Merric starts as Al-Ashari casts a spell. I can be doin' that too, now. A few words and gestures later and an invisible hand starts pushing the broken glass aside.
Kale curses as two of his vials shatter in his pocket. Shaking the broken glass out onto the floor, he's a bit thankful now that he asked the well to enchant his mirror, as that remained whole, and he absently wonders if the other three vials in his bag of holding have suffered the same fate. Pulling out his broom, he murmurs the command word and gets on, hovering just high enough above the floor to spare his shoes.
Seeing the others working hard at clearing away the glass, Kale shrugs and gives prestidigitation a try, attempting to clear away a small area of the floor from the glassy debris. If it works, he flies ahead of the others, prestidigitating a pathway along with the Unseen Servant and the Hand doing the same.
You are able to cross the room without anyone's boots getting overly hurt.
Following the path...
The Badger’s Set
A shuffling, shifting presence drifts through this chamber. It reeks briefly of disease, rot and vomit before vanishing, leaving you with the thought that one day your time will be up.
Characters who enter this area age 1 year for every minute they spend there. Any characters who have a personality trait expressing patience or calm are immune to this effect.
There is a message etched into a floor here in Thieves’ Cant.
the badger moves slowly, for he has all the time in the world
Kale takes a step back out of the room and thinks.
"Al-Ashari, do you perhaps have a spell that might convince us to be as calm as you are when crossing this room? Something that might help suggest to us to be the calmest and most patient we may have ever been in our entire lives, perhaps?" Kale asks her.
However the party decides to cross, before they begin, Kale will take a moment to strum his bandore.
This post has potentially manipulated dice roll results.
Merric strolls across the chamber, all stealthy and quiet, not a care in the world, his good humor and positive outlook only enhanced by the magic of his friend, alert for anything. When he reaches the message scratched in the floor, he studies it, looking for hidden clues, before reading it to the others.
This tiny room still has most of its walls left. A winding staircase leads up to nothing, in the center of it. The floor of the staircase is lined with skulls, which turn to watch you closely.
This room feels hostile to any character with the Spellcasting class feature. Detect magic reveals a powerful aura of erratic energy currents. Characters who remain in this room for longer than a minute lose their highest level spell slot.
Any character with a personality trait relating to magic or power can see words etched into the staircase in Celestial.
The skull will scour this world with lightning, and blood will fall like rain.
The path continues on into the next chamber.
(as a note it doesn't take a minute to cross this room, unless you take ten minutes to cast comprhenend languages.)
Kale, still under the influence of Al-Ashari's calming spell, frowns at the fuss and simply flies across the room at a good speed, his goat clopping along behind him, along with his driftglobe.
This tower has remained largely intact, but large chunks of it have fallen to the elements, leaving it leprous and fragile. Inside, piles of bones and bricks provide a grisly aesthetic.
This tower is half-filled with bones of various species, some of which are completely alien to the characters. Many are humanoid, and range from hundreds to thousands of years old. Some are small animals. Those proficent in Medicine or Nature might guess these to be the bones of animals that wouldn’t be able to survive in a city as drowned as this. Why are they here? Who could have done this?
Characters who rest in this room find their dreams haunted by an urge to run as far away as possible, and gain no benefit from the rest.
Any character with a personality trait expressing panic, stealth or worry can see a message hidden in the bones, in an odd dialect of Abyssal.
The archer stalks the sky, and noone is beyond his reach. There is nowhere you can run to.
Kale stops by the mass of bones, convinced they're trying to tell him something, but he can't figure out what. It makes him uneasy, however, and he does his best to try to identify the bones lying about. Being only half-proficient at his medicinal and natural studies, the best he can conclude is that the bones somehow don't belong to the city. "Something's odd about the way those bones are scattered, and the creatures they came from. For the life of me I can't figure out what, however," he tells the others, still scratching his head.
"Let's move on," Kale says, feeling unsettled, but not willing to dwell on it. "It's no stranger than the rest of this place, and I have the distinct feeling that this dungeon is much like water. Stop moving, and you will drown in madness."
"Good comparison," agreed Al-Ashari continuing her move. They got all the warnings they could already - everything is mad and deadly, or deadly mad. Whatever was down there, it was unpredictably bad anyway.
Merric starts as Al-Ashari casts a spell. I can be doin' that too, now. A few words and gestures later and an invisible hand starts pushing the broken glass aside.
Tandor the White, Human Life Cleric
Kale curses as two of his vials shatter in his pocket. Shaking the broken glass out onto the floor, he's a bit thankful now that he asked the well to enchant his mirror, as that remained whole, and he absently wonders if the other three vials in his bag of holding have suffered the same fate. Pulling out his broom, he murmurs the command word and gets on, hovering just high enough above the floor to spare his shoes.
Seeing the others working hard at clearing away the glass, Kale shrugs and gives prestidigitation a try, attempting to clear away a small area of the floor from the glassy debris. If it works, he flies ahead of the others, prestidigitating a pathway along with the Unseen Servant and the Hand doing the same.
Items in the bag of holding are fine.
You are able to cross the room without anyone's boots getting overly hurt.
Following the path...
The Badger’s Set
A shuffling, shifting presence drifts through this chamber. It reeks briefly of disease, rot and vomit before vanishing, leaving you with the thought that one day your time will be up.
Characters who enter this area age 1 year for every minute they spend there. Any characters who have a personality trait expressing patience or calm are immune to this effect.
There is a message etched into a floor here in Thieves’ Cant.
the badger moves slowly, for he has all the time in the world
The path continues forward.
Kale takes a step back out of the room and thinks.
"Al-Ashari, do you perhaps have a spell that might convince us to be as calm as you are when crossing this room? Something that might help suggest to us to be the calmest and most patient we may have ever been in our entire lives, perhaps?" Kale asks her.
However the party decides to cross, before they begin, Kale will take a moment to strum his bandore.
"Cat goes "meow", bird goes "tweet", and mouse goes "squeak."
Cow goes "moo", frog goes "croak", and the elephant goes "toot!"
Ducks say "quack", and fish go "blub"... and the seal goes "ow ow ow!"
But there's one sound that no one knows --
What does the badger say?"
After casting speak with animals from his bandore, Kale does, indeed, know what the badger says.
"Hey friend," he asks it. "What are you doing there, and what can you tell us of this place?"
He also will read aloud the message in thieves' cant as they pass, for the benefit of those who don't understand it.
"I can only offer a suggestion," smiled Al-Ashari: "and I suggest you to be calm, patient and collected. Do not resist your wish to agree to it."
Mass Suggestion
Meili Liang Lvl 5 Monk
Dice
Merric strolls across the chamber, all stealthy and quiet, not a care in the world, his good humor and positive outlook only enhanced by the magic of his friend, alert for anything. When he reaches the message scratched in the floor, he studies it, looking for hidden clues, before reading it to the others.
Stealth: 29
Perception, Sight: 20
Perception, General: 27
Investigation: 32
Tandor the White, Human Life Cleric
Whitegaze waits at the entrance to the room while the others sort out the plan.
Under Al-Ashari's spell you all cross the room with no adverse affects.
The Skull’s Haunt
This tiny room still has most of its walls left. A winding staircase leads up to nothing, in the center of it. The floor of the staircase is lined with skulls, which turn to watch you closely.
This room feels hostile to any character with the Spellcasting class feature. Detect magic reveals a powerful aura of erratic energy currents. Characters who remain in this room for longer than a minute lose their highest level spell slot.
Any character with a personality trait relating to magic or power can see words etched into the staircase in Celestial.
The skull will scour this world with lightning, and blood will fall like rain.
The path continues on into the next chamber.
(as a note it doesn't take a minute to cross this room, unless you take ten minutes to cast comprhenend languages.)
Whitegaze wanders in and feels just fine, wondering why the others are so creeped out by the skulls.
(Only non-spellcaster, lol)
The room sounds unpleasant enough for Al-Ashari not to linger there, she crosses the room as fast as she can.
Meili Liang Lvl 5 Monk
Dice
Merric enters the room and feels something...eating at him. He picks up the pace though he doesn't abandon caution.
Stealth: 22
Perception, Sight: 29
Perception, General: 30
Investigation: 28
Tandor the White, Human Life Cleric
Kale, still under the influence of Al-Ashari's calming spell, frowns at the fuss and simply flies across the room at a good speed, his goat clopping along behind him, along with his driftglobe.
The Hunter’s Hoard
This tower has remained largely intact, but large chunks of it have fallen to the elements, leaving it leprous and fragile. Inside, piles of bones and bricks provide a grisly aesthetic.
This tower is half-filled with bones of various species, some of which are completely alien to the characters. Many are humanoid, and range from hundreds to thousands of years old. Some are small animals. Those proficent in Medicine or Nature might guess these to be the bones of animals that wouldn’t be able to survive in a city as drowned as this. Why are they here? Who could have done this?
Characters who rest in this room find their dreams haunted by an urge to run as far away as possible, and gain no benefit from the rest.
Any character with a personality trait expressing panic, stealth or worry can see a message hidden in the bones, in an odd dialect of Abyssal.
The archer stalks the sky, and noone is beyond his reach. There is nowhere you can run to.
The path continues onward...
Al-Ashari did not feel the need to stay in that strange place - it looked empty, so, on she goes (still, behind the others).
Meili Liang Lvl 5 Monk
Dice
Kale stops by the mass of bones, convinced they're trying to tell him something, but he can't figure out what. It makes him uneasy, however, and he does his best to try to identify the bones lying about. Being only half-proficient at his medicinal and natural studies, the best he can conclude is that the bones somehow don't belong to the city. "Something's odd about the way those bones are scattered, and the creatures they came from. For the life of me I can't figure out what, however," he tells the others, still scratching his head.
Whitegaze continues to follow along, glancing curiously at the bones, but doesn't stop to look closely.
Merric nods in agreement. "Yes, I'm thinkin' the same, me fren. I kin almos' make it out, but not quite."
Tandor the White, Human Life Cleric
"Let's move on," Kale says, feeling unsettled, but not willing to dwell on it. "It's no stranger than the rest of this place, and I have the distinct feeling that this dungeon is much like water. Stop moving, and you will drown in madness."
"Good comparison," agreed Al-Ashari continuing her move. They got all the warnings they could already - everything is mad and deadly, or deadly mad. Whatever was down there, it was unpredictably bad anyway.
Meili Liang Lvl 5 Monk
Dice