Nyli looks around. "I guess this is it. I'll go and take a closer look. I think we should leave our weapons sheathed for now, no sense starting a fight unless we have to." She slowly makes her way forward, looking for anything that may give their presence away, moving a few dry sticks out of the way.
Stealth 15
Perception 18
Nature 16
OOC: I don't think we would have the wagon for this trip.
Nyli leads the way closer to the structure. She can identify most of the species of trees and bushes used in its construction. As the group gets closer, they can see a home of sorts sheltered within the dome of woven branches. It is sparsely furnished with chests, shelves, a table, and a reclined couch, all of it old and of elven craft.
All of a sudden, the air grows cold, and a powerful feeling of dread grips you. A cold, pale light flickers in the air, rapidly taking on the form of a female elf, her hair and robes waving in a spectral wind. She might have been beautiful once, but a hateful expression twists her features now. “Foolish mortals,” she snarls. “What do you want here? Do you not know it is death to seek me out?”
OOC
Agatha's Perception: 16
For reference: Post #287 offered a DC 15 Intelligence (Religion) check to learn what type of undead Agatha is. You can attempt to make that check again, now at DC 15 because you're actually seeing her. On a success, you learn the following:
Agatha is a banshee:
The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound.A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders.The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature.A banshee doesn’t require air, food, drink, or sleep.
Nyli takes a step forward and bows. "My lady, please accept my apologies for disturbing your rest. I come in a spirit of peace, seeking only information." She rises from the bow and holds out the comb from Sister Garaele. "Allow me to make a small offering as a sign of my intent."
Agatha floats back slightly, then reaches forward for the comb. When her fingertips brush against Nyli's palm, Nyli can feel a (harmless) painful stinging sensation in her hand that passes after a few moments.
The ghostly figure smiles with cold amusement. “Very nice,” she says. “I know that you seek many things. Ask me one question, and I will give you an answer.”
Nyli makes a small bow again. "Thank you, my Lady. I am trying to find the location of a spellbook, which originally belonged to a mage called Bowgentle. Do you know where I may find it?"
Agatha looks down at Nyli, nods, and casts a spell. After a few seconds, she says, "I see a druid. They know of a town, a town in which no man lives. Very much danger, for beyond the town lies the lair of the green dragon, Venomfang, a tower which no man has ever climbed. Seek you Reidoth, in the ruins of Thundertree! They will show you the way to Bowgentle's spellbook."
After she says this, Agatha vanishes, cackling. The silver comb, all of the furniture, and even the hut of sticks disappear with her, leaving Nyli, Chase, and Dunkin alone in the forest. All that remains of Agatha is a faint trace of negative energy in a patch nearby earth which only Dunkin and Chase, being particularly sensitive to such things, can detect.
Below is what you see just before Agatha disappears.
OOC:
Agatha has given you sufficient information to satisfy Sister Garaele's request. You do not actually need to go to Thundertree, which you would know about 50 miles west of you as the crow flies, or 120 miles by road if you want to circumvent Neverwinter Wood. Please let me know if you want to go there, or back to Phandalin, or do something else.
A DC 18 Intelligence (Arcana) check reveals that Agatha's spell is something like Scrying or Locate Object. Chase may make this check at advantage because Agatha is casting the spell as a cleric.
@H20_Keeper, you don't have to ready the Shield spell because it is already a reaction spell. If Dunkin is hit by an attack he can choose to cast it then.
Nyli stands frozen for a moment, before turning to her friends.
"Well, that went better than expected, no fighting required" She looks at her hand and shakes it a couple of times "although I've had nicer handshakes!"
She makes her way back to them "I guess we go and give Sister Garaele the answer, and then head off for the mine."
The return journey to Phandalin again passes without incident. At dusk on the first night, you pass a dead ogre being eaten by eight stirges. The stirges pay you no mind if you do the same.
When you return to Phandalin the following evening, if you tell Sister Garaele what you learned from Agatha, she replies, "Well, at least the spellbook is close by. I will have to talk to you-know-who about this." She winks at Nyli as she deliberately avoids saying "my brother and sister Harpers." As promised, she gives each of you one Potion of Healing.
Once you are all ready, Gundren will lead you to Wave Echo Cave. The fifteen mile journey takes you into rising hills and mountains on a dirt road. It is slow going, but you can arrive by late afternoon. Sildar and Sister Garaele join you to keep watch for any enemies so you don't get cornered inside the cave. Gundren tells you that the first room will be a suitable base camp for him, Sildar, and Sister Garaele to keep watch for enemies while you all explore the cave.
Pictured here is Gundren leading his brothers into Wave Echo Cave. He now leads you inside. There are no bugbears present at this time (or are there?).
Dunkin doesn’t notice Tharden’s boots (Investigation = 6). He does a circuit around the room and stops to take a look over the edge (Perception = 15) as Nyli prepares to climb down. If nothing appears amiss, Dunkin will follow her (DEX = 22).
OOC:
@HunterOrien - Hope you get those boots, if you’re wearing that heavy plate!
Dunkin sees little but rock below in the pit. The cave is quiet, too quiet. Specifically, it is quiet enough that Dunkin can deduce that there are no living (or undead) creatures in the immediate vicinity. There aren't even bats or stirges, which commonly live in caves such as this.
Chase inspects the body of Tharden. Though Chase cannot immediately recognize exactly what they "do," he can tell that Tharden's boots are somehow magical. Chase also notices something else: Tharden was pierced through his chest with a javelin which now lies beside his corpse, coated in dried blood. Chase has seen this javelin before. Indeed, he got a very clear view of it, just a few days ago, at the Sleeping Giant Taphouse, in hands of an ill-tempered bugbear.
Meanwhile, Nyli rappels down the rope with ease. She sees tunnels extending to the north and to the east. Numerous passages intersect the north tunnel. To the east, after yet another intersecting passage, the tunnel appears to open up into a wider cavern.
All of a sudden, the rhythmic thunder of pounding waves echoes throughout the caves, loud enough to make the stone underfoot shiver. The sound seems to have come from the northeast.
OOC:
What is Dunkin using for a source of light, if anything? There are a few lanterns and oil among Gundren's supplies if he wants one. The entire cave is dark, so Dunkin won't be able to see anything without a light source.
For Chase and Nyli, please let me know if you are relying on darkvision.
Nyli quietly moves to investigate the two passages, going as far as the first junction to each side. Rather than giving away her presence with any kind of light, she relies on her darkvision (60').
At the first intersection in the north tunnel, Nyli sees two dead ends to her left, several tunnel intersections ahead, and a left turn to the east.
East Tunnel (Cavern 3)
To the east, Nyli gets a clearer view of a cavern. Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none is lit. It would be very difficult to cross the cavern without stepping on or otherwise disturbing the bones.
To the north, another tunnel branches in at least two directions.
Map:
The square with the skulls represents the many skeletons in the room. They are not skeleton monsters. Probably.
Nyli looks around. "I guess this is it. I'll go and take a closer look. I think we should leave our weapons sheathed for now, no sense starting a fight unless we have to." She slowly makes her way forward, looking for anything that may give their presence away, moving a few dry sticks out of the way.
Stealth 15
Perception 18
Nature 16
OOC: I don't think we would have the wagon for this trip.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
OOC- if we are still use the variant encumbrance rules we absolutely should take the wagon, otherwise Chase can’t bring all of his gear…
Chase casts guidance on Nyli as we catch up and have a closer look.
Wise as a serpent and sly as a fox.
Dunkin moves up with his companions and raises his staff slightly, ready for anything.
OOC:
Perception 19
Stealth 15
Ready Shield using the Staff of Defense
Nyli leads the way closer to the structure. She can identify most of the species of trees and bushes used in its construction. As the group gets closer, they can see a home of sorts sheltered within the dome of woven branches. It is sparsely furnished with chests, shelves, a table, and a reclined couch, all of it old and of elven craft.
All of a sudden, the air grows cold, and a powerful feeling of dread grips you. A cold, pale light flickers in the air, rapidly taking on the form of a female elf, her hair and robes waving in a spectral wind. She might have been beautiful once, but a hateful expression twists her features now. “Foolish mortals,” she snarls. “What do you want here? Do you not know it is death to seek me out?”
OOC
Agatha's Perception: 16
For reference: Post #287 offered a DC 15 Intelligence (Religion) check to learn what type of undead Agatha is. You can attempt to make that check again, now at DC 15 because you're actually seeing her. On a success, you learn the following:
Agatha is a banshee:
The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature. A banshee doesn’t require air, food, drink, or sleep.
Nyli takes a step forward and bows. "My lady, please accept my apologies for disturbing your rest. I come in a spirit of peace, seeking only information." She rises from the bow and holds out the comb from Sister Garaele. "Allow me to make a small offering as a sign of my intent."
Persuasion 16
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Agatha floats back slightly, then reaches forward for the comb. When her fingertips brush against Nyli's palm, Nyli can feel a (harmless) painful stinging sensation in her hand that passes after a few moments.
The ghostly figure smiles with cold amusement. “Very nice,” she says. “I know that you seek many things. Ask me one question, and I will give you an answer.”
Religion 4 so no idea.
Chase observes.
Wise as a serpent and sly as a fox.
Nyli makes a small bow again. "Thank you, my Lady. I am trying to find the location of a spellbook, which originally belonged to a mage called Bowgentle. Do you know where I may find it?"
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Dunkin Religion 14
He remains ready to react with Shield, if needed.
Agatha looks down at Nyli, nods, and casts a spell. After a few seconds, she says, "I see a druid. They know of a town, a town in which no man lives. Very much danger, for beyond the town lies the lair of the green dragon, Venomfang, a tower which no man has ever climbed. Seek you Reidoth, in the ruins of Thundertree! They will show you the way to Bowgentle's spellbook."
After she says this, Agatha vanishes, cackling. The silver comb, all of the furniture, and even the hut of sticks disappear with her, leaving Nyli, Chase, and Dunkin alone in the forest. All that remains of Agatha is a faint trace of negative energy in a patch nearby earth which only Dunkin and Chase, being particularly sensitive to such things, can detect.
Below is what you see just before Agatha disappears.
OOC:
Agatha has given you sufficient information to satisfy Sister Garaele's request. You do not actually need to go to Thundertree, which you would know about 50 miles west of you as the crow flies, or 120 miles by road if you want to circumvent Neverwinter Wood. Please let me know if you want to go there, or back to Phandalin, or do something else.
A DC 18 Intelligence (Arcana) check reveals that Agatha's spell is something like Scrying or Locate Object. Chase may make this check at advantage because Agatha is casting the spell as a cleric.
@H20_Keeper, you don't have to ready the Shield spell because it is already a reaction spell. If Dunkin is hit by an attack he can choose to cast it then.
Nyli stands frozen for a moment, before turning to her friends.
"Well, that went better than expected, no fighting required" She looks at her hand and shakes it a couple of times "although I've had nicer handshakes!"
She makes her way back to them "I guess we go and give Sister Garaele the answer, and then head off for the mine."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
The return journey to Phandalin again passes without incident. At dusk on the first night, you pass a dead ogre being eaten by eight stirges. The stirges pay you no mind if you do the same.
When you return to Phandalin the following evening, if you tell Sister Garaele what you learned from Agatha, she replies, "Well, at least the spellbook is close by. I will have to talk to you-know-who about this." She winks at Nyli as she deliberately avoids saying "my brother and sister Harpers." As promised, she gives each of you one Potion of Healing.
Once you are all ready, Gundren will lead you to Wave Echo Cave. The fifteen mile journey takes you into rising hills and mountains on a dirt road. It is slow going, but you can arrive by late afternoon. Sildar and Sister Garaele join you to keep watch for any enemies so you don't get cornered inside the cave. Gundren tells you that the first room will be a suitable base camp for him, Sildar, and Sister Garaele to keep watch for enemies while you all explore the cave.
Pictured here is Gundren leading his brothers into Wave Echo Cave. He now leads you inside. There are no bugbears present at this time (or are there?).
On the way to the mine Nyli talks to Sister Garaele about Agatha's answer and offers to help with recovering it after the mine is dealt with.
Once they reach the cave and are ready to move on, she will volunteer to go first and scout out the immediate area at the bottom of the rope.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Dunkin doesn’t notice Tharden’s boots (Investigation = 6). He does a circuit around the room and stops to take a look over the edge (Perception = 15) as Nyli prepares to climb down. If nothing appears amiss, Dunkin will follow her (DEX = 22).
OOC:
@HunterOrien - Hope you get those boots, if you’re wearing that heavy plate!
Investigation 4 + guidance 4
to notice the boots.
Wise as a serpent and sly as a fox.
Dunkin sees little but rock below in the pit. The cave is quiet, too quiet. Specifically, it is quiet enough that Dunkin can deduce that there are no living (or undead) creatures in the immediate vicinity. There aren't even bats or stirges, which commonly live in caves such as this.
Chase inspects the body of Tharden. Though Chase cannot immediately recognize exactly what they "do," he can tell that Tharden's boots are somehow magical. Chase also notices something else: Tharden was pierced through his chest with a javelin which now lies beside his corpse, coated in dried blood. Chase has seen this javelin before. Indeed, he got a very clear view of it, just a few days ago, at the Sleeping Giant Taphouse, in hands of an ill-tempered bugbear.
Meanwhile, Nyli rappels down the rope with ease. She sees tunnels extending to the north and to the east. Numerous passages intersect the north tunnel. To the east, after yet another intersecting passage, the tunnel appears to open up into a wider cavern.
All of a sudden, the rhythmic thunder of pounding waves echoes throughout the caves, loud enough to make the stone underfoot shiver. The sound seems to have come from the northeast.
OOC:
What is Dunkin using for a source of light, if anything? There are a few lanterns and oil among Gundren's supplies if he wants one. The entire cave is dark, so Dunkin won't be able to see anything without a light source.
For Chase and Nyli, please let me know if you are relying on darkvision.
Map:
Nyli quietly moves to investigate the two passages, going as far as the first junction to each side. Rather than giving away her presence with any kind of light, she relies on her darkvision (60').
Perception 12
Stealth 11
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
North Tunnel
At the first intersection in the north tunnel, Nyli sees two dead ends to her left, several tunnel intersections ahead, and a left turn to the east.
East Tunnel (Cavern 3)
To the east, Nyli gets a clearer view of a cavern. Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none is lit. It would be very difficult to cross the cavern without stepping on or otherwise disturbing the bones.
To the north, another tunnel branches in at least two directions.
Map:
The square with the skulls represents the many skeletons in the room. They are not skeleton monsters. Probably.
Chase is using darkvision and also asks if Thardin was better on his feet with his enchanted footwear…
Wise as a serpent and sly as a fox.
Before sliding down the rope, Dunkin asks Gundren, “Do I hear waves? Just what did you find here and which way should we be going?”
OOC:
Dunkin casts Dark Vision to see in the darkness. 150’ for 8 hours