After scoping out the left and right areas of the tunnel, you make the decision to take a long rest before venturing into the temple as you know not what dangers lie ahead of you.
Hemeth - "I'll take the first watch." says the Duerger Dwarf as he takes a position to keep watch on where the tunnel forks.
If it's ok with you Bob, in the future I would like to have my mage hand summoned at all times instead of just repeatedly casting it when not in combat. Just have it hangining around at all times like a familiar. "Thing" from the Adams family if you will.
(Pat - I'm alright with that, however in some situations, I may decide that you're too fatigued or (distracted to remember) to continue casting it, as it only lasts for a minute. I'll consider it hanging around and the more you use it, the more likely it'll still be hanging around. Fair?)
When asked to inspect the runes, after taking a long rest, you all notice that Hemeth doesn't appear to have had a well-rested sleep. He's a little slower than usual and in some obvious ways, not quite as sharp as you'd expect.
Hemeth - "Aye, I'll inspect the runes. You said they're to the left, did you not?"He makes his way to where the tunnel forks and takes the left path where he reaches the beginning of the stone worked area. Hemeth sees the runes on the outside of the temple entrance and begins to study them carefully."Yes...I remember studying these and I believe I can read them. They seem to confirm that this temple is of very ancient design from when the Duerger Dwarves began digging deep into the Underdark. They make mention of ceremonies and...here...it mentions artifacts of magic that were kept hidden from those seeking to abuse their destructive powers."
You quietly and carefully make your way to the end of the right chamber, where you remember seeing the bones piled up. Your keen sense of perception allows you to notice that there are holes in the ceiling that seem to drip of a liquid that resembles water, yet you feel with certainty is not as harmless as mere water would be. In fact, you sense there is danger lurking here. Likely the cause of death for the adventurer who has long been stripped of his life. Without any light source, you can't make out much other than what you've already seen.
While they continue to investigate, I'll continue my convo with Hemeth:
"Duergar Magic ye say eh? Artificats? be the ones your friends on the boat were looking for eh? Sorry... habit. My experience be telling me where there is ancient magic, there be ancient beings laying in wait eh. We should tell the others.. Where's elmo? aww for moradins sake."
He motions Hemeth towards to right side where morgana is using her mage hand to light the way.
At the moment Gremryl motions Hemeth towards the right side, Morgana's Mage Hand carries a torch into the chamber where Elmo is investigating and illuminates the area. Elmon now able to see much better, hears a loud *plop!* behind him. Not panicking (yet) Elmo turns around very slowly, to see a grey-colored ooze that dropped from the ceiling and is now rising in height to lash out hungrily! Elmo realizes that this is probably how the pile of bones met its fate...
Ok, I'm going to move north until I can see the ooze (should b ten steps by my reckoning). I'll then use 2 sorcery points to enable quickened casting so that I can get two spells off. I'll use one of them to cast mind spike (You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you). I'll then back up as far as I can and cast darkness at the choke point between me and the chamber that Elmo is in. My goal is to give elmo a place to hide if he needs it and to slow the ooze if it comes towards me and the mushroom and allow the dwarves some time to get in the fight.
Morgana's Mind Spike hurtles towards the ooze and lodges itself deep in the creature, dealing heavy damage. The ooze recoils and quivers in place but is unable to shake off the pain. Retreating back into the cave, and trusting that Elmo will safely find a way out of the predicament that Morgana caused, she complicates Elmo's retreat further by creating a 15-foot radius of Darkness in the tunnel leading to where Elmo and the ooze are facing off.
If it could be infuriated, the ooze would surely be that. Forming a tentacle-like vestige, it takes a swipe at Elmo, who manages to jump high enough to clear the attack easily. Now it would really be enraged...if oozes were capable of such emotion. It feels its way across the tunnel floor and walls, chasing after the sorcerer who pulled the hit and run.
Elmo earns an Opportunity of Attack.
Hemeth takes action next and moves towards the right chamber, past Morgana now, yet stops short of the darkness in front of him that not even his Dwarven Darkvision can see into. He chooses to ready an attack with his javelin at the first sight of whatever danger befell his new comrades-in-arms.
Elmo loudly Snacks on pocket meats in the back of the room as the dwarves translate.
Emo stealths and checks up ahead 100 ft looking only fore dangers and points of interest.
stealth: 19
Perception: 24
After taking a much needed siesta:
"Thanks Hemeth for taking the first watch mate, take a look at these runes I found and tell me what you see, I can only make out they are dwarven..."
Gremryl motions Hemeth to the stonework
If it's ok with you Bob, in the future I would like to have my mage hand summoned at all times instead of just repeatedly casting it when not in combat. Just have it hangining around at all times like a familiar. "Thing" from the Adams family if you will.
(Pat - I'm alright with that, however in some situations, I may decide that you're too fatigued or (distracted to remember) to continue casting it, as it only lasts for a minute. I'll consider it hanging around and the more you use it, the more likely it'll still be hanging around. Fair?)
Elmo -
You quietly and carefully make your way to the end of the right chamber, where you remember seeing the bones piled up. Your keen sense of perception allows you to notice that there are holes in the ceiling that seem to drip of a liquid that resembles water, yet you feel with certainty is not as harmless as mere water would be. In fact, you sense there is danger lurking here. Likely the cause of death for the adventurer who has long been stripped of his life. Without any light source, you can't make out much other than what you've already seen.
I'll give my mage hand a torch and send it in after elmo to light the way
While they continue to investigate, I'll continue my convo with Hemeth:
"Duergar Magic ye say eh? Artificats? be the ones your friends on the boat were looking for eh? Sorry... habit. My experience be telling me where there is ancient magic, there be ancient beings laying in wait eh. We should tell the others.. Where's elmo? aww for moradins sake."
He motions Hemeth towards to right side where morgana is using her mage hand to light the way.
All - Roll for initiative
18
9
****!
23
initiative roll
Initiative Order:
Morgana
Ooze
Hemeth
Elmo Lightpocket
Gremryl Stonebreaker
Stool
Ok, I'm going to move north until I can see the ooze (should b ten steps by my reckoning). I'll then use 2 sorcery points to enable quickened casting so that I can get two spells off. I'll use one of them to cast mind spike (You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you). I'll then back up as far as I can and cast darkness at the choke point between me and the chamber that Elmo is in. My goal is to give elmo a place to hide if he needs it and to slow the ooze if it comes towards me and the mushroom and allow the dwarves some time to get in the fight.
Elmo earns an Opportunity of Attack.
Elmo's turn!
divine favor
Hunter's Mark
i have solved your puzzle! disregard
Elmo would like to remember himself and and attack with his rapier and short sword.
Rapier 122
short sword 20
damage : 11
10