleep quietly.”
He glances to Tenebril as the fairy calls forth his familiar. The owl’s sudden presence earns the smallest tilt of Gharzun’s head in acknowledgment.
“Gloam’s eyes will serve us well. I agree—best to see what waits in the garden before stepping into it.”
Before turning his attention fully back to Sparhawk and the others, Gharzun lets his free hand brush across the sigil of his order etched into his breastplate. A faint shimmer of divine energy stirs at his fingertips as he looks between his companions.
“Before we move, I can call a blessing on two of us. Aid. Strengthens body and spirit alike for what’s ahead. I’ll take it myself,” he adds simply, “but one of you should as well. Speak if you’ll have it.”
His gaze then returns to Sparhawk, calm but steady. “We came here to explore. To understand what hides in these shadows. If the garden is alive, it might hold answers—or dangers we’d be fools to leave behind us. My vote is we take it. But carefully.”
He adjusts his grip on the hammer, nodding faintly toward Tenebril. “Send Gloam ahead. Best to see what we’re stepping into before the smell chokes us completely.”
The cavern reeks of damp decay — an oppressive, cloying stink that coils into the lungs like rot come alive.
As the owl flies ahead to scout the glowing garden, you notice somwthing shimmer in the detritus on the floor of the rotting cavern. You stare closely, trying to discern what it might be. Detritus clogs the floor: twisted roots, shattered chitin, and soggy heaps of mulch that twitch ever so slightly, as though something beneath writhes in anticipation.
Suddenly, the stillness breaks.
From three disparate heaps, the earth churns violently. Wet, fibrous limbs erupt from the detritus — not with speed, but dreadful certainty. Three massive figures lurch upward, cobbled together from sodden plant matter, fungal grafts, and slithering vines slick with mildew. Bioluminescent growths pulse sickly across their misshapen forms, casting eerie light across the cavern walls. These aren’t mere shambling mounds — they are fungal-infested aberrations, corrupted by the cave’s morbid ecosystem.
They do not roar. They do not howl. They simply move — inexorable, silent, and suffocating — drawing the fetid air in with each step as they converge on their prey.
Initiative 9
Init roll: 24 (20+4)
(Are they heading towards the owl or us?)
Youre standing in the detritus per the description in #2597. They're all around you. The owl has made his way down the hall some distance by now.
Players with initiative 9 or better can post actions now.
Sparhawk initiative 9: (OOC: Sorry was out of commission last weekend)
"it is my understanding that we need to go to each section and unlock a door. Once this is accomplished, we will have access to an inner chamber."
Just as he's explaining the strange riddle they found at the door, he notices the mounds moving.
"Everyone, watch out!"
Sparhawk will attack a mound damaged by another before him (as his init is 9)
He will use the genies maul, adding hunters mark to it: 24 to hit, 19 bludgeoning.
With a second mighty stroke, he continues the weapons movement around for a second attack: 14 to hit, 22 bludgeoning
Kos' Initiative: 20
"Hey, check this out! If I mix these unguents with some coagulants and stuff them in the side of my Alchemist's Supplies... it makes a pretty nifty web-shooter."
Kos will use his Alchemist's Supplies (via his Spell-Storing Item feature) to cast Web on the nearest fungal-infested aberration.
When it starts it's turn it must make a DC 16 DEX save or be restrained in the webs.
If restrained it can make a DC 16 Strength check to escape the restrained condition.
Tenebril sees what Kos has done and hits the same one with Hex and then hurls 3 of the Eldritch blast beams at it. He then flies up if there is any clearance and tries to get a better image of what is going on.
Bonus action Hex, Strength checks
Beam 1: 24 attack, 13 dmg + 4 Hex
Beam 2: 29 attack, 7 dmg + 3 Hex
Beam 3: 27 attack, 10 dmg + 4 Hex
Devil's sight, Perception check: 21
Twnbria' rays of force smash the nearest mound of decay, pushing it back against the wall, where Kos attemlts ro pin it in place.
Fungazoid save x web 13
Sparhawk ruahes into the fray, smashing his maul into the mushy mass with a wet squashing sound, caving in a portion of the creature's body, a second blow fails to take another chunk out of the amorphous heap of fungus, instead landing with a wet slap.
Tenebris flies as high as he can.. (next post. I need to look up ceiling height)
Sparhawk ✅️
Tenebril ✅️
Kos ✅️
Gharzun ▶️
Tess ▶️
Monster 9
Looked it up. Everyone who took a long rest, (so, everyone,) make a DC15 Wis save.
Ceilings. Ceilings are 15 feet high in corridors and tunnels and 30 feet high in chambers.
Corrupted Region. Abyssal energy bleeds into the greater caverns. Phantom whispers and twisted shadows pluck at the characters' fears, and nightmares plague their rest. A character who finishes a long rest in the greater caverns must make a DC 15 Wisdom saving throw. On a failed save, the character gains only the benefits of a short rest.
The view from 30ft.
Tess and Gharzun are up.
Also need wis ssaves from @everyone
Tenebril feels the nightmares coming back and uses "Guarded Mind" to shake those images from his head. He does not want to relive those ever again.
Gharzun breathes shallow as they advance deeper, the damp, fetid air thick enough to taste. His eyes narrow at the heaps of roots and mulch that twitch in the dim glow, and his shield shifts slightly higher as his instincts sharpen.
Then the cavern comes alive.
The ground churns and splits, slick limbs of vine and rot forcing themselves upright into terrible shapes. The bioluminescence along their forms casts ghastly shadows across the walls as they lurch forward, silent and suffocating.
Gharzun’s stance hardens immediately, his hammer already in hand. His gaze cuts across the mounds, and his voice is low, measured.
“Contact confirmed. Three targets. Not fast — but not stupid either.”
He plants himself, shield raised, and glances briefly toward Sparhawk as the warning rings out.
“On your lead, Captain.”
OOC to DM:
(Sparhawk wisdom save: 23)
F1 x Web [roll]1d20+4[roll] (webbed and damaged)
F2 x Kos 23
X Sparhawk 8
F3 x Tess 17
X Gharzun 22
...