You follow after the last place you heard the noise and end up back out in the cave near Amafrey, who did not see anything pass through. You seem to have lost the Quasit.
You all head back into the tunnel, and follow it a short way before emerging into another larger tunnel. The tunnel stretches East and West, and to the East you hear something squealing with laughter, then the clanking of metal. This matches the direction of the Obelisk according to Amafrey.
After a steady upward climb, the tunnel opens into a huge, well-lit chamber. The glow of faerzress and bio-luminescent fungi compete with shafts of white light that fall upon naturally formed shelves along the walls as well as a rocky mesa at the center of the cavern. Crudely formed ramps connect the different levels of the mesa up to the height of its two topmost tiers, which are linked by a sturdy bridge. Atop one of those tiers sits a large red egg. Atop the other stands a 50-foot-tall obelisk made of smooth black metal with a few noticeable imperfections, as though small parts of it were somehow chipped away.
A female derro stands close to the obelisk, gently patting and stroking its surface. The obelisk flashes once, the glow of faerzress around the cavern flaring in response. The derro squeals with glee as she snatches an object up from the ground, then writes something down in a small notebook.
(OOG You are entering from the bottom right hand side of the above map. The derro is on the top level by the obelisk, the gray square object middle left.)
As you approach the room, you all feel a tingling sensation, which Belwar can confirm is the effects of the pygmywort mushrooms wearing off. Unless you eat another mushroom you will return to normal size in the next few minutes.
Neither Grimnir or Jimjar notice as Droki wakes up. As he realizes where he is, and that he's tied up, he desperately scans the room, and spies the derro near the obelisk. He begins to yell.
"Help! Help! I've been kidnapped! They've ruined everything. I'm all off schedule now. What time is it! Quickly! The time!"he screams.
The derro, pausing her note taking, startles and looks down towards the group. Raising an eyebrow slightly, she utters "Droki? Yes yes yes yes yes... kidnapped? Hmmm..." She shifts her gaze to an area above you, and immediately two creatures float down that you had not previously noticed hiding above the doorway."Take care of them," says the derro, "oh, and bring Droki to me."
The abberations descend, single eyes wide on spherical bodies, each with 4 stalks protruding from the body, and a single eye on each. Wide mouths gape open with sharp teeth visible, and in your minds you begin to hear a cackle that grows louder as they fly closer. "This is going to be fun."says one voice. "It's been so long since we've feasted." says the other.
The spectators are descending from above you, and are currently about 20 feet up. The derro appears to have gone back to her notebook, pausing every few moments to caress the obelisk, while Droki continues to yell loudly asking what the time is.
This post has potentially manipulated dice roll results.
OOC Using the same stats for Zippy...
Oorr with a single squeak commands Zippy to attack the closest of the floating things. Zippy Attack: Attack: 24 Damage: 12 + 1 acid damage (DC 12 CON save to halve)
Rumpadump stays safe at the entrance of the cavern for now.
Oorr with a single squeak commands Zippy to attack the closest of the floating things. Zippy Attack: Attack: 12 Damage: 7 + 1 acid damage (DC 12 CON save to halve)
Rumpadump stays safe at the entrance of the cavern for now.
Zippy leaps up to attack one of the floating heads, but can't find anything to grip on to and falls back to the ground. The spectator he attacked swirls around the party and then fires off a yellow beam of energy from one of its eye stalks at Zippy. Paralyzing Ray - The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Another beam of energy shoots forth from a different eye stalk, this one a blood red color directed at Oorr. Wounding Ray - The target must make a DC 13 Constitution saving throw, taking 9 necrotic damage on a failed save, or half as much damage on a successful one.
The second spectator hovers a moment, quickly observing all the party members before firing a greenish beam at Valrish. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn. Another eye stalk rises from the top of the spectator's head and a purple beam of energy shoots towards Belwar. Fear Ray.The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
I maintain my composure and wrack my brains for information. Arcana: 24
Belwar recognizes the creatures immediately, recalling information studied once before. (OOG You are knowledgeable of everything in the Spectator stat block, including the spell reflection ability) Further, based on the telepathic ramblings of these creatures, you can tell they are beyond gleeful to have creatures to attack, but will leave any derro alone. They also seem keen on letting the derro by the obelisk finish her work, and are even more excited to see what happens when the obelisk is complete. They intend to fight to the death.
This post has potentially manipulated dice roll results.
Jimjar, shakes behind some rocks. "Hummm, the odds are not much on our favour..". He then release a burst of light towards one of the spectator (blindness/deafness DC11 Con), before running back hiding behind rocks (bonus cunning action: Stealth17).
Grimnir swears to himself. "Again those creatures are out of reach, I cannot jump that high". Seeing Oorr hurt by necrotic damage, Grimnir takes his Potion of Necrotic Resistance (Resistant to NECROTIC for 1h)... "Hold tight, we can do this !". Grimnir then takes covers behind Rocks if possible, taunting the creatures "This is your first and last warning, flee now and we will let you live ! If not I will poke you in your big ugly eye"
You follow after the last place you heard the noise and end up back out in the cave near Amafrey, who did not see anything pass through. You seem to have lost the Quasit.
Oorr and Zippy go back to where the others are and following the tunnel to the cultist hideout.
Oorr Perception 12
Oorr Stealth 6
Zippy Stealth 15
Grimnir follow Oorr silently (Stealth : 13)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
You all head back into the tunnel, and follow it a short way before emerging into another larger tunnel. The tunnel stretches East and West, and to the East you hear something squealing with laughter, then the clanking of metal. This matches the direction of the Obelisk according to Amafrey.
(OOG You are entering from the bottom right hand side of the above map. The derro is on the top level by the obelisk, the gray square object middle left.)
As you approach the room, you all feel a tingling sensation, which Belwar can confirm is the effects of the pygmywort mushrooms wearing off. Unless you eat another mushroom you will return to normal size in the next few minutes.
(OOG Grimnir, roll a perception check.)
Perception: 4
For the mushrooms: Survival: 17
in case you need: Jimjar has +6 in Perception (passive 16) ; Perception: 9
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Neither Grimnir or Jimjar notice as Droki wakes up. As he realizes where he is, and that he's tied up, he desperately scans the room, and spies the derro near the obelisk. He begins to yell.
"Help! Help! I've been kidnapped! They've ruined everything. I'm all off schedule now. What time is it! Quickly! The time!" he screams.
The derro, pausing her note taking, startles and looks down towards the group. Raising an eyebrow slightly, she utters "Droki? Yes yes yes yes yes... kidnapped? Hmmm..." She shifts her gaze to an area above you, and immediately two creatures float down that you had not previously noticed hiding above the doorway. "Take care of them," says the derro, "oh, and bring Droki to me."
The abberations descend, single eyes wide on spherical bodies, each with 4 stalks protruding from the body, and a single eye on each. Wide mouths gape open with sharp teeth visible, and in your minds you begin to hear a cackle that grows louder as they fly closer. "This is going to be fun." says one voice. "It's been so long since we've feasted." says the other.

Roll Initiative!
Oorr places a reassuring hand on Zippy and gets ready.
Initiative 8
Initiative: 7
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Initiative : 11
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Spectator Initiative: 11
Derro Savant Initiative: 3
Initiative: 9
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Round 1
16 Oorr/Zippy/Rumpadump
11 Spectators
09 Belwar/Derendil
03 Grimnir/Jimjar
03 Derro Savant
02 Valrish/Eldeth
The spectators are descending from above you, and are currently about 20 feet up. The derro appears to have gone back to her notebook, pausing every few moments to caress the obelisk, while Droki continues to yell loudly asking what the time is.
OOC Using the same stats for Zippy...
Oorr with a single squeak commands Zippy to attack the closest of the floating things.
Zippy Attack: Attack: 24 Damage: 12 + 1 acid damage (DC 12 CON save to halve)
Rumpadump stays safe at the entrance of the cavern for now.
Paralyzing Ray - The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Another beam of energy shoots forth from a different eye stalk, this one a blood red color directed at Oorr.
Wounding Ray - The target must make a DC 13 Constitution saving throw, taking 9 necrotic damage on a failed save, or half as much damage on a successful one.
The second spectator hovers a moment, quickly observing all the party members before firing a greenish beam at Valrish.
Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
Another eye stalk rises from the top of the spectator's head and a purple beam of energy shoots towards Belwar.
Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
16 Oorr/Zippy/Rumpadump
11 Spectators
09 Belwar/Derendil
03 Grimnir/Jimjar
03 Derro Savant
02 Valrish/Eldeth
Oorr CON save 8
Zippy CON save 11
OOC Both require a -1, I wrongly put a +3 as the modifier. Well...both failed anyway.
WIS Save: 16
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Wis save: 13
I maintain my composure and wrack my brains for information. Arcana: 24
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Further, based on the telepathic ramblings of these creatures, you can tell they are beyond gleeful to have creatures to attack, but will leave any derro alone. They also seem keen on letting the derro by the obelisk finish her work, and are even more excited to see what happens when the obelisk is complete. They intend to fight to the death.
Jimjar, shakes behind some rocks. "Hummm, the odds are not much on our favour..". He then release a burst of light towards one of the spectator (blindness/deafness DC11 Con), before running back hiding behind rocks (bonus cunning action: Stealth 17).
Grimnir swears to himself. "Again those creatures are out of reach, I cannot jump that high". Seeing Oorr hurt by necrotic damage, Grimnir takes his Potion of Necrotic Resistance (Resistant to NECROTIC for 1h)... "Hold tight, we can do this !". Grimnir then takes covers behind Rocks if possible, taunting the creatures "This is your first and last warning, flee now and we will let you live ! If not I will poke you in your big ugly eye"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation