(I assume you accounted for Zeviel's dodge last round and the swarm would have normally attacked at advantage.)
Zevriel grunts as the coin-bugs bite into his legs. “Enough o’ this,” he growls, bringing the twinblade round in a hard, sweeping cut. Steel slices through the glittering mass, scattering broken shells and false coins.
He keeps the weapon spinning—another tight whirl that sets a ring of blades between him and the swarm. Two more slashes follow in quick rhythm, carving deep into the thinning cloud of beetles. Bits of brass-bright carapace drift down like shattered pennies. Zevriel plants his stance, breathing hard but steady, ready for whatever few of the pests still skitter in the churned water.
Reaction: Zevriel reacts to the attack on him with a precise strike (cancels disadvantage and allows for sneak) that hits AC 22 for 11 damage plus 7 for precise strike, and 4 for sneak attack Free: Whirl with dexterity check 16 for +2AC Action: Attack at disadvantage that hits AC 23 for 9 damage Bonus: Attack at disadvantage that hits AC 17 for 5 damage
Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
Blade Barrier (Prerequisite: Proficiency with twinblades). Your expertise with twinblades allows you to turn your defensive flourish into an offensive strike. When you use the Whirl special bonus action with a twinblade, you gain the following features: (1) You can make one additional melee attack with the weapon. This attack uses the same ability modifier as the primary attack, and the weapon’s damage die for this attack is a d4. (2) Until the start of your next turn, other creatures provoke an opportunity attack from you when they enter your reach or make a melee attack against you while within your reach.
[[ OOC: So the AC hit was 18; Zevriel had AC 20 at the moment, so it was a miss. Zevirel was narrowly missed and is still uninjured. ]]
Round 2
Zevriel, narrowly missed by the annoying and insidious bugs, goes on the offensive, and the whirling blade strikes again and again, until... the decimated swarm disperses and ceases to be a threat!
The 'treasure' is gone—but at least the threat of the deceptive beetles is gone, too.
Gratz! Combat Won! You can act outside of rounds now!
(Actually, he had only AC 18 because I do modify his sheet AC every round according to his Whirl Dexterity check. Normally, he has AC 16 and with the Whirl that can go up to 17 or 18. I'm just keeping the hit with 9 damage.)
Zevriel keeps his blades turning a heartbeat longer, glaring at the scattered beetle shells. When nothing twitches, he relaxes—just a fraction—and lowers the twinblade.
“Sorry for that. Thought we’d found honest coin.” He gives a small, rueful shrug. “Clearly, not my brightest call.”
Keeping his weapon ready, he crouches to sift through the debris with the flat of his blade, nudging aside bits of chitin and rotted wood. “Let’s see if anything real was stored here before those bugs moved in—chests, rings, anything that hopefully isn’t biting.” He works methodically, pausing now and then to let the clearer-sighted members check crevices he uncovers, determined to salvage some clue or value from the decoy hoard he had stirred into life. (Investigation: 11)
Mival smiles at Zevriel: "No one could have imagined money that... bites! Not your fault" and tries to help him search.
The furniture has long since rotted beyond recognition, but chains for binding... maybe people? The height would be just right... Well, those chains, however, remain, fixed to the north wall at various heights.
It seems there's really nothing else left in the room.
Tarysaa speaks softly to Zevriel, "Any of us might have made the same mistake. After witnessing it though, I now must consider researching something like Burning Hands which would allow for damage to a swarm versus a single creature. Though, I am uncertain how effective a cone of fire might be underwater."
Her words get softer and softer as she ponders the issue.
Zevriel wipes a smear of bug-ichor off his arm and gives Mival and Tarysaa a grateful nod. “Thanks for the hand and the kind words. Shame nothing useful’s left—just chains and rot.” He rolls one shoulder, wincing at the bites. “Could’ve been worse. Least it was me, not all of us.”
He looks to the others. “Let’s head back to the shrine, take another breath from Eldath, then try that last passage—south-west out of the circle room. Only place we haven’t poked.” He grips his twinblade, ready to lead on once everyone’s ready to explore.
With Eldath's blessing renewed, the party ventures down the southernmost corridor of the Permanent Teleportation Circle room; a corridor that, like all the others exiting that room, is 10' wide.
In the area of the corridor, the ceiling has collapsed, covering the floor with debris. Due to the collapse, this area is now connected to an area of the upper level.
After a short while, however, a more modest and narrow corridor (5') branches off from the one the party is following and leads west. The main corridor, further south, appears to turn west anyway.
Zevriel edges up to the narrow western passage (1), leaning just far enough to see a few yards in. “Feels too tight, Tarysaa?” he mutters, stepping back, sensing her unease. “If those Merrow came this way, they’d have to squeeze through single-file. More likely they used the wider bend ahead.”
He points down the main corridor where it curves west (2). “Let’s take the broad turn first—more room to move, and if it links up behind that tight crawl, we’ll find out soon enough.”
Twinblade held low, he leads the group south, then west, keeping his pace slow and his eyes on floor and ceiling for any more tricks in the stonework.
After turning west, the wide corridor continues for a long time, until reaching another T-junction. The party can continue further west, towards another area where debris attests to yet another collapse of the upper level's ceiling; or they can turn north, this time following a branch of equal width (10') that would lead to a rather large area.
The new northern area is also full of debris, but in the northwest corner, in a section that was spared from the collapse, there is a bizarre statue or contraption, mostly stone, but with metal joints and springs that appear to give it potential mobility. The statue is essentially humanoid in shape (and similar in height) and wields two large shields (made from the same materials as the statue), one on each arm.
Zevriel lifts his hand, signaling a brief halt. Still standing in the wide corridor, he ducks beneath a jut of fallen masonry and edges to the southeastern edge of the corridor—peering up through the broken ceiling stones as best he can. (Perception: 21, if disadvantage due to dim light 6 – but he also has Blindsight of 10ft)
Apparently, the corridor continues, in the direction Zevriel is peering in... the abundance of debris indicates yet another collapse (so, presumably, it's possible to swim up here too to return to the upper level), but no creatures or immediate dangers are visible.
Going in the opposite direction and swimming up to the upper level, Zevriel comes across a room that measures 15' by 15'. The floor has mostly collapsed—and that's just thanks to this that our hero managed to get into the room, because it appears to have no exits at all! (Not to mention empty.)
Zevriel keeps to the left-hand wall, swimming close to the fallen rubble so his head breaks the surface whenever a ceiling gap allows. He calls back in a low voice that carries through the water:
“Big rooms ahead to our left. I’ll push on straight for a bit, see where this corridor ends.”
He glides forward (towards 4), keeping half an eye upward for more breaks he can pop through, half an eye down the corridor for any motion in the murk. He doesn’t linger—just a quick look to learn whether the passage dead-ends or bends again—before circling back so the party can decide together which of these larger chambers to search first.
(He's trying to explore towards 4, the underwater and surface level simultaneously, if possible.)
Zevriel continues his methodical exploration, this time pushing west.
The wide corridor cluttered with debris allows him to swim up to the upper level, and he does so as he continues.
On the upper level, our hero surfaces in the middle of a room normally accessed through a solid wooden door reinforced with iron. The door would have posed no problem, as it is open. The room measures 10' by 50', but the floor has mostly collapsed, so not much of the original furniture remains—just three beds, barely recognizable as such; their lower part, rotted in the water, has given way, contributing to the ruin of the remaining parts as well. Two are against the north wall (one in the easternmost area, the other in the westernmost area) and another is against the south wall, in the westernmost area.
On the lower level, however, the wide corridor finally reaches the threshold of a large room.
(Since the others said they let Zevriel lead, I'll cut down on waiting time between posts a bit.)
Zevriel ducks back through the gap and reports in a low, steady voice: “Up above’s an old barrack—three wrecked beds, nothing moving. Down here the hall runs thirty, forty feet, opens into a big room.” He nods toward the north-facing side passage. “Figure we scout this bit first, make sure we don’t miss anything at our backs.”
Twinblade ready, he eases north, peeking left (3?), then right (2?) into each broken doorway before stepping in—slow, quiet, and alert for any hint of movement or water swirl that might betray another ambush.
Zevriel accesses an area, which can be described as a 20' by 25' rectangle and an adjoining 15' by 15' square, is largely cluttered with debris, mostly rock. It has a 10'-wide opening in the southernmost part of the west wall, another 10'-wide opening in the south wall (just 5' from the west wall), and a final 5'-wide opening in the center of the east wall. Due to the collapse, this area is now in communication with the upper level.
In the northwest corner, the bizarre statue that had already been seen turns its head towards the newcomer and says, in a kind of metallic voice: "Hi... Is that you... Rajmund?"
But soon, realizing it is not, it states: "Oh, you're not... And you're not... Rephis either... Never mind" and goes back to being silent.
Hearing the name 'Rajmund', Mival also approaches, his mouth open in amazement. Turning his astonished green eyes to Zevriel he asks, "What is it?"
Zevriel keeps his blade low and nods toward the metal-voiced figure. “Thing looked right at me, asked if I was Rajmund,” he tells Mival in his straightforward drawl. “When it saw I wasn’t, it shut up. Might be waiting for someone of the blood.”
He gestures, giving the doppelganger space. “You want answers? Step up, tell it you’re Rajmund’s son. Maybe it’ll open its iron mouth a bit wider.”
While waiting for Mival's response, Zevriel risks a peek through the western break in the wall (3?).
Mival steps forward excitedly and attempts to speak to the animated statue (equipped with two shields): "Good morning! How are you? I'm Mival! I was told you were looking for my ancestor Rajmund Rassalantar, right?"
The statue slowly turns its head to the Doppelganger: "Ancestor?! So... you're... a descendant... of Rajmund?!" Meanwhile, the statue has moved closer to the monster-boy, leaning in slowly, almost reverently. "Oh, my... manners... I'm... Rocksaucers."
"Nice to meet you, Rocksaucers!" Mival smiles. "Yes, that's right, I'm a distant descendant of Rajmund! And while exploring this place, we discovered what happened to him... You know he was killed, right?"
Rocksaucers lowers his head, creaking: "I feared it... It's been... so long... Rajmund would never have... stayed so long without... coming every now and then... to joke with me... like he used to." He raises his head, searching the other's eyes. "Can you prove to me... that you are truly... his descendant?"
Mival also searches his fellow adventurers, not knowing how to prove such a thing. Finally, he tries: "Rephis, Rajmund's wife, still haunts these dungeons in ghostly form. In fact, to help her find peace, we need to find Rajmund's wedding ring. Do you want us to take you to her? She recognized me!"
A faint buzzing sound comes from Rocksaucers' head, after which he tries to ask: "Rephis wasn't used to confiding... in strangers, actually... And all these details... How did she describe... Rajmund's ring to you?"
Now in the clear, Mival repeats the description of the ring, and after just a few details, Rocksaucers interrupts him: "Say no more... Mival, descendant of Rajmund... I'm at your service."
"Great!" the Doppelganger exclaims in excitement. "I'm sure we'll make a great duo!" And immediately afterward, a thought flashes through his mind. "For starters: do you happen to know where Rajmund kept his wedding ring?"
"Sorry, Mival..." Rocksaucers again lowers his head, creaking "I don't know that information... I know he didn't usually wear it on his finger... But I don't know where he kept it."
"Oh, it's fine, it's all fine" Mival speaks softly to the construct. "My friends are great at these things! We'll find that ring." His green eyes flick to Tarysaa and Zevriel's... in case they have any further questions to ask their 'new friend.' Otherwise, Doppelganger and construct appear ready to resume exploration.
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(I assume you accounted for Zeviel's dodge last round and the swarm would have normally attacked at advantage.)
Zevriel grunts as the coin-bugs bite into his legs. “Enough o’ this,” he growls, bringing the twinblade round in a hard, sweeping cut. Steel slices through the glittering mass, scattering broken shells and false coins.
He keeps the weapon spinning—another tight whirl that sets a ring of blades between him and the swarm. Two more slashes follow in quick rhythm, carving deep into the thinning cloud of beetles. Bits of brass-bright carapace drift down like shattered pennies. Zevriel plants his stance, breathing hard but steady, ready for whatever few of the pests still skitter in the churned water.
Reaction: Zevriel reacts to the attack on him with a precise strike (cancels disadvantage and allows for sneak) that hits AC 22 for 11 damage plus 7 for precise strike, and 4 for sneak attack
Free: Whirl with dexterity check 16 for +2AC
Action: Attack at disadvantage that hits AC 23 for 9 damage
Bonus: Attack at disadvantage that hits AC 17 for 5 damage
Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
Blade Barrier (Prerequisite: Proficiency with twinblades). Your expertise with twinblades allows you to turn your defensive flourish into an offensive strike. When you use the Whirl special bonus action with a twinblade, you gain the following features: (1) You can make one additional melee attack with the weapon. This attack uses the same ability modifier as the primary attack, and the weapon’s damage die for this attack is a d4. (2) Until the start of your next turn, other creatures provoke an opportunity attack from you when they enter your reach or make a melee attack against you while within your reach.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Oh, you did well to point out! I forgot about dodge.
Let's amend: I roll again to hit and we keep the worse result of the 2: 18
[[ OOC: So the AC hit was 18; Zevriel had AC 20 at the moment, so it was a miss. Zevirel was narrowly missed and is still uninjured. ]]
Round 2
Zevriel, narrowly missed by the annoying and insidious bugs, goes on the offensive, and the whirling blade strikes again and again, until... the decimated swarm disperses and ceases to be a threat!
The 'treasure' is gone—but at least the threat of the deceptive beetles is gone, too.
Gratz! Combat Won! You can act outside of rounds now!
(Actually, he had only AC 18 because I do modify his sheet AC every round according to his Whirl Dexterity check. Normally, he has AC 16 and with the Whirl that can go up to 17 or 18. I'm just keeping the hit with 9 damage.)
Zevriel keeps his blades turning a heartbeat longer, glaring at the scattered beetle shells. When nothing twitches, he relaxes—just a fraction—and lowers the twinblade.
“Sorry for that. Thought we’d found honest coin.” He gives a small, rueful shrug. “Clearly, not my brightest call.”
Keeping his weapon ready, he crouches to sift through the debris with the flat of his blade, nudging aside bits of chitin and rotted wood. “Let’s see if anything real was stored here before those bugs moved in—chests, rings, anything that hopefully isn’t biting.” He works methodically, pausing now and then to let the clearer-sighted members check crevices he uncovers, determined to salvage some clue or value from the decoy hoard he had stirred into life. (Investigation: 11)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Mival smiles at Zevriel: "No one could have imagined money that... bites! Not your fault" and tries to help him search.
The furniture has long since rotted beyond recognition, but chains for binding... maybe people? The height would be just right... Well, those chains, however, remain, fixed to the north wall at various heights.
It seems there's really nothing else left in the room.
Tarysaa speaks softly to Zevriel, "Any of us might have made the same mistake. After witnessing it though, I now must consider researching something like Burning Hands which would allow for damage to a swarm versus a single creature. Though, I am uncertain how effective a cone of fire might be underwater."
Her words get softer and softer as she ponders the issue.
Zevriel wipes a smear of bug-ichor off his arm and gives Mival and Tarysaa a grateful nod. “Thanks for the hand and the kind words. Shame nothing useful’s left—just chains and rot.” He rolls one shoulder, wincing at the bites. “Could’ve been worse. Least it was me, not all of us.”
He looks to the others. “Let’s head back to the shrine, take another breath from Eldath, then try that last passage—south-west out of the circle room. Only place we haven’t poked.” He grips his twinblade, ready to lead on once everyone’s ready to explore.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
With Eldath's blessing renewed, the party ventures down the southernmost corridor of the Permanent Teleportation Circle room; a corridor that, like all the others exiting that room, is 10' wide.
In the area of the corridor, the ceiling has collapsed, covering the floor
with debris. Due to the collapse, this area is now connected to an area of the upper level.
After a short while, however, a more modest and narrow corridor (5') branches off from the one the party is following and leads west. The main corridor, further south, appears to turn west anyway.
Which one will our heroes choose?
Zevriel edges up to the narrow western passage (1), leaning just far enough to see a few yards in. “Feels too tight, Tarysaa?” he mutters, stepping back, sensing her unease. “If those Merrow came this way, they’d have to squeeze through single-file. More likely they used the wider bend ahead.”
He points down the main corridor where it curves west (2). “Let’s take the broad turn first—more room to move, and if it links up behind that tight crawl, we’ll find out soon enough.”
Twinblade held low, he leads the group south, then west, keeping his pace slow and his eyes on floor and ceiling for any more tricks in the stonework.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Tarysaa nods to Zevriel, "Too narrow and almost screams jammed into a tight spot. No room to move or swing weapons. Not my first choice."
After turning west, the wide corridor continues for a long time, until reaching another T-junction. The party can continue further west, towards another area where debris attests to yet another collapse of the upper level's ceiling; or they can turn north, this time following a branch of equal width (10') that would lead to a rather large area.
The new northern area is also full of debris, but in the northwest corner, in a section that was spared from the collapse, there is a bizarre statue or contraption, mostly stone, but with metal joints and springs that appear to give it potential mobility. The statue is essentially humanoid in shape (and similar in height) and wields two large shields (made from the same materials as the statue), one on each arm.
(Option 0)
Zevriel lifts his hand, signaling a brief halt. Still standing in the wide corridor, he ducks beneath a jut of fallen masonry and edges to the southeastern edge of the corridor—peering up through the broken ceiling stones as best he can. (Perception: 21, if disadvantage due to dim light 6 – but he also has Blindsight of 10ft)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Apparently, the corridor continues, in the direction Zevriel is peering in... the abundance of debris indicates yet another collapse (so, presumably, it's possible to swim up here too to return to the upper level), but no creatures or immediate dangers are visible.
Going in the opposite direction and swimming up to the upper level, Zevriel comes across a room that measures 15' by 15'. The floor has mostly collapsed—and that's just thanks to this that our hero managed to get into the room, because it appears to have no exits at all! (Not to mention empty.)
Zevriel keeps to the left-hand wall, swimming close to the fallen rubble so his head breaks the surface whenever a ceiling gap allows. He calls back in a low voice that carries through the water:
“Big rooms ahead to our left. I’ll push on straight for a bit, see where this corridor ends.”
He glides forward (towards 4), keeping half an eye upward for more breaks he can pop through, half an eye down the corridor for any motion in the murk. He doesn’t linger—just a quick look to learn whether the passage dead-ends or bends again—before circling back so the party can decide together which of these larger chambers to search first.
(He's trying to explore towards 4, the underwater and surface level simultaneously, if possible.)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Zevriel continues his methodical exploration, this time pushing west.
The wide corridor cluttered with debris allows him to swim up to the upper level, and he does so as he continues.
On the upper level, our hero surfaces in the middle of a room normally accessed through a solid wooden door reinforced with iron. The door would have posed no problem, as it is open. The room measures 10' by 50', but the floor has mostly collapsed, so not much of the original furniture remains—just three beds, barely recognizable as such; their lower part, rotted in the water, has given way, contributing to the ruin of the remaining parts as well. Two are against the north wall (one in the easternmost area, the other in the
westernmost area) and another is against the south wall, in the westernmost area.
On the lower level, however, the wide corridor finally reaches the threshold of a large room.
(Since the others said they let Zevriel lead, I'll cut down on waiting time between posts a bit.)
Zevriel ducks back through the gap and reports in a low, steady voice: “Up above’s an old barrack—three wrecked beds, nothing moving. Down here the hall runs thirty, forty feet, opens into a big room.” He nods toward the north-facing side passage. “Figure we scout this bit first, make sure we don’t miss anything at our backs.”
Twinblade ready, he eases north, peeking left (3?), then right (2?) into each broken doorway before stepping in—slow, quiet, and alert for any hint of movement or water swirl that might betray another ambush.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Zevriel accesses an area, which can be described as a 20' by 25' rectangle and an adjoining 15' by 15' square, is largely cluttered with debris, mostly rock. It has a 10'-wide opening in the southernmost part of the west wall, another 10'-wide opening in the south wall (just 5' from the west wall), and a final 5'-wide opening in the center of the east wall. Due to the collapse, this area is now in communication with the upper level.
In the northwest corner, the bizarre statue that had already been seen turns its head towards the newcomer and says, in a kind of metallic voice: "Hi... Is that you... Rajmund?"
But soon, realizing it is not, it states: "Oh, you're not... And you're not... Rephis either... Never mind" and goes back to being silent.
Hearing the name 'Rajmund', Mival also approaches, his mouth open in amazement. Turning his astonished green eyes to Zevriel he asks, "What is it?"
Zevriel keeps his blade low and nods toward the metal-voiced figure. “Thing looked right at me, asked if I was Rajmund,” he tells Mival in his straightforward drawl. “When it saw I wasn’t, it shut up. Might be waiting for someone of the blood.”
He gestures, giving the doppelganger space. “You want answers? Step up, tell it you’re Rajmund’s son. Maybe it’ll open its iron mouth a bit wider.”
While waiting for Mival's response, Zevriel risks a peek through the western break in the wall (3?).
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Mival steps forward excitedly and attempts to speak to the animated statue (equipped with two shields): "Good morning! How are you? I'm Mival! I was told you were looking for my ancestor Rajmund Rassalantar, right?"
The statue slowly turns its head to the Doppelganger: "Ancestor?! So... you're... a descendant... of Rajmund?!" Meanwhile, the statue has moved closer to the monster-boy, leaning in slowly, almost reverently. "Oh, my... manners... I'm... Rocksaucers."
"Nice to meet you, Rocksaucers!" Mival smiles. "Yes, that's right, I'm a distant descendant of Rajmund! And while exploring this place, we discovered what happened to him... You know he was killed, right?"
Rocksaucers lowers his head, creaking: "I feared it... It's been... so long... Rajmund would never have... stayed so long without... coming every now and then... to joke with me... like he used to." He raises his head, searching the other's eyes. "Can you prove to me... that you are truly... his descendant?"
Mival also searches his fellow adventurers, not knowing how to prove such a thing. Finally, he tries: "Rephis, Rajmund's wife, still haunts these dungeons in ghostly form. In fact, to help her find peace, we need to find Rajmund's wedding ring. Do you want us to take you to her? She recognized me!"
A faint buzzing sound comes from Rocksaucers' head, after which he tries to ask: "Rephis wasn't used to confiding... in strangers, actually... And all these details... How did she describe... Rajmund's ring to you?"
Now in the clear, Mival repeats the description of the ring, and after just a few details, Rocksaucers interrupts him: "Say no more... Mival, descendant of Rajmund... I'm at your service."
"Great!" the Doppelganger exclaims in excitement. "I'm sure we'll make a great duo!" And immediately afterward, a thought flashes through his mind. "For starters: do you happen to know where Rajmund kept his wedding ring?"
"Sorry, Mival..." Rocksaucers again lowers his head, creaking "I don't know that information... I know he didn't usually wear it on his finger... But I don't know where he kept it."
"Oh, it's fine, it's all fine" Mival speaks softly to the construct. "My friends are great at these things! We'll find that ring." His green eyes flick to Tarysaa and Zevriel's... in case they have any further questions to ask their 'new friend.' Otherwise, Doppelganger and construct appear ready to resume exploration.