This post has potentially manipulated dice roll results.
Rolling for Kod: Stealth: 27 Perception: 15
You all succeed in being very quiet, with the exception of Kod who doesn't seem to grasp the concept of silence, lately. Nonetheless, you don't seem to stir anything as you advance deeper into the cavern. You proceed until you're about 100' past the entrance. From this point forward, the light is dim. The entrance to the cave ends here at a 10-foot drop-off. 1
To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted with a profusion of fungi ranging from a few inches high to nearly as tall as a human adult. Two paths lead through the fungi: one on the right and one on the left.
Delirious and Kamag:
You notice that the bottom half of the steps down are rigged to collapse. You assume that this would be very noisy and possibly dump whoever was on them at the time into some tall fungi. You're not sure the nature of the fungi without looking from a closer position, but you can tell that there's a well-traversed path down the stairs that the cultists probably used to not collapse the steps.
Properly traversing the steps keeps them intact and gets you into the fungus room safely. Anyone who wants to examine the fungus can make a Nature check.
There is a path right and a path left through the fungal growths.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
I don't know guys, that looks a little too wet. Don't touch it. 12Nature, investigation... whatever.. it's all -1 anyway. From a safe distance. 10 feet?
Kamag notes that the mushrooms are edible. It appears this cavern is mainly used as an alternate food source. The exception is the four nearly human-sized Violet Fungi that flank the right-hand path that would surely attack if anything living walked too close to them.
I will assume you avoid the right path and take the left? If you're LOOKING for a fungal throwdown, let me know, otherwise I'll move on.
Skirting around useless fighting that could bring unwanted attention, the party, led by an elk, takes the left path. The next portion of the cavern comes into view. It is still dim light, but to those with darkvision, it is bright enough to not have disadvantage on your perception checks.
Some fungus spills over from the last section of the cave, but most noticeable is the lighter colored floor. And the dead bats. There are several dead bats here.
This post has potentially manipulated dice roll results.
Focused on the bats first roll 20 dont think I need disadvantage for this but second roll 13 add a +5 for medicine or a +3 for animal handling on what killed these bats or a -1 investigation i dont know the roll
If I can't use passive perception to see whats going on disadvantage 16
DM
Keep taking the dodge action i can't relay this because my animal form but the fact we killed a second guard and there was no response to his yell I'm 100% convinced they are waiting/setting up an ambush so I keep insisting on being in front and taking the dodge action.
The bats look as if they starved, each one looks quite gaunt. There also seems to be a wound on each one, similar to a puncture wound, but there is no blood around the wound. The ceiling of this cave is carpeted with sleeping bats to the point that you can't see an inch of cave rock through them, just a giant fuzzy black bat carpet.
Now that you are in the center of this "room" you can see a bit farther, to the edge of where the sunlight reaches in this cave. Past it is darkness, with the exception of the left path that has dim, flickering light emanating from it. There is an old spear with a pitted blade lying on the floor in front of the path to the right, and straight ahead there is a 10' drop off.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
All three directions have foot traffic. The left path seems to be where all the foot traffic converges to or from, though. i.e.: There is no worn path from where you are to the drop-off straight across, it goes back and forth from the left. The most worn path in this section is from where you entered to the left hallway.
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
This post has potentially manipulated dice roll results.
You collectively decide to go left and leave the other two paths alone, for now at least. 5 You are currently at the red x:
From this vantage point, you can see the room is dimly lit with oil lamps affixed to the walls, no need for torches yet. On the right is another drop-off that the light doesn't reach, but you can see the beginning of a wooden staircase with an iron railing. There is also an opening to the left. Occupying this portion of the cave are 4 kobolds along with 1 winged kobold. They are not paying attention, and don't yet notice you.
If you want, you have a surprise round here, or you can stay hidden and pick another path, reveal yourselves and talk, etc. it's up to you. Let me know! If you're initiating combat, everyone can post what they want to do on their turn along with rolling initiative and I'll resolve it in order.
Rolling for Kod: Stealth: 27 Perception: 15
You all succeed in being very quiet, with the exception of Kod who doesn't seem to grasp the concept of silence, lately. Nonetheless, you don't seem to stir anything as you advance deeper into the cavern. You proceed until you're about 100' past the entrance. From this point forward, the light is dim. The entrance to the cave ends here at a 10-foot drop-off. 1
To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted with a profusion of fungi ranging from a few inches high to nearly as tall as a human adult. Two paths lead through the fungi: one on the right and one on the left.
Delirious and Kamag:
You notice that the bottom half of the steps down are rigged to collapse. You assume that this would be very noisy and possibly dump whoever was on them at the time into some tall fungi. You're not sure the nature of the fungi without looking from a closer position, but you can tell that there's a well-traversed path down the stairs that the cultists probably used to not collapse the steps.
-We are all just one failed saving throw away from someone else's fantasy...
Delirious whispers to the party, "Be cautious on the stairs, they appear to be set to collapse if anyone steps on them."
What a terrible design flaw.
Rainbow....... Mooo....
Being guided by delirious i stay in front take the correct path and use the dodge action
Chronomancy!!!
Properly traversing the steps keeps them intact and gets you into the fungus room safely. Anyone who wants to examine the fungus can make a Nature check.
There is a path right and a path left through the fungal growths.
-We are all just one failed saving throw away from someone else's fantasy...
Kamag sniffs the fungus curiously.
Nature 19
Nature on mushroom 4
Kod leans in to examine a mushroom.
I don't know guys, that looks a little too wet. Don't touch it. 12 Nature, investigation... whatever.. it's all -1 anyway. From a safe distance. 10 feet?
Rainbow....... Mooo....
Kamag notes that the mushrooms are edible. It appears this cavern is mainly used as an alternate food source. The exception is the four nearly human-sized Violet Fungi that flank the right-hand path that would surely attack if anything living walked too close to them.
I will assume you avoid the right path and take the left? If you're LOOKING for a fungal throwdown, let me know, otherwise I'll move on.
2
-We are all just one failed saving throw away from someone else's fantasy...
Skirting around useless fighting that could bring unwanted attention, the party, led by an elk, takes the left path. The next portion of the cavern comes into view. It is still dim light, but to those with darkvision, it is bright enough to not have disadvantage on your perception checks.
Some fungus spills over from the last section of the cave, but most noticeable is the lighter colored floor. And the dead bats. There are several dead bats here.
-We are all just one failed saving throw away from someone else's fantasy...
Does anyone else find dead bats a little disconcerting? 4 Perception(or investigation) as to any potential cause.
Rainbow....... Mooo....
Focused on the bats first roll 20 dont think I need disadvantage for this but second roll 13 add a +5 for medicine or a +3 for animal handling on what killed these bats or a -1 investigation i dont know the roll
If I can't use passive perception to see whats going on disadvantage 16
DM
Keep taking the dodge action i can't relay this because my animal form but the fact we killed a second guard and there was no response to his yell I'm 100% convinced they are waiting/setting up an ambush so I keep insisting on being in front and taking the dodge action.
Chronomancy!!!
The bats look as if they starved, each one looks quite gaunt. There also seems to be a wound on each one, similar to a puncture wound, but there is no blood around the wound. The ceiling of this cave is carpeted with sleeping bats to the point that you can't see an inch of cave rock through them, just a giant fuzzy black bat carpet.
Now that you are in the center of this "room" you can see a bit farther, to the edge of where the sunlight reaches in this cave. Past it is darkness, with the exception of the left path that has dim, flickering light emanating from it. There is an old spear with a pitted blade lying on the floor in front of the path to the right, and straight ahead there is a 10' drop off.
-We are all just one failed saving throw away from someone else's fantasy...
Survival check to track the more traveled path 15
Point to whatever sign of travel I see wait to see if someone else has a plan if not lead the way taking the dodge action
i take note of the bats so i can turn into one later
Chronomancy!!!
Tar sniffs the cave air and tries to crane his head to listen for any sign of activity or breezes.
Perception 5
"I think we should split up and scout ahead."
All three directions have foot traffic. The left path seems to be where all the foot traffic converges to or from, though. i.e.: There is no worn path from where you are to the drop-off straight across, it goes back and forth from the left. The most worn path in this section is from where you entered to the left hallway.
-We are all just one failed saving throw away from someone else's fantasy...
Kod waits but intends to follow Tar.
"I vote left, seems to be the most popular choice."
You collectively decide to go left and leave the other two paths alone, for now at least. 5 You are currently at the red x:

From this vantage point, you can see the room is dimly lit with oil lamps affixed to the walls, no need for torches yet. On the right is another drop-off that the light doesn't reach, but you can see the beginning of a wooden staircase with an iron railing. There is also an opening to the left. Occupying this portion of the cave are 4 kobolds along with 1 winged kobold. They are not paying attention, and don't yet notice you.
If you want, you have a surprise round here, or you can stay hidden and pick another path, reveal yourselves and talk, etc. it's up to you. Let me know! If you're initiating combat, everyone can post what they want to do on their turn along with rolling initiative and I'll resolve it in order.
-We are all just one failed saving throw away from someone else's fantasy...