"First, though, I have some preparations to make," he continues, "Take some time to mentally prepare yourself for what comes next. I estimate it will take one week to complete my work and then I will send you on your way."
Chapter 10: The City of Spiders
Be sure to read and follow the guidelines for our forums.
"First, though, I have some preparations to make," he continues, "Take some time to mentally prepare yourself for what comes next. I estimate it will take one week to complete my work and then I will send you on your way."
"We should learn the capabilities of our new friends, Deathwake, and I'd like to practice with my new sword. Perhaps some sparring. What say you all?"
Seftan relishes the idea of a bath himself and then perhaps some time to read. Having felt woefully unprepared for his brush with the demon prince, he wondered if there might be a library for his use within Vizeran's tower...
Seftan smirks as he mutters this snarky comment.
"Maybe if we hallowed out a book and slipped it onto a shelf? Or make it permanently invisible?"
"We'll aim for Gromph's chambers, boss. Even covert desecration of a book in his library might attract a wizard's notice, though, and an invisibility spell in a drow wizard's sanctum would be like illuminating the gem with fairie fire. Best to hide it in plain sight, I think."
Ælfric paused to think for a few seconds.
"If he's got any treasure or material component stashes, we can slip it there. He's not likely to notice an extra emerald among the bunch."
He continues on, "Once you get to the city, travel to the northern bank of Donigarten and light a torch as the light of Narbondel is extinguished and my brothers on the council will meet you."
If asked, he reveals the following info:
Seftan prepares to leave for the underdark once more, securing his belongings and double checking his spell book.
"I've spent years creating this tunnel, which leads directly to the city," Vizeran explains, a clear expression of pride on his face, "No one knows of it but myself and now you. Follow it to the end and you will find yourself within the city proper."
"Where exactly does the other end come out inside Menzoberranzan?" Ælfric inquired as he looked into the shaft.
"I hope someone has mastery of the neutralization of poisons, or a few vials of anti-venom at the very least. I have a feeling we shall soon need such things."
When you arrive at the end, you find a solitary iron door at the end of the passage. Elayna feels a slight flare of magic from the emerald as the magical protections on the door are temporarily disabled.
The thief would normally have checked the door but he trusted Vizeran's power, so he tried to open it quietly and peak beyond.
Reliable Talent makes that 23 Stealth and 19 Perception.
Rolls
Stealth - (1d20+13)
(1) + 13 = 14
Perception - (1d20+9)
(7) + 9 = 16
You make your way up the wall and higher up in the ravine which is even thicker with webs. As you reach the top, you hear the sound of many feet around you. It seems that the spiders have become aware of your presence!
Rolls
Perception if necessary - (1d20+8)
(2) + 8 = 10
Seftan triggers the Mage Armor on his Staff...
Seftan secures his pouches and prepares to run...
As she moves, she tries to inspire her companions with words of encouragement, saying things like:
"Ælfric, I know you can walk on walls. If you have rope, can you bring it up top?"
"Deathwake and Mai'gnor, you're both strong. If you're able to climb up and help Ælfric, you can protect him while he lowers a rope to us."
"Seftan, you're a master of magic. You might need to make us an emergency escape with your magic rope thing if things get too bad. Sarith and I will be with you."
Ælfric wasn't keen on spiders but he was keen on Elayna's suggestions. After leaving the ends of the ropes with her and saying a brief incantation, his silent footfalls scaled the wall. He scanned the area around and ahead of him as he climbed for any new threats and for where he could secure the other ends of the ropes. To save time, he would use his invisible arcane fingers to tie the second rope. Once secure, he'd signal the others to start climbing.
Reliable Talent makes that a 19 perception.
Rolls
Perception - (1d20+9)
(8) + 9 = 17
Rolls
Portent - (1d20)
(4) = 4
Portent - (1d20)
(6) = 6
Also, I think I mistakenly thought Seftan had suggested Rope Trick, but I confused that memory from another game.
As the fighters reach the top, they join in defending the rope as the others climb up. After several frantic minutes, you are all exhausted and mildly injured, but safe once more. It appears that the spiders have no interest in leaving their homes.
Despite a few tense situations where you almost draw the attention of the wrong individuals, you make it to the shores of the lake. Some distance out in the lake is a small island, which anyone familiar with the city would know is where a large herd of rothe (underdark cattle) are kept for food.
She turns to look for Narbondel, trying to gauge how much time they have left.
Seftan sits cross legged on the ground and calls forth his arcane eye which he sends flying away along the perimeter of the lake in search of guards, traps, and ultimately the north shore.
Seftan stretches as he stands up and rubs his eyes to bring them back in focus.
One of them, wearing the finest robes of the group, steps forward, "You must be Vizeran's lackeys, yes?"
Perception +4
"Too many of them or I'd try to take something off one," he thought.
A voice exclaims. It comes from a figure behing the half-elf, which is enveloped in a black cloak that completely hides any relevant features from view. She, because the voice is clearly female, is holding a strange book, which appears to be only nominally bound by the laws of physics: when her hands move, the book isn't carried by them as much as it just sorta floats after them. The most noticeable feature of the book is that it has a large mirror embedded in the middle of its front cover.
Lyra already told you, your intro should be flashier! If you don't make a big impact upon first being introduced, the readers won't remember you, you know.
Uh, Lyra, you do know real life is not like those silly novels you read all the time, right?
This second voice also sounds feminine, but it is raspy, metallic, distorted: it appears to be emanating from the center of the mirror.
It's fine, it's fine! Lyra will do things like she reharsed, and make lots of friends!
You Go Girl
And with a big, dramatic movement, the cloak is thrown away: underneath is a pretty, energetic girl with huge sparkly eyes and a big smile. She's mostly pink: her eyes are pink, her hair is pink, her frilly dress is pink, her hat and her boots are decorated with various shades of, you guessed it, pink. Come to think of it, even the mysterious book is decorated with some frills around the mirror, and those too are pink.
Lyra is the brave heroine of love and justice! With the magic of her smile, Lyra will help everyone, so that everyone can be happy: we'll beat the bad guys, and then we'll have a big party! Lyra will support you, and Misha will help too, right?
This enthusiastic declaration is punctuated by the girl happily twirling around, culminating in a cute pose with her hands striking a "heart shape" gesture.
Did you really need to play the cheesy song too? Wasn't the speech itself cheesy enough?
But Misha! Lyra learned the Prestidigitation cantrip specifically to have cool background music accompanying her big debut!
Sigh...
At this point, the mysterious voice appears to address the party directly.
I... Sincerely apologize. Lyra may be an idiot but believe me, her magic prowess is unmatched. She really can get the job done when the chips are down, and she does mean well, so please try and get along with her, ok?
A pleasure. If I may ask, how have you survived down here? As, uh, glamorous, as you are and all?
Seftan casts his eyes all around the area as though afraid that mere proximity to this much pink will draw down side terrible wrath.
"Half-humans," he thought. "You never know how they'll turn out."
"Hello, both of you."
The pink girl replies to the "how did you survive" question, with an involuntarily adorable pout.
Lyra, the fact that you need to ask this question is precisely why I said you're an idiot...
Waaa, Misha is so mean!
Somehow, you get the feeling this is never going to stop, unless somebody stops it... But then, surprisingly, the girl stops herself.
Oh yeah, I forgot: what's everyone's name? Are you a team?
Lyra...
Do you have a team name? Do you strike cool team poses?
Lyra.
Because I really like coming up with cool poses myself, so I was thinking we could-
LYRA!
Ah right, sorry. Lyra just likes cool poses so she gets carried away! But really, what's everyone's name?
Turning to the drow wizard, Elayna says, "Let's go."
And we are in a very inhospitable place so by all means, use stealth.
Seftan moves to follow Elayna and the drow.
He leads you a short distance and you find yourselves in a fairly cramped chamber with runes carved into the floor all over the place.
"I can get you into the upper levels of Sorcerer," he explains, "But getting into Gromph's chambers will be for you to figure out. Any questions?"
Lyra comments, visibly bummed out, as she tries to keep up with the rest of the party.
They're professionals, that's why I warned you not to get too silly with your displays. Hey, how about turning on your Armor of Shadows now?
The mysterious voice keeps sounding like a minder of sorts, telling Lyra what to do. The girl merely nods and does a quick gesture with her hand, at which point a soft glow begins emanating from the mirror: anyone who keeps looking at the girl will notice a shadowy, vaguely humanoid figure, of size and shape similar to Lyra's own, emerging from the mirror's surface and superimposing itself on top of the girl's body, delicately covering it with an almost completely transparent, but still barely visible, barrier.
Much better. At least now I can see our new friends. So anyway, if I may be so bold as to propose a course of action...
Once again the voice is trying to address the whole party
... the way I see it, the matter at hand essentially consists of three steps: dealing with hostiles, disarming traps, and securing the grimoire itself. Myself and Lyra have never met an enemy we couldn't just brute force our way through with sheer magical power, and if we're dealing with constructs and/or summons here, then it's safe to assume such a trend will continue. As such, we can assume enemies will be a non-factor as long as you mortals can keep up with us.
Misha, you shouldn't be so rude to these people if we want to get along...
Adults are talking, Lyra. Anyway, the second step involves traps: unfortunately, both a magical artillery like Lyra and a valiant knight like Master Cal are ill equipped to deal with such finesse-based work. If it's just a matter of locked doors Lyra can blow them up, but it would probably be safer to leave this aspect to an expert of the field. I trust you people would have such an expert among yourselves?
But despite having asked a question, the voice continues without waiting for an answer
Which leaves the grimoire itself. How well should we expect it to be protected, in terms of "unspeakable curses that eat your soul the moment you so much as peek at its pages"? In my experience, mortals who consort with my kind are often fond of such theatrics.
This last question is aimed at their drow employer.
We have a good trap man, not to worry about that he whispers to the girl so as not to disrupt the questions Elayna was asking.
The pink woman confused him but he certainly couldn't refuse any help in the middle of Menzoberranzan... no matter how pink and dissociative.
Ælfric realized how dangerous it was to push Drow but he also knew that they were used to a certain level of antagonism.
Aww Misha, you're so sweet! You can just say that you're worried for Lyra, you know: but it's ok, Lyra is strong and won't lose to some guards!
What followed was a solid minute of barely audible but EXTREMELY grumpy-sounding grumbling from the mysterious entity.
Teehee, Misha might sound bossy and scary, but she's a good person at heart. Anyway, can we set out already? Lyra can't wait to go beat up the bad guys!
She checks inside her shirt and pats her side, confirming the presence of something within. "I'm ready to go," she says, then looks around to find a particular drow warrior. "Sarith? Are you with us? Maybe this is your chance to secure a better life for yourself. I'm sure the Council could use someone with your talents."
Sarith takes a long look at Elayna and shakes his head slightly, "I think I shall follow wherever the group goes from here," he says, "My place is among you now, not down here in the darkness."
She turns to the drow wizard. "Lead the way."
"Point us in, Spider Councillor. I'll take point after that."
Hey Misha, that carving on the door kinda looks like you!
... Lovely. For now let's just stay out of the way of those who'll need to work on the door, alright? We can keep an eye out for enemies in the meantime.
Oooooooooook. Lyra will do her best!
Weebery aside, I'm just going ahead and rolling Perception because, why not. Just looking around for the time being.
Rolls
Perception - (1d20+5)
(19) + 5 = 24
"Quiet," he said softly while intently looking around for traps, arcane symbology, and anything shiny. "True valuables are usually kept somewhere near the obvious location and lesser baubles but it always pays to check the obvious location. Seftan, anything obviously glowing brightly with death magic?"
Rolls
Perception - (1d20+9)
(15) + 9 = 24
Arcana - (1d20+10)
(7) + 10 = 17
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Perception (advantage) - (1d20+4)
(1) + 4 = 5
You're nearly certain that there are hazards all around, but there are no obvious signs of them as you'd expect from mundane traps.
I completely agree young lady, he says as he turns to Ælfric with a hopeful smile on his face,
Well my friend? I do believe this is your area of expertise.
Ælfric took point and made his way cautiously to the ostentatious door. He held up his hand to signal for the others to stop as he inspected it, making sure to stand to the side of the door, not directly in front of it.
Rolls
Arcana - (1d20+10)
(12) + 10 = 22
Perception - (1d20+9)
(7) + 9 = 16
Investigation - (1d20+6)
(6) + 6 = 12
Rolls
Arcana - (1d20+10)
(20) + 10 = 30
Drinks on me when this is through.
The mage joins Elayna against the wall in case of the worst...
As expected, Lyra is the only one who doesn't run from the potential danger, and in fact just stands there with a bright, cheerful smile on her face. Fortunately she has the entity in her mirror to talk some sense into her.
Lyra, let's get out of the way so that the professional can work in peace.
Uh, ok... But Lyra really wanted to help...
She begins to walk to where Elayna and Seftan are holing up, but as she does, she keeps glancing back with a dubious expression on her face. And then suddenly she lights up, like someone who's found a solution:
Here, Lyra will give you this!
She says, as she coats her hand in a warm light and gently pats Aelfric's shoulder. Then she runs for cover like her companions have already done.
There are several comfortable-looking chairs and couches in a roughly half-circle formation facing a large stone fireplace. There is no obvious source of fuel nearby, but it's not hard to imaging that Gromph is probably beyond such trivialities. In one corner is a drow male standing perfectly still. Moments after the door opens, the drow opens his eyes and moves stiffly forward toward you, "What can I get for you today?" it asks in a monotone voice. It's not hard to determine that this drow is actually an animated undead creature.
On the two other walls are solid doors that look to be made of wood, but not one you've ever seen before. They have a sort of bronze coloration to them as well as not having the natural texture of real wood, but they do look solid from here.
"Nothing at the moment."
Ælfric had no special dislike for the undead but necromancy wasn't his favourite school of magic, either. If anything, the servant's fate made him even more determined to never have Gromph know he had ever been here. Nothing like the prospect of zombification and eternal servitude to make one refocus on one's professional standards. Ælfric approached the door on the leftmost wall and inspected it.
Rolls
Arcana - (1d20+10)
(17) + 10 = 27
Investigation - (1d20+6)
(12) + 6 = 18
Perception - (1d20+9)
(6) + 9 = 15
Taking a closer look, Aelfric can see that the door is locked, but he sees no magical or mundane traps on it.
Rolls
Arcana - (1d20+10)
(18) + 10 = 28
Investigation - (1d20+6)
(10) + 6 = 16
Perception - (1d20+9)
(18) + 9 = 27
Seftan concentrates of the subtle vibrations of magical energy present in the room...
Misha comments. Lyra is about to add something, but Misha urges her to be quiet and wait to hear what Seftan has found.
Seftan casts his spell and sees that the entire place is just glowing with magic. Pretty much everything in the room is infused with magic, down to the couches themselves. He can pick out some of the specific enchantments; things like comfort and durability are common about the room.
"I believe I can unlock both doors and untrap the second but maybe we should try asking the servant about opening them. Elayna, would you speak with the nice... person, please?"
Just spells to make the couches softer.
She turns to Ælfric and nods. "Go for it."
"The enchantments securing the door leading in here required up close and personal work. I can open this one from here. Stand ready for whatever might be inside."
Rolls
Thieves' Tools - (1d20+13)
(18) + 13 = 31
Aelfric steps up and uses his magic to pick the lock from a distance and finds it surprisingly easy to pick for an archmage's rooms.
The door seemed to open of its own accord but this was really just Ælfric's invisible mage hand, and the thief of thieves looked inside from where he stood.
Rolls
Perception - (1d20+9)
(16) + 9 = 25
Reliable Talent makes those...
20 Arcana
16 Perception
19 Investigation
23 Thieves Tools
Rolls
Arcana - (1d20+10)
(9) + 10 = 19
Perception - (1d20+6)
(3) + 6 = 9
Investigation - (1d20+9)
(4) + 9 = 13
Thieves' Tools - (1d20+13)
(9) + 13 = 22
He moved to the first door and looked down its corridor, took a deep breath, and walked down it to check out the obviously material door. He examined the other door frames as he passed, too.
"Some help, please, Erevan Ilesere," he muttered as he called on his god for guidance.
Reliable Talent makes that Arcana 20.
Please put the Guidance roll wherever it'll do the most good, DM. :P
Rolls
Arcana - (1d20+10)
(3) + 10 = 13
Perception - (1d20+6)
(15) + 6 = 21
Investigation - (1d20+9)
(13) + 9 = 22
Guidance - (1d4)
(4) = 4
Rolls
Acrobatics - (1d20+9)
(11) + 9 = 20
There is a lull in the action and you finally have a chance to counter-attack!
Bonus Action: Bardic Inspiration to Ælfric.
Hit Points: 38/38 (5/5d8+10)
Speed: 30 ft.
STR: 10 (+0); DEX: 12 (+1); CON: 14 (+2), INT: 8 (-1); WIS: 14 (+2); CHA: 20* (+5)
Saving Throws: Dex +4, Cha +8
Skills: Animal Handling +5, Medicine +5, *Perception +8, *Performance +11, Persuasion +8, Survival +5
Senses: Passive Perception 15
Languages: Common
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tool Proficiencies: Cook's utensils, singing/chanting
Jack of All Trades: Add half proficiency rounded down to any ability check that doesn't already include proficiency.
Song of Rest: Friendly creatures that can hear you that regain HP at end of short rest regain an extra 1d6 HP.
Expertise: Proficiency bonus doubled for two proficient skills: Perception, Performance
* Elayna's Sorrow: +2 to Charisma as long as the necklace is worn
Spellcasting: Elayna is a 5th-level spellcaster. Her spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). She knows the following Bard Spells:
-- Cantrips (at will): Chill Touch, Mage Hand, Message, Vicious Mockery
-- 1st-level (4/4 slots): Bane, Dissonant Whispers, Faerie Fire, Healing Word, Heroism
-- 1st-level (1/1 long): Shield
-- 2nd-level (3/3 slots): Blindness/Deafness, Shatter
-- 3rd-level (2/2 slots): Dispel Magic
Actions:
-- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6+1 piercing damage.
-- Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d6+1 piercing damage.
-- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage.
Bonus Actions:
-- Bardic Inspiration: 3/5 rest; d8 bonus to a creature within 60 ft that can hear you, for 10 minutes, applied to a single ability check, attack roll, or saving throw; weapon damage roll, or to AC.
Reactions:
-- Ring of Evasion: 3/3 dawn; Expend 1 charge to succeed on a failed Dexterity saving throw.
Conditions: None
Rolls
Chill Touch, Necrotic Damage - (1d20+8, 2d8)
1d20+8 : (7) + 8 = 15
2d8 : (23) = 5
"I'll try... but I don't normally lock doors."
Rolls
Thieves' Tools - (1d20+13)
(17) + 13 = 30
"I'm not opening that door again unless you're ready to disintegrate those things, Seftan!"
Stone golems are among the most difficult constructs to destroy. Multiple disintegrations will be needed.
Ælfric took deep breaths to regain his composure.
"Should I try the other door again? See what horrors await us behind that one? Otherwise we prepare to gore golems."
Rolls
Arcana - (1d20+10)
(9) + 10 = 19
Perception - (1d20+9)
(18) + 9 = 27
Investigation - (1d20+6)
(19) + 6 = 25
Guidance - (1d4)
(2) = 2
Bardic Inspiration - (1d8)
(6) = 6
Thieves Tools - (1d20+13)
(14) + 13 = 27
Learned my lesson. I have Guidance and I'm using it!
Rolls
Perception - (1d20+9)
(16) + 9 = 25
Guidance - (1d4)
(4) = 4
"Stand ready, everyone."
Rolls
Investigation - (1d20+6)
(9) + 6 = 15
Thieves Tools - (1d20+13)
(2) + 13 = 15
Guidance - (1d4)
(2) = 2
Arcana - (1d20+10)
(5) + 10 = 15
Sarith appears nervous, "I wouldn't touch anything in there besides the grimoire. I'd rather not test the archmage's magical defenses more than we need to..."
"You got this. Time for you to shine!"
Well we know it's magic all around us but let me look for anything between planes...
Rolls
Perception - (1d20+4)
(12) + 4 = 16
Advantage perception - (1d20+4)
(8) + 4 = 12
There are no obvious traps in sight.
As cautiously as possible, Ælfric stalked into the archmage's sanctum sanctorum. His first aim was to safely reach the large and perhaps too obvious book, ascertain if it actually was the grimoire, and secure it without setting off any traps or alarms whether arcane or ordinary. If he got the book without being vapourized or alerting more golems, Ælfric would look for somewhere to put the surveillance gem where it would be discrete and beneath at least immediate notice. After that, he would get the Nine Hells out of there!
Rolls
Perception - (1d20+9)
(3) + 9 = 12
Investigation - (1d20+6)
(6) + 6 = 12
Arcana - (1d20+10)
(19) + 10 = 29
Stealth - (1d20+13)
(18) + 13 = 31
Guidance - (1d4)
(3) = 3
Ælfric pulled his Robe of Stars about him dramatically and tried to shift to the Astral Plane!
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Let's see what's on the Astral Plane in the sanctum. Any extradimensional repositories here that Ælfric can drop the gem into? And did our Drow wizard mention if the scrying gem had to be on the same plane? If so, Ælfric's little excursion can be more for further recon and a bit of stealing than anything else, and he'll find somewhere in the Prime Material to stash the gem once he returns. He'll still give the Astral Plane here a good investigation, though.
Reliable Talent makes that 16 Investigation, 20 Arcana, and 23 Thieves Tools. Please put the 3 from Guidance where it's best utilized.
Rolls
Perception - (1d20+9)
(12) + 9 = 21
Investigation - (1d20+6)
(3) + 6 = 9
Arcana - (1d20+10)
(5) + 10 = 15
Guidance - (1d4)
(3) = 3
Thieves Tools - (1d20+13)
(5) + 13 = 18
You don't see anything that would be a good hiding place if you want any sort of link to this part of the material plane.
"I went looking for any extradimensional stashes on the Astral Plane. No luck," he told the others.
It felt like he'd been gone a long time but he was back now and ready to finish this.
"If you can't see anything on the Ethereal and I didn't find anything on the Astral, our wizard probably has his things in a demiplane... and I'm not trying to break into one of those. So we put this somewhere here, somewhere I don't have to open."
Ælfric opted to merely hide the scrying gem behind something large and out of the way, and he looked for such an appropriate hiding place. His years of thieving should give him a good idea of the best hiding place. When he found one, he would use his arcane grasp to move the gem into position.
Rolls
Perception - (1d20+9)
(6) + 9 = 15
Investigation - (1d20+6)
(11) + 6 = 17
Guidance - (1d4)
(2) = 2
"They say that often the best hiding place is right out in the open. I wonder if there's not a fruit bowl we could simply leave it in? How often do evil wizards eat anyway? What about the couch cushions?"
Seftan cracks a crooked smile at that last one, half joking, though the more he thought of it the more sense it made.
We're in his sanctum. I think we're sealed off from the other rooms we visited before for now... hence the lack of golems. :P
Seftan looks around for anything that might seem like obvious places a wizard might keep a spellbook.
Rolls
Perception - (1d20+4)
(15) + 4 = 19
Perception (advantage) - (1d20+4)
(11) + 4 = 15
"I really don't want to touch this thing," Ælfric said as he held open a sack and slid the grimoire gently inside. He looked around the desk for any other notes or such which might be pertinent. Now wasn't the time to be greedy or overly curious. Their luck had held but only staying focused on the task at hand would help it keep holding.
Rolls
Perception - (1d20+9)
(8) + 9 = 17
Investigation - (1d20+6)
(8) + 6 = 14
Arcana - (1d20+10)
(5) + 10 = 15
Guidance - (1d4)
(3) = 3
Seftan looks around before he leaves and as he passes through the other rooms for anything else that seems of value or of magical significance.
Rolls
Perception (advantage) - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (12) + 5 = 17
It takes a moment, but you are able to make out the creature as a svirfneblin, a deep gnome.
"Tis knowledge I crave, not coin."
Turning away from the stone Seftan casually approaches the gnome.
"We haven't met. Diolus of Water deep, at your service."
Turning to Seftan, he chuckles, "Guess I'm out 20 pieces of gold, eh? Good to meet you, Sef... Diolus,"
Seftan racks his brain but can't quite place the dusky little man. He glances to Ælfric for a hint...
"You speak to the dead, Diolus. Do the dead speak back? And how in the Nine Hells did you get in here?"
Seftan had long been weary of giving his real name to deep dwellers, the powers they traded in could often make dark work of such information.
After the dust clears, the gnome stands beside a familiar figure: Hunter Galfyne, looking no worse for her disintegration.
"Hello, madam. Uh... Welcome back?"
Hunter looks around at the unfamiliar room, settling her gaze at the company present. "You've all taken care of the beholder, then?"
"Seftan the Mage, at your service."
"We were about to try searching some of the other rooms when this gnome showed up."
"Gnome magic, boss. And you're welcome."
"That task was far superior to the maze."
He looks down at the grimoire and pulls it closer, "It's going to take me some time to go through all of these notes."
Ælfric is already backing away with a smile on his face and his arms up in mock surrender (and ready to throw up a shield should Vizeran try to incinerate him).
She and Elayna then spend the remaining time catching up.
Seftan chuckles at this last part, his eyes masking true concern.
"Quite a thing to come back from the dead, do you remember anything from the other side?"
Ælfric yawned.
"What this mortal body needs is sleep. Will you still be with us when I wake, Mr. Gnome Magic? We could put your brand of magic to good use."
Seftan shrugs and turns to face Hunter to hear her answer.
"Araumycos," a voice says in your mind. You turn and see a myconid sovereign standing beside you where there was no one before. "The largest and greatest being of our world," the myconid says sadly. "All that you see before you is Araumycos; all this and much more. All is in danger from the corruption that will claim the whole of the world if you do not help us."
"Speak you to our benefactor or to us also, oh monarch?" he asks loudly and with a bow. "What corruption bedevils you?"
Though he's sure he knows, the elf still makes a point to ask for certainty.
"The whole of the Underdark is gravely threatened, as well as the surface above," says Hunter. "Our efforts to defeat the daemonic would benefit you and yours. Since you seem to understand this danger, are you here to offer assistance in some way?"
She gives a wistful smile. "And how is Stool? I miss that little cap."
Rolls
Arcana? - (1d20+5)
(18) + 5 = 23
"I come asking your aid, actually," Basidia replies softly, "Araumycos is likely the largest and strongest living creature on this plane and Zuggtmoy is on her way to absorb it into herself. The power she would wield were that to come to pass would dwarf that of the other demon lords."
His voice is urgent and he ignores your questions about Stool, clearly terrified of what's coming.
Rolls
Arcana on Zuggtmoy, Advantage - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (8) + 5 = 13
"I fear that if this is not stopped, then there is nothing your wizard will be able to do to stop her," Basidia explains.
"What exactly is Zuggs doing? How is it destroying your fungal forest, and how can we help stop it?"
Rolls
Arcana - (1d20+10)
(11) + 10 = 21
Guidance - (1d4)
(3) = 3
"We're going to have to fight Zuggtmoy, aren't we?"
Cold-sweat memories of the labyrinth and it's master rush back to the mage...
"Many miles, young one," Basidia says to Elayna, "But no worries, for our magics can speed your travel and, with any luck, you shall arrive before Zuggtmoy."
To Aelfric's knowledge of Zuggtmoy and her affinity to fungus, this seems like something that the demon lord could actually do. While she is not the strongest of the demon lords, the infusion of power from something like Araumycos could certainly propel her beyond the power of the others.
She looks at everyone. "I'm in. What about the rest of you?"
"I could break in but why piss off the wizard saving my ass?"
She touches the copper wire wrapped around her ear and intones the arcane words. Taking a detour to save Araumycos and stop Zuggmtoy. Let us know if you need us.
"All right, let's go."
Basidia assures you before you leave that he will be able to aid your passage through the underdark and, as you go on, it seems that he's right. You pass several packs of demons, groups of gnolls under the command of Yeenoghu, and a seemingly endless parade of oozes on their way in the same direction as you.
After days of travel, you come to a large tunnel and see Basidia and several other myconids waiting for you there. The tunnel is filled with luminescent fungi all over the walls, casting the place in a violet light. "I am glad you made it," Basidia says, relief clear in his tone.
"Now the real work begins but first... How were you able to guide us so knowledgeably and stealthily, Basidia? We weren't seen once. Did you obscure our presence? Befuddle their minds? However you did it, teach me."
"Speaking of which," she continues as she looks at Basidia, "I don't suppose you have any insight as to how we'd stop a demon lord from absorbing Araumycos?
"My people have already begun to be affected by her overwhelming presence," Basidia informs you sadly, "I will have to use my spores to make you invisible to them so they do not turn on you. In order to awaken Araumycos, you will enter into its dreams and find the source of its consciousness. If you can do this before Zuggtmoy is able to complete her merger, we should be able to deal with Zuggtmoy."
"And just how do we get into the dreams of a giant fungus?"
"You will be fully conscious," it says to Elayna, "And you need to ensure that you get out before the merge is complete or you will be absorbed as well."
There are six older myconids here, who turn to Basidia when you enter, "We must hurry. It won't be long now. Minutes perhaps, before she arrives," one of them says urgently.
"You must wake Araumycos before Zuggtmoy can complete the merge. With Araumycos' help, we should be able to fight Zuggtmoy back or maybe even destroy her corporeal form. Are you ready?"
Now that you are all here, the elders surround you, a sense of urgency about them, "Zuggtmoy approaches," says a myconid from the exit to the chamber. That's the last thing you hear as the rapport spores drift down around you and everything goes black for a moment and then...
You are floating, weightless, adrift. A gray, silvery light spreads around you like the dawn of a cloudy day, illuminating a peculiar realm. All of you are floating in a silvery haze that shimmers with swirls of color. Objects drift past in the distance, but whether they are small stones or rocks the size of mountains, you can't say for certain. Your moment of reverie is broken by the sound of Basidia's voice in your mind. "It begins."
Through your link with Basidia, you sense that Zuggtmoy's "wedding" ceremony has begun. Receiving the myconid's impressions, you become aware of a huge crowd of fungal creatures and spore servants—hundreds, perhaps thousands of them—watching as a grotesque procession makes its way through them. Myconids of all sizes caper madly before a troupe of giant animated mushrooms, bearing a mossy litter upon which sits the Demon Queen of Fungi in all her terrible splendor.
Zuggtmoy is draped and veiled in molds and fruiting mushrooms woven into a grotesque gown. Vaguely humanoid figures set with clusters of luminescent lichen and tumescent fungal growths follow her like bridesmaids, carrying a veil and train of lacy mycelia. Stepping off the litter as her followers set it down, the Demon Queen of Fungi rises to tower above all the creatures around her. "My betrothed," she intones, the meaning of her words clear within the vision. "I am here at last."
Seftan looks around for anything that might indicate a way further into the myconid's mind...
Ælfric moved himself toward the presence but he made sure the others were also moving with him. He'd spent much time on the Astral Plane thanks to his cloak, and was as expert as a mortal could be in navigating in a realm where the mind is paramount. The imaginary wind was as helpful a tool as any but the main focus was on the walking and the desire to move, the self-propulsion solely of the will.
How would they make contact with such an alien mind? How could they, a group of meat wedding crashers, reach it and wake it from its delusion? At least the dream was one they could comprehend or was being interpreted by their minds in such a way. They'd better come up with something... and fast.
Through the empty eye sockets of the skull, you can see that its interior is hollow and filled with a bewildering variety of giant fungi. Tendrils and growths extend outward, twining together to form a mass suspended in the middle of the open space - a brain-shaped fungus the size of a castle.
Ælfric's will carried him along smoothly and swiftly. He smiled at Elayna's grasp of mental movement, and followed Hunter into the eye socket.
"The windows to the soul, Hunter. Perfect," Ælfric said. "In asylums, they also go through the eye... for lobotomies. Maybe a swift poke to the gray matter is just what Auramycos needs."
Seftan marvels at the sight of the alien dreamscape and wonders how much time they have left back in the real world.
Before Zuggtmoy can do anything to you, the demon queen is distracted, turning away to glance at something you can't see. She hisses the name "Juiblex" like a curse, then recoils as if struck. Her image then vanishes.
She wills herself as fast as she can towards the interior of the skull.
As the group flies ever closer to the representation of the fungal rulers mind, Seftan cannot help but feel the fear of time constraint squeezing his chest. What if they could not wake Auramycos? Would they die here in this dreamscape or was there some possibility of escape?
As it speaks, you are overwhelmed by a feeling of dread and a sharp stab of pain in your mind as it communicates nonverbally as well. In your mind, you can see a dark, seething mass on the back of this huge skull that wasn't there before.
"Tell us how to help you, great colony, and we will! Can we strike at your hive mind's invaders directly or can we break your mental bonds?"
Rolls
Arcana - (1d20+10)
(19) + 10 = 29
Without waiting for an answer, she prepares her magic and sweeps her hand in front of her to create a glowing series of glyph-filled dials.
"It... hurts..." Araumycos speaks into your minds, "Remove it before it's too late."
Taking aim at the dark mass upon the skull, Hunter points her finger and unleashes an Empowered Disintegration spell.
Wild Magic Surge result: Hunter can take one additional action immediately. She will cast Chill Touch.
Rolls
Disintegration damage if the mass is a creature - (10d6+40)
(6616225211) + 40 = 72
Wild Magic on a 1 or 2. - (1d20)
(2) = 2
Empowered on 1s - (3d6)
(463) = 13
Wild Magic Surge! - (1d100)
(82) = 82
Chill Touch, Necrotic Damage - (1d20+8, 3d8)
1d20+8 : (5) + 8 = 13
3d8 : (423) = 9
A moment later, you feel a weight lifted off of you that you hadn't realized was even there. The voice of Araumycos speaks once again, "It is time to end this," it says confidently.
You are suddenly in your bodies once more, just in time to see the dazed form of a large mushroom-covered demon lifted into the air and torn in two by an ooze-like monstrosity. As this finishes, the ooze turns on you and begins to move in your direction. Jubilex, demon lord of oozes, has killed Zuggtmoy and chosen you as his next victims.
As the scene reveals itself, however, the young woman's confidence wanes. Seeing the monstrous ooze lurching towards them, Elayna backs away and asks, "Can you do it again?"
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Hunter swipes up through her list of glowing glyphs and settles on a spell of abjuration. She rapidly touches several other symbols in succession, then points her staff at the monstrosity. "Let's see how the Ooze Lord handles this."
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Rolls
Initiative - (1d20)
(11) = 11
Bend Luck penalty - (1d4)
(2) = 2
Wild Magic on a 1 or 2 - (1d20)
(19) = 19
"Oh, filth," Ælfric groaned at the sight of Jubilex. Dying at the pseudopods of a demon lord wasn't how he planned to die, so he was going to give this fight his all!
Rolls
Init to win it! - (1d20+5)
(2) + 5 = 7
Rolls
Initiative - (1d20)
(15) = 15
Seftan sounds unsure as he intones the words to the arcanum of de-integration, but he chokes down the fear welling up inside and completes the spell sending a sizzling ray of pure green energy streaking towards the abomination at light speed.
Rolls
Disintegration (DC 21) - (10d6+40)
(1363535466) + 40 = 82
Seftan smiles coyly and accepts the accolades of his companions with a smug expression until the very instant no one is looking, he then turns his head and vomits.
To the others, Hunter says, "We ought to head back to Vizeran and check on how much progress he's made."
The wizard smiled at their fungal friends.
"We must keep each other safe in these dark days, Araumycos. Good thing you dodged that bride."
I wonder what I will title the book i write about all this?
Though he had always wanted to pen a novel about his life and times, most of his days had been spent thus far in study and contemplation. Now it seemed, his autobiography might actually end up a real page turner!
The place has not changed much since you left and Vizeran's doors are still closed. What do you do?
She approaches the tower, and knocks upon the door. "I've learned it's usually best to ask politely, then feign stupidity against whatever backlash his tongue can imagine."
Seftan reaches into his cloak and from the seemingly vacuous depths retrieves his owl companion, Archie.
"Fly up and have a look, won't you Archie?"
The owl pushes off and flies higher and higher until he is near the top of the tower where he attempts to locate a window upon which to perch...
A few moments later, the front door opens and Vizeran steps out, "Ah yes, I was hoping you'd still be about. I've completed my preparations. Let us go to the ritual site," he says, and without waiting for a reply, he begins walking away, toward the path to Menzoberranzan.
"Menzoberranzan again, boss? I know it's Gromph and all but do we have to go back into their stronghold?"
"Now fried lizard, THAT would be a treat!"
The waiting is the hard part. Time seems to drag as you remain alert, weapons drawn, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a vast heartbeat in the depths. The glow of faerzress gathers and brightens, creating swirling pools like holes torn in the air. A roar sounds from far away as shadows move in the depths of those pools of light. The demons are coming.
"Another fine mess you've gotten us into. I suppose I'll have to do my best to keep us both alive, no promises though."
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
With the emergence of the demon lords, the lesser demons don't seem as interested in you anymore, turning on one another instead, trying to overwhelm the forces of their rivals from the abyss.





She pauses. "Wait, are they fighting each other? Maybe we can do this. Bide our time and destroy the sole survivor!"
The fights among the lesser demons is impressive enough, but the battle between the demon lords is something else entirely. Their roars make the cavern shake, dust shaking down onto your heads, and missed attacks gouge chunks out of the stone walls.
The sounds of battle finally die away, the ground before you stained black and red with demonic blood and ichor. In the terrible grip of Demogorgon, even the mighty Orcus looks almost small. Tentacles hold the Demon Prince of Undeath in a crushing grip, slithering across the maggot-riddled flesh of the horned demon, as they tighten inexorably. A strangled gasp issues from the demon lord's throat as a horrific crunching sound echoes throughout the cavern and his skull-topped wand clatters onto the floor.
Demogorgon casts aside the limp form, which melts away as Orcus returns to the Abyss that spawned him. The Prince of Demons throws back his two heads and roars his triumph. As he does, his nearer head turns, burning eyes raking across the battlefield. Filled with bloodlust and battle rage, the demon lord searches for another target.
You realize with horror that he's a mere 80 feet from you now. The horror of the battle rooted you in place as he drifted close throughout.
Rolls
Initiative - (1d20)
(19) = 19
Rolls
Initiative - (1d20+1)
(14) + 1 = 15
Ælfric clenched his teeth, drew the shortsword he named Lucky Strike, and prepared to let his force stars fly!
Rolls
Init to win it! - (1d20+5)
(4) + 5 = 9
Terrified as he is, Seftan nonetheless searches for the dropped wand of Orcus with his wide, wild eyes...
Rolls
Initiative - (1d20)
(10) = 10
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Rolls
Synaptic Static INT save DC 16 or take psychic damage - (8d6)
(41566421) = 29
The huge creature moves toward you, each step shaking the ground beneath your feet.
Seftan: The Wand of Orcus isn't too far away (40 ft), but it IS on the other side of Demogorgon
Hunter
Demogorgon
Elayna, Seftan, Aelfric
Prince of Demons.
Within ten feet.
"Bye!" Ælfric intoned, disappeared in a silvery mist, reappeared thirty feet further away from the Master of the Spiraling Depths in a similar mist, and ran even further away. One hand held Lucky Strike, his shortsword, while the other pulled off one of the six shining stars from his cloak's collar and threw it at the Sibilant Beast. In midair, the star split into seven blinding stars which all slammed forcefully into Demogorgon's simian chest!
Move: Run 35 more feet away for a total of 65 feet fled.
Action: Using the Robe of Stars to cast Magic Missile at 5th level.
Rolls
Magic Missile [lvl 5] - (1d4+1, 1d4+1, 1d4+1, 1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (3) + 1 = 4
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4
1d4+1 : (1) + 1 = 2
1d4+1 : (1) + 1 = 2
1d4+1 : (1) + 1 = 2
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Rolls
Thunder Damage, CON save DC 16 - (3d8)
(874) = 19
Rolls
Disintegration (DC 21) - (10d6+40)
(1431152421) + 40 = 64
Demogorgon's gaze flicks to Aelfric, sending a wave of pure terror into the rogue and threatening to make him freeze.
Legendary Action: DC 23 Wisdom save or be stunned until Demogorgon's next turn
Hunter
Demogorgon
Elayna, Seftan, Aelfric, Sarith
Distance
Aelfric: 75
Seftan: 40
Elayna: 40
Hunter: 10
Sarith: 30
Rolls
Wisdom - (1d20+2)
(8) + 2 = 10
She is keenly aware of how close she is to the demon lord, and takes a chance to try and put some distance between them.
Going to chance the opportunity attack and move away 30 feet. Will use a reaction to cast Shield if it helps, as well as use Tides of Chaos for advantage on any ability check or saving throw she has to make.
Rolls
Bend Luck penalty to CHA save - (1d4)
(2) = 2
Wild Magic - (1d20)
(14) = 14
Rolls
Will save VS 23 - (1d20+4)
(11) + 4 = 15
Lucky feat reroll - (1d20+4)
(2) + 4 = 6
With his size and reach, this puts him within melee range of basically everybody except Aelfric
Hunter
Demogorgon
Elayna, Seftan, Aelfric, Sarith
Distance
Aelfric: 35
Seftan: 0
Elayna: 0
Hunter: 0
Sarith: 0
The Demon Lord would shrug off their mightiest spells, freeze their minds in terror, and tentacle them to death. Ælfric was no great wizard. He stole from great wizards. He also recently stole something interesting from a great demon prince.
There was no time to construct a flawless working of logic, to weave a magical legality fit to make djinn weep, all he could do was speak his heart's desire and hope he'd earned enough good karma so Fate was inclined in his favour.
Ælfric eyed the single remaining opalescent jewel in his shortsword, smiled, and said in a calm, clear, commanding, and hopefully not cringy voice, "I wish that Demogorgon would be sent back to The Abyss now to never hurt us and anyone else ever again."
Also, everyone should have a d8 bardic inspiration die! Don't forget about it!
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Rolls
Steel Wind Strike (melee spell attack) - (1d20+9)
(1) + 9 = 10
Damage - (6d10)
(8610622) = 34
Lucky Feat reroll (melee spell attack) - (1d20+9)
(6) + 9 = 15
2nd Lucky Feat reroll (melee spell attack) - (1d20+9)
(20) + 9 = 29
Seftan's spells whips into a tempest of steel and magic, shredding the flesh of the great Beast. As the spell surrounds him, it too freezes. With a tremendous whooshing sound and a crack, Demogorgon disappears completely, leaving you standing amidst the corpses of hundreds of demons in eerie silence.
"No, don't jinx it," he said lowly then added normally to the others after he rushed to them, "Heal up quick and find our boss! I wished for the demon lord to be sent back home and never hurt anyone again... but I don't know how long even that powerful a spell will hold!"
Ælfric looked at his shortsword. Lucky Strike had no more opalescent gems gleaming but it was still a mighty luck-bending blade.
Had Vizeran double-crossed them? One always had to expect that with archmages and Drow, and a Drow archmage was especially suspect, but Ælfric didn't think Vizeran would have risked it with something this apocalyptic at stake. What would he gain by leaving his team to die at the tentacles of Demogorgon? Was something else happening here? Misdirection was also to be expected from Drow and archmages. Ælfric followed his own advise and looked around for signs mundane and magical of their benefactor.
Rolls
Arcana - (1d20+10)
(17) + 10 = 27
Perception - (1d20+10)
(12) + 10 = 22
"Well done as usual old chum," he says to Ælfric with a quaver in his voice.
Seftan slowly approaches the dropped Wand of Orcus, not daring to fully approach the thing, certainly not to touch it.
"Do you have any idea what this is?" he asks of no one in particular.
"This has the ability to slay lesser gods. We cannot leave it here and yet neither can we touch it."
The Wand of Orcus tumbles into Hunter's bag just a moment before you hear a familiar voice behind you. Turning, you see Jimjar clapping with a smile on his face, "Excellent work!" he says, "I am truly impressed by your ingenuity and courage. Lesser beings would have fled in terror, but you did well in holding your ground."
"And that son of a witch really left us here to die?! Oooooh! I'm going to rob him blind!"
Rolls
Perception - (1d20+10)
(12) + 10 = 22
Jimjar turns to Elayna and says kindly, "Of course. Where would you like to go?"
Seftan rolls his eyes at himself for suggesting what he knew might be a worse confrontation than Demogorgon,
"Viseran owes us some answers I think."
Seftan waves his hand as though fanning away a foul odor.
"Perhaps I expected too much of the man. To me his actions reek of ulterior motive, but maybe I am overthinking. I will let it go if you think it best."
She turns to Elayna. "I think you would like Silverymoon. But first I want to say good-bye to Stool.
"Jimjar, are you able to take us to the myconid grove?"
"Yes, I suppose the fact that we survived this ordeal means we do indeed work well, I'd be open to a 60/40 partnership."
Seftan cracks a smile and offers an exaggerated wink to Ælfric.
"What say you two?" he asked Hunter and Elayna. "Would you be interested in allying with a wizard and a thief of usually evil wizards?"
"All will be revealed in the fullness of time. For now, back to the Myconids?"
"Hunter, you're back!" it speaks excitedly in your mind, "I was worried about you."
With some sadness, she adds, I have to inform the surface of what transpired here. We'll have to leave through that opening that your elder led us to. She pauses. I... don't know when I'll be back.