After Edward, and then Fawn, try to move the crates, Star gives them a solid shove and opens a passage wide enough for the group to enter the room. You are in another cellar - almost 50 feet long and 25 feet wide, with neat rows of shelves, barrels, and crates. You hear music coming from above you - not the typical bawdy tavern trope, either, but a skilled troupe of minstrels playing a catchy song with a variety of instruments. Edward surmises your location first - you must be in the basement of the River Shining Tavern! This is the high-end tavern of Daggerford, where only the most successful adventurers, merchants, and occasionally the Duke and his sister frequent!
Wow these guys are amazing. I tell you the River Shining Tavern is a great place to be. Maybe our furry friends led us to this place to allow us to take on bigger tasks and fame? So comrades, should we stay down here and explore these caverns a bit more or see if there is something for us in the tavern above?
Fawn, Syllin and I have discussed our next move and we believe we should head up to the tavern to take in the minstrel show, especially since we have Edward, the musician-extraordinaire, with us!
Leaving the insect tunnel, you head upstairs. The River Shining Tavern is the main entertainment center for the nobility of the surrounding lands and the major notables of Daggerford. The duke and his sister have been known to eat here, and the main hall of the tavern doubles as the meeting room for the Council of Guilds. The guest rooms in this two-story structure are generally available only to the most noble and influential patrons.
The Delimbiyr family took their name from the river and named the tavern after it, too. The River Shining Tavern is the longest established tavern still operating in Daggerford and claims to date from the town’s founding. Certainly, the wooden building’s architectural style matches that of the oldest buildings in town. The original builders/owners of the inn were obviously of elven heritage and used a forest motif throughout the tavern.
The most successful adventurers with much gold to spend are welcomed at the River Shining Tavern, so your bedraggled and disheveled party coming out of the root cellar covered in dirt and insect ichor raise a number of eyebrows and noses! You also notice that none of the customers here are wearing armor, and only a few carry any weapons bigger than a dagger. The musicians are professional enough to keep playing, although Edward's trained ear catches a missed note from the young lute player...
The tavern keeper rushes you back into the kitchen area and asks, "Where did you come from?! What are you doing here? And what is that...yuck...all over you?!!?"
"Sorry, sir, for the mess. We came from the caverns that are below your tavern and we fought some centipedes. Um, we'll go back to the caverns since we probably shouldn't be here with the bug guts all over us." I start to head back to the caverns.
As you head back into the root cellar, you hear the innkeeper finally realize what you said when he exclaims, "Giant Centipedes? Here? Oh, that's not good for business!" He rushes down the steps and as you are about to crawl into the small passage, he begs you, "Please, exterminate the nest and I'll reward you! This tavern has important regulars and they count on a clean and safe establishment! Come back when you are complete - and clean."
(Once back in the main cavern, you have two more choices - basically NW and SW. There are no new insects in the main area.)
We will gladly be back once we complete getting rid of these foul creatures. Is there any chance that once we are done I could come play a few songs here. I have a new song called Purple Haze. It was inspired by my experience when I was bitten in the root cellar.
Alright Comrades, back to the cellar, I state as we begin heading to the SW passage.
Coming out of the SE passage into the main cavern, the group turns to the left and takes the next passage big enough to fit in. This passage, in the SW part of the big cavern, appears to have been originally created by water eroding the surrounding rock away like a natural cave, but it has clearly been worked by intelligent creatures - humans or dwarves most likely. The way follows the natural path of a cave, but with worked stone in narrow areas and smooth stone floors. You estimate travelling another 100 feet or so before the tunnel leads to a dark and dusty room with old bricks walls. You entered through a crack in the northern wall. There is only dust and decayed wood here…it is obvious no one has set foot in this room for decades. Perhaps it used to be a storeroom. But - you feel that you are deep under the ground...perhaps Daggerford was built on an older city? Or maybe one of the past residents dug down and constructed something deeper than a normal basement?
For Syllin:
You find a cleverly concealed door on the eastern wall, hidden in the bricks.
(If you want to point it out to the group, they each need to make a DC15 perception check (with advantage because you're helping them) to see if they can also spot it. Anyone with a successful Perception check (and you, of course) can make an Investigation check to see if you figure out how to open it.)
I point out to the rest of the group the hidden door I found on the Eastern Wall. In order for everyone else to see it, they need to make a DC15 perception check (with advantage). I roll an investigation check to see if I can figure out how to open it.
Syllin points out a secret door to the group, but is not able to determine how to get it opened. Star sees the outline well enough with the cleric's assistance.
(Might as well take a short rest if you need it, since it seems you sepnt at least an hour with Syllin and Star trying to figure out how to open the secret door.)
Unable to work out how to open the door, the group files this place away in their "Another Adventure for Another Time" files and moves back to the main cavern. There is only one passage left that you can explore - hopefully this one leads to the centipede nest and you can wipe out his threat to the town! You follow this narrow cut through the stone to a small cave, rising at least 30 feet above you. This section of the cavern is much warmer - almost like a mid-summer day outside! On the ground in the center of the cave are several piles of bones, and scattered in huge piles around the cave walls are hundreds of eggs! And then you see the scariest thing in your lives...the biggest, most disgusting insect-thing in the NE portion of the cavern!
This creature is over 10 feet long and at least 7 feet tall. It must be the brood queen! It clacks its giant mandibles at you in a threatening manner... (This passage is big enough that you are not on your hands and feet, and do not have disadavantage on attack rolls, but it is only big enough to fit single file. You can swap positions if you want, based on your normal movement. If you take an offensive action, roll initiative!)
I would like to cast thunderwave as long as my companions do not move into the cavern before I get a chance to cast this spell. I will move within range of the creature and cast this spell. This
Initiative 11
The creatures affected must make a save versus Constitution. If they make the save they take half damage, if they dont make the save they take full damage and are pushed 10 feet away.
Damage from Spell 13
As a bonus action I sing a song and direct this at Fawn this allows her to add 1d6 to saving throws, ability checks or attack roles.
Initiative order: Syllin : Edward : Star : Fawn : Brood queen
Round 1:Syllin? Edward moves into the room far enough to prevent his thunderwave from hitting his party members, then causes a wave of thunderous force to sweep out from his hands in a 15 foot cube! (Queen DC14 Con save: 13) Star moves into the cave and shoots at the queen, but the arrow doesn't seem to hurt the monster. Fawn also moves into the cavern and shoots, and her arrow lodges into the giant abdomen. The queen spits a glob of spit or phlegm or something at (2 by init order). Attack: 17 Damage: 7. It is a poison of some sort, similar to the poison of the giant centipedes!
(Someone needs to make a DC13 Str check to move the crates. And because it's a narrow tunnel - only one of you can try at a time...)
Love God. Love Others. Any Questions?
Geez, I have to do all the work around here!
Strength check: 15
After Edward, and then Fawn, try to move the crates, Star gives them a solid shove and opens a passage wide enough for the group to enter the room. You are in another cellar - almost 50 feet long and 25 feet wide, with neat rows of shelves, barrels, and crates. You hear music coming from above you - not the typical bawdy tavern trope, either, but a skilled troupe of minstrels playing a catchy song with a variety of instruments. Edward surmises your location first - you must be in the basement of the River Shining Tavern! This is the high-end tavern of Daggerford, where only the most successful adventurers, merchants, and occasionally the Duke and his sister frequent!
Love God. Love Others. Any Questions?
Wow these guys are amazing. I tell you the River Shining Tavern is a great place to be. Maybe our furry friends led us to this place to allow us to take on bigger tasks and fame? So comrades, should we stay down here and explore these caverns a bit more or see if there is something for us in the tavern above?
Fawn, Syllin and I have discussed our next move and we believe we should head up to the tavern to take in the minstrel show, especially since we have Edward, the musician-extraordinaire, with us!
Leaving the insect tunnel, you head upstairs. The River Shining Tavern is the main entertainment center for the nobility of the surrounding lands and the major notables of Daggerford. The duke and his sister have been known to eat here, and the main hall of the tavern doubles as the meeting room for the Council of Guilds. The guest rooms in this two-story structure are generally available only to the most noble and influential patrons.
The Delimbiyr family took their name from the river and named the tavern after it, too. The River Shining Tavern is the longest established tavern still operating in Daggerford and claims to date from the town’s founding. Certainly, the wooden building’s architectural style matches that of the oldest buildings in town. The original builders/owners of the inn were obviously of elven heritage and used a forest motif throughout the tavern.
The most successful adventurers with much gold to spend are welcomed at the River Shining Tavern, so your bedraggled and disheveled party coming out of the root cellar covered in dirt and insect ichor raise a number of eyebrows and noses! You also notice that none of the customers here are wearing armor, and only a few carry any weapons bigger than a dagger. The musicians are professional enough to keep playing, although Edward's trained ear catches a missed note from the young lute player...
The tavern keeper rushes you back into the kitchen area and asks, "Where did you come from?! What are you doing here? And what is that...yuck...all over you?!!?"
Love God. Love Others. Any Questions?
"Sorry, sir, for the mess. We came from the caverns that are below your tavern and we fought some centipedes. Um, we'll go back to the caverns since we probably shouldn't be here with the bug guts all over us." I start to head back to the caverns.
I follow Syllin back into the cellar trying to hide my face from being recognized.
As you head back into the root cellar, you hear the innkeeper finally realize what you said when he exclaims, "Giant Centipedes? Here? Oh, that's not good for business!" He rushes down the steps and as you are about to crawl into the small passage, he begs you, "Please, exterminate the nest and I'll reward you! This tavern has important regulars and they count on a clean and safe establishment! Come back when you are complete - and clean."
(Once back in the main cavern, you have two more choices - basically NW and SW. There are no new insects in the main area.)
Love God. Love Others. Any Questions?
We will gladly be back once we complete getting rid of these foul creatures. Is there any chance that once we are done I could come play a few songs here. I have a new song called Purple Haze. It was inspired by my experience when I was bitten in the root cellar.
Alright Comrades, back to the cellar, I state as we begin heading to the SW passage.
Coming out of the SE passage into the main cavern, the group turns to the left and takes the next passage big enough to fit in. This passage, in the SW part of the big cavern, appears to have been originally created by water eroding the surrounding rock away like a natural cave, but it has clearly been worked by intelligent creatures - humans or dwarves most likely. The way follows the natural path of a cave, but with worked stone in narrow areas and smooth stone floors. You estimate travelling another 100 feet or so before the tunnel leads to a dark and dusty room with old bricks walls. You entered through a crack in the northern wall. There is only dust and decayed wood here…it is obvious no one has set foot in this room for decades. Perhaps it used to be a storeroom. But - you feel that you are deep under the ground...perhaps Daggerford was built on an older city? Or maybe one of the past residents dug down and constructed something deeper than a normal basement?
For Syllin:
You find a cleverly concealed door on the eastern wall, hidden in the bricks.
(If you want to point it out to the group, they each need to make a DC15 perception check (with advantage because you're helping them) to see if they can also spot it. Anyone with a successful Perception check (and you, of course) can make an Investigation check to see if you figure out how to open it.)
Love God. Love Others. Any Questions?
I point out to the rest of the group the hidden door I found on the Eastern Wall. In order for everyone else to see it, they need to make a DC15 perception check (with advantage). I roll an investigation check to see if I can figure out how to open it.
Investigation Check: 7
Let's see if I can see what Syllin sees:
Perception Check (w/advantage): 19
Syllin points out a secret door to the group, but is not able to determine how to get it opened. Star sees the outline well enough with the cleric's assistance.
Love God. Love Others. Any Questions?
Step aside, Syllin, let me see if I can figure out how to open this!
Investigation Check: 6
(Might as well take a short rest if you need it, since it seems you sepnt at least an hour with Syllin and Star trying to figure out how to open the secret door.)
Unable to work out how to open the door, the group files this place away in their "Another Adventure for Another Time" files and moves back to the main cavern. There is only one passage left that you can explore - hopefully this one leads to the centipede nest and you can wipe out his threat to the town! You follow this narrow cut through the stone to a small cave, rising at least 30 feet above you. This section of the cavern is much warmer - almost like a mid-summer day outside! On the ground in the center of the cave are several piles of bones, and scattered in huge piles around the cave walls are hundreds of eggs! And then you see the scariest thing in your lives...the biggest, most disgusting insect-thing in the NE portion of the cavern!
This creature is over 10 feet long and at least 7 feet tall. It must be the brood queen! It clacks its giant mandibles at you in a threatening manner... (This passage is big enough that you are not on your hands and feet, and do not have disadavantage on attack rolls, but it is only big enough to fit single file. You can swap positions if you want, based on your normal movement. If you take an offensive action, roll initiative!)
Love God. Love Others. Any Questions?
I would like to cast thunderwave as long as my companions do not move into the cavern before I get a chance to cast this spell. I will move within range of the creature and cast this spell. This
Initiative 11
The creatures affected must make a save versus Constitution. If they make the save they take half damage, if they dont make the save they take full damage and are pushed 10 feet away.
Damage from Spell 13
As a bonus action I sing a song and direct this at Fawn this allows her to add 1d6 to saving throws, ability checks or attack roles.
I'm going to try and hit the centipede with my long bow.
Attack- 15
Damage- 4
~Hmm, I wonder if the clacking of the mandibles was in time with Edward's song? ~ Never mind, I take aim with my trusty short bow:
Attack: 19
Damage: 5
Sneak Attack if I hit him: 5
Initiative rolls: Edward(11) : Star(16) : Fawn(9) : Syllin(12) : Brood queen(5)
Initiative order: Syllin : Edward : Star : Fawn : Brood queen
Round 1: Syllin?
Edward moves into the room far enough to prevent his thunderwave from hitting his party members, then causes a wave of thunderous force to sweep out from his hands in a 15 foot cube! (Queen DC14 Con save: 13)
Star moves into the cave and shoots at the queen, but the arrow doesn't seem to hurt the monster.
Fawn also moves into the cavern and shoots, and her arrow lodges into the giant abdomen.
The queen spits a glob of spit or phlegm or something at (2 by init order). Attack: 17 Damage: 7. It is a poison of some sort, similar to the poison of the giant centipedes!
Round 2! Syllin(10/10) : Edward(9/9) : Star(0/8) : Fawn(12/12) : Brood queen (-17)
(Star is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.)
Love God. Love Others. Any Questions?