After passing through the known caverns with the Matrix Node, the group is now at the top of the chasm that leads down to the deeper underdark.
Deeper Underdark
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After passing through the known caverns with the Matrix Node, the group is now at the top of the chasm that leads down to the deeper underdark.
Right, if it’s alright with you lot, I’ll go down first. We’ll be rappelling into the chasm, one at a time. Brewner, hold this end of the rope tightly and let me down slowly. We’ll use the communicators if I need you to stop. I’ll tie this end round me like this.
He shows them how to attach it to their climbing gear.
Ealdwig should come next, I’ll counter his weight on the way down. Then Ealdwig and I can together counter the larger folks until we’re all down. We’ll leave this rope here so we can get back.
Grin uses the echo amulet to give him a sense of the shape and size of the chasm. Lighting a torch, he intends to hold onto it for as long as possible, dropping it below him if he needs both hands at any difficult points.
He turns to the group and says: For Frodo.
If there aren’t any objections, he starts down into the chasm.
Maybe test it first and see if DM allows it before jumping off a cliff 😵
Brewner holds the rope firmly
Finally hitting bottom, Ealdwig swoons a little, and finally exhales. With small shaking hands he unhooks himself.
Holy Hells. Ealdwig exclaims quietly to himself. Calming down and steadying himself, Ealdwig smiles excitedly pretty great. I can get used to that, just like when I started with acrobatics. Ok Grin, that's the first one. Not too bad. Just need some practice. I've never done that before. Ealdwig looks up, wow, that's high.
I should have taken some time to practice with the rope caster. Only used it the one time Skeeve showed me how. Ealdwig takes it out to study it. Seems good for going up, maybe even crossing a chasm, but going down? Ealdwig scratches his head trying to figure out how to do that. Do I wrap it around me then shoot up and attach it to something, then drop down with it? Hum...
I wonder if the spider silk could hold my weight?
Finally hitting bottom, Ealdwig swoons a little, and finally exhales. With small shaking hands he unhooks himself.
Holy Hells. Ealdwig exclaims quietly to himself. Calming down and steadying himself, Ealdwig smiles excitedly pretty great. I can get used to that, just like when I started with acrobatics. Ok Grin, that's the first one. Not too bad. Just need some practice. I've never done that before. Ealdwig looks up, wow, that's high.
I should have taken some time to practice with the rope caster. Only used it the one time Skeeve showed me how. Ealdwig takes it out to study it. Seems good for going up, maybe even crossing a chasm, but going down? Ealdwig scratches his head trying to figure out how to do that. Do I wrap it around me then shoot up and attach it to something, then drop down with it? Hum...
I wonder if the spider silk could hold my weight?
Grin uses the communicator to silently describe them pulling up Brewner’s climbing gear so he can use it on his way down. Realizing that they all have climbing gear, he suggests they all use the rope to steady them and come down when they are ready - no need to go one at a time.
He places his torch down, steadying it to be a beacon of sorts for the team as they rappel down. He uses the echo amulet again to determine the shape and size of the cavern they’ve landed in.
+ You can change the chromacloth’s color to another one as an action.
+ The chromacloth can be worn as a headband and will emit light dim light or to 25' on command.
Felix grins at the ridiculousness of his situation, and readies his rope, leaning over the edge, with his spade and sword swinging a bit more freely from his back.
For whomever Frodo is!
+ You can change the chromacloth’s color to another one as an action.
+ The chromacloth can be worn as a headband and will emit light dim light or to 25' on command.
Once Grin made it down, the others were able to follow. Ealdwig followed first, then both Oliver and Felix followed behind Ealdwig. Brewner waited for the others to make it down, before untying all of the ropes except for the one Grin initially used. (There was no reason to just leave all of their ropes hanging in case they needed them later.) Once the other ropes were released, Brewner followed on Grin's ropes.
When they reach the bottom, they found themselves in a cavern more than 10 times larger than any you have seen before. You realize there is a dim ambient light, enough to see forms move in the darkness, as well as the general outline of most stones. Small patches of lichen or fungus emit a soft blue/gree light. In the distance the light is a bit brighter, but the air seems oddly milky from the glow as if mist or dust fills much of the cavern.
You hear scratching noises, like claws on the stone surfaces. Grin and Ealdwig can hear it coming closer, but as Oliver and Felix land, the sounds of movement stop. As the noise of Brewner's descent reaches the wary ground, the movement starts up again, but it recedes into the distance, soon becoming inaudible.
Once sure that whatever was making the noise is gone, the group starts investigating the huge cavern once more. Now that they are quiet so that they can hear the receding noise more clearly, they can hear the occasional sound of wind, though the are feels still and stagnant. As you look out, you can see the cavern floor is rough, and there are frequent stalagmites and stalagmites throughout.
now all you have to do is remember where you parked, don't get lost in the press, find and negotiate with foreigners who don't like tourists, or want to fleece them. Good luck with that :) I leave you to the tender ministrations of the almighty DM (underdark version 2.0)
Whatcha doin'?
This place is huge ... never seen anything like it. My lamp doesn't even reach any of the sides - apart from the one I just climbed down.
Felix wandered around a little, stepping carefully and keeping an eye out for whatever made that strange sound. He found a stalagmite formation and ran his fingers across it.
Such a strange thing. Hard and smooth but looks like a half used candle.
He lights his lantern and inspects the stalagmites with Felix. Let’s make our way slowly towards the brighter light in the distance. And keep an eye out for whatever was making those noises.
Rolls
Investigation/survival/tracking - (2d6)
(64) = 10
Oliver, take a look at this bioluminescent lichen!
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(545) = 14
So, I’m to understand you never came this far before? We didn’t encounter much trouble to reach this point - did you on the first trip?
Felix tried to walk lightly, not wanting to stumble, but was pretty nonchalant about it. He couldn’t really see much, just a little reflected light, so he really perked his ears up.
Rolls
Listening real hard - (2d6)
(56) = 11
He turns around, seeking a sign of whatever caused the group to stop.
He whispers: What is it? What did you hear?
"I have never witnessed a closed space that smelled so much like open air. It is... truly remarkable."
He approached the small patches of bioluminescent lichen that Grin was pointing at, and poked his nose in, trying to understand the source of its light. "No doubt this should be handy in some manner later." And he grabbed a large sample, which he stuffed in three flasks. "I know it might be a total waste, but I wonder what would happen if you extracted this light-producing substance and mixed it with the darkmist gland fluid of the Darkmantle. I still have one last flask here." And he showed it briefly. "That's a question for later today."
Rolls
Alchemy - Understanding shiny lichen - (2d6)
(62) = 8
He is in total awe of the size of the cavern and the plants that light by themselves. Is it some kind of magic that makes them light up? Ealdwig reaches out to touch it.
Surprised by Oliver's comment, Oliver, you have "still" gland fluid from the Darkmantle? So you've used some already? What did you do with it?
Any that linger do so for a reason that dictates all that they do.
While fearing and being wary around undead makes a lot of sense, sometimes you have to take risks. From what you could see, it looks like where you are ends at the shore. To get to the other side (or even see if there is an other side), you will need to either swim or take a boat over. They conveniently have a boat ...
Dun dun. Dun dun.
... he says hypocritically, as I am pretty sure Skeeve "noped" out of a couple adventures he was supposed to take ...
"I am not sure about dealing with the undead, we may talk with them, but if something looks weird.." He makes a motion with his Warhammer."What do the rest of you think?"
Any that linger do so for a reason that dictates all that they do.
Felix receives a message and turns off his head lamp. Examining the boat below, he marvels at the existence of an underground lake.
I cannot believe, I travelled a mile underground, and still managed to find another boat.
Whispering - You guys think those people on that boat are dead? Or undead? I can barely make them out from here. You got some intel I don’t?
Felix squinted at the stony shore below, trying to make out who was piloting the boat.
I wonder where they’re going. I don’t see any Taverns.
As they approach the shore, they get a much better look at the ship. It is a sail ship with billowing canvas. As they look, they realize that the air is still. What wind is pushing it? The ship had been out a ways and to your right, but heading in your direction when you first spotted it. As it gets closer, you can see that there are crew on board going about their duties. There are a couple of crew near to the wheel. One seems to point in your direction, and the other then raises what appears to be a spyglass for a better look. Lowering it, he proceeds to wave in your direction.
As they proceed down to the shore, they can now clearly see that the shore is not terribly wide, only about 50 feet side-to-side before it ends into the cavern walls. If they want to progress, they will need access to a boat of some kind. They also note that there is a short pier extending into the water for about 12 feet or so. You have no idea where the wood for the pier ever came from, but while it appears to be ancient, it also appears to be in passable condition.
And bound her in her bones
The seas be ours and by the powers
Where we will, we'll roam
Yo-ho, all together
Hoist the colors high
Heave ho, thieves and beggars
Never shall we die
This is why I don't usually read threads I'm not directly involved in. The urge to comment is too strong. 😁
Oliver adjusted his Drunkard Circlet, blinked and pointed in the direction indicated by the circlet.
_________________
"Now, what about that ship? Part of me is curious to approach, but I'm not sure I would trust otherwordly entities who are not joyful enough to drink alcohol in this gargantuan abyss."
_________________
"Regarding that ship... Now I'm a bit less scared of whatever otherwordly entities are in there, considering that they might share the joy of a hearty ale. Let's greet them! What's the worst that could happen?
____________________
DARYEN, @daryen , please let us know if it's option A or B.
When he gets to the bottom and the "shore" he picks up a rock. Walking over to the pier, Ealdwig uses his foot to test it, seeing how steady it is before walking on it. He wanders toward the end and drops the rock into the water. Wanting to see if he can get a feel for the depth, any living... or dead, um undead(?) creatures or any unusual characteristics.
The pier appears to be sturdy enough. Ealdwig barely causes a flex in the wood. Brewner or Felix will likely elicit some groaning from the wood. However it will support their weights with no issue.
Dropping the rock into the smooth water illicits no response other than the simple splash when it hits the surface. The water below the pier does not appear to be very deep.
Grin lights up the lantern and wills his cloak, Veilstitch, to make him look extra fancy. Seeing Ealdwig’s experiments with the water, Grin follows him and takes a handful of water in his hand. He smells it, then if it doesn’t smell off, he’ll taste it.
For his part, Felix licked a finger and lifted it above his head, feeling for any air movement.
I’m not a boat technician, but I do wonder what could be propelling such a craft down here. It’s like a whole separate world.
The ship approached silently, Ahoy there!?
Brewner will also try to perceive how many sailors there is on the ship
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(364) = 13
Perception - (2D6)
(61) = 7
King
While there was a pretty noticeable breeze up higher where the entrance to the cavern was (because of the temperature and humidity differences), down here by the water, the air is surprisingly still and quiet. There is no air movement. However, since the air is also cool, it is not unpleasant or uncomfortable. Despite all of this the ships sails always seem to be billowing as if there is a strong breeze hitting them.
The ship is far enough that Brewner can't hear anything too specific, but he does clearly hear that they are talking to each other, and that it sounds like normal "ship talk". The only phrases he can hear most clearly are the orders given for heading, sail trimming, or for someone to get their lazy self moving.
The group's efforts to attract the attention of the ship has worked. The ship heads in their direction, but stops a bit away from the pier they are now all standing on. The sails were billowing as they approached, though they go slack once the ship comes to a halt. The ship lowers a rowboat with two people on it, which then rows over to the pier. As the rowboat gets closer, the group is finally able to get a much better look at the two crewmen. They look like two relatively normal sailors, though their clothes are obviously old and out of style, like from a storybook. They are unkempt looking, though not completely out of control. Despite the seeming normality, there is still something completely off-putting about them that you can't put your finger on yet.
"Ahoy!" calls out one of the the crewmen. "Are ye looking for passage to yon farther shore?"
Loudly and slowly he says:
…Ahey-ho-hoy, boat friend! Forsooth! Uhhh, we do seek passage to Yon on the far shore. We are peaceful explorers from the surface world above. Please, what do you call this place? Are we in Yon now? Is there a tavern here with beverages for drinking?
Well, you all getting on the boat and coughing up the gp each?
Also, I hope Brewner provides the warning he received before temptation sets in ...
He whispers to his friends "Don't take anything from them in the boat. I have.. a feeling"
He takes a moment to rub the hidden chess piece as comfort
Grin seems to eat anything and everything. He even drank this water. Ealdwig wrinkles his nose. This might be a bad idea getting on this boat.
To Brewner Ealdwig quietly replies Ok, thanks for the heads up. I'll follow your lead.
Also, if Grin can't resist, then I will have to modify the curse some and make up how to deal with it. But, I guess that's part of the fun!
The row boat quickly moves away from the pier and towards the ship. The water's surface is smooth, except for the movement of the oars. The boat itself makes a small wake, but that quickly smooths out much faster than it should. It makes the group wonder whether it is just the crew and ship that is unusual, or if it is the entire lake. Once they make it to the ship, two lines are lowered to the row boat, attached to either end, and the row boat is lifted out of the water and up to the ship's deck. The occupants all board the ship and the row boat is stowed. The group turns around to see the captain walk up to them.
The captain is an impressive figure. She was once beautiful human, and that beauty still shines through, however it obscured by the patches of lichen on her skin and the seaweed entangled in her wet hair. Her black eyes glisten as her piercing gaze passes over you. "It has been a long time since we have entertained passengers. Welcome aboard. We will take you to the far side. You may make yourselves comfortable on deck, but stay out of the crew's way."
Brewner his still very suspicious but he tries to be friendly
The sailors were exceptionally creepy, unnaturally wet and dripping. Seeing them up close made Brewner's warning a no-brainer. Yeah, I don't think I'll be accepting any "death soup" from these fellows.
Up on the ship everything seemed functional, straight forward - even the "stay out of the crews way" was familiar.
Thank you captain. No need for entertainment, I have some dice, that'll keep me busy.
To Grin, I think I have some dice as well. He rummages through his pack. Common, I'll take all your money.
He whispers to Ealdwig: I’m just saying: maybe if they weren’t so cold and wet, they’d have more passengers… He trails off and gets caught up in the gaming.
"We are honored at your hospitality, Captain. If we may, what is it that makes you wander these great underdark waters?"
Out of sheer curiosity, Oliver checked which direction pointed to the closest alcoholic beverage. He sure wasn't going to accept anything, but he just wanted to know where it was held. He repeated the old otterfolk proverb to himself: What good is a warning if it stops you from playing with fire.
On similar lines, the proverb about otterfolk was much simpler: Curiosity killed the otter. But Oliver chose to ignore that one.
___
At least, that is what Oliver would say, to experiment with the boundaries of Brewner's warning, but it might be best to not listen to the otter. Ealdwig got your money anyway.
"I am the incomparable Captain Celeste Bloodbane!" Her name is not one any of you remember hearing before. She waits for a few seconds to see if she got a reaction, and when she doesn't, she continues, "There was a time when hearing that name sent people into a panic, even before I died! Unfortunately, that time has apparently long since passed.
"Since we are stuck on this lake, we do what we can to keep busy. It is a large lake, but not nearly large enough for our true needs. There used to be more needing passage, but with the wars going on down deeper, no one has need for our services, anymore. I wonder if they even remember we exist." She looks a bit wistful with that last part, though you can't tell for sure.
"The other side is another landing with a pier we will let you off onto. Nothing special. No town or settlement or anything. Just a pier for our use and that's it. No one bothers with this lake except to try and cross it. There are only two entrances to the lake, and both are rocky and narrow, as you saw on the side you came from. When you get off, you'll have to travel a while to find anything organized. I have no idea of anything specific, just what we have heard said in the past. There is no way for us to check it out.
"Water is a hazard of being on a ship. You learn to deal with it.
"As for why we are even here and wander, that's a longer story. We are supposed to be on the open seas, but with the Cataclysm, we ended up trapped down here. Fortunately, the lake is big, but it isn't the vast expanses of the seas, and so it still feels confining. Oh for the day we can be free of this limited space!"
You can now get a better look at the crew, and you can kinda see why the two that came to get you were the ones chosen. As you look around the crew, you see a wide array of animated corpses. A few are just skeletons at this point, with nothing else left of what used to be their bodies. Others are in various states of decay, and couple with something missing, but most intact enough to keep operating. There are even two ghosts who wander about. All of them are dressed as you would expect from a pirate in old stories, including tricorns, flouncy shirts, eye patches, and the whole lot. You even realize that a parrot you thought was just stuffed is actually a zombie parrot, once it finally moves and makes an incomprehensible sound.
Hearing the squawk from the parrot, the captain picks it up and puts it on her shoulder. "She can't fly anymore, but she's still part of the crew!"
Oliver's use of his circlet only points to below-deck. It overrides any other possibilities.
Grin hums a sea shanty and the sounds of a cannon battle while using his Belt of Trickery to project a little scene of a sea battle in front of him.
Perhaps more people will come to see you and hear about your exploits that way!
The group wanders about the ship, diligently keeping out of the crew's way, taking in the sights. During the hour, they notice two things. First is that the ship is not taking a straight route. It is making lots of turns and twists, sometimes even doubling back on its own path. It seems rather odd and means the journey will take much longer than it should have. Of course, since they don't know how long it should take, they don't have a baseline to judge against. Second is that not much before it is time to meet the Captain, Ealdwig notices that they are close to the walls, and that there is a fairly large shore area the opens up. The shore is about 300 feet wide and opens into a fairly deep cavern. When Ealdwig motions to the others to join him, they all take in the view. The echo amulet detects how far away the opening is (which matches what they see), but it isn't able to penetrate past that. Likewise, Oliver's circlet is still overwhelmed by the stores contained on the ship. At their closest approach, they see what looks like a small pier, similar to the one they used to board the rowboat. It could just be a rock outcropping, but they are pretty sure it is a pier.
As they watch the shore recede into the distance, a skeletal crewman informs them that it is time for them to meet Captain Bloodbane.
Felix shrugged his shoulders at Grin - an expression of uncertainty.
With all the zig-zagging we've been doing, on top of this very strange and dead crew, I wouldn't believe everything I saw or was told. I'm used to dealing with the dead - in ghost or spirit form. These walking, rotting, sailors are something else and harder for me to judge.
Felix had one hand one his sword blade, as it hung from his back, just for comfort.
Florial, I wish you could lend a hand, but since you don't have one that would be rather difficult.
" You are used to deal with the undead!? quite remarkable...ancestors protect me, i couldn't do it, cant help to be nervous just sitting here. What did you do dear Felix before the life of adventurer? And forgive my lack of atention if you already told your tale" Brewner talks in a low tone, avoiding to be heard by the ship crew
"This place is full of surprises. I want to walk around a bit, and see what we can find. Anyone want to tag along? I know, I know, we won't take stuff, and if we find a bar, we won't drink anything, and yada yada security measures."
"Well..hmm..let's say i had a warning... is difficult to explain, but i believe that if you take something from the ship it will bind you to the curse of the undead, maybe we can ask the Captain when we join her "
I'm sure someone, hopefully an alive someone, will give me a kick when I need to get up
Ealdwig elbows Grin and points at Felix, how can he just go to sleep? I don't think I'll be doing that.
Thinking about the lake they are on. It must not be a big as we thought. This ship just zig-zags across the water to give the crew something to do. Maybe we can walk to that strange pier around the side of the lake?
"Welcome! Please join me so we can tell each other stories!" She motions toward where everyone can sit on the floor around a low round table. While there are no chairs, it is surprisingly comfortable. Each place has some food provided. It looks good, but one wonders how it could have been preserved for so long. Also, each place has glasses available, with an assortment of bottles of alcoholic beverages sitting around. Looking at the bottles present, they look to be well made liquors and they all know that, unlike food, liquor will basically last forever as long as the seals are not compromised. These bottles look pristine.
"Please help yourself to one of the bottles. Most have been accumulated over time from travelers we have ferried across this lake in more active times, but a few are from before we were ever trapped here." She picks up one particularly impressive looking specimen and continues, "This one, for instance, came from one of the best distillers in all of Taverin!" She smiles at their blank faces and lack of recognition. "Taverin was an extremely wealthy, though small maritime kingdom. They were wonderful to raid before the cataclysm sank the whole place beneath the waves. Once this bottle is gone, the last traces of their greatness will finally disappear from history all together."
She places the bottle back on the table. She doesn't react in any particular way if anyone eats or drinks or fails to eat or drink. Her demeanor doesn't change in either case, and she remains the welcoming host throughout. "Being trapped in this lake means we do not have the ability to go and make many new stories of our own. So, every time we do get passengers, I like to get as many stories from them as I can. It helps us deal with the time when there are no passengers. And since you are the first we've had in a long time, I am very eager to hear your stories. Or even your questions, as those can also lead to great stories. But, as the host, I will begin with a story of my own!"
She then starts her story, "I first got involved in piracy when I fell in love with the swashbuckling captain who was called Goldbeard because of his golden locks. (His real name was Charles. I called him Chuck when I wanted to annoy him.) He was an amazingly dashing pirate and set all the girls hearts aflutter. When he chose me to accompany him, I could scarcely believe my incredible fortune! However, I found out that while he was my world, I was just the next one for him. Still, it was great while it lasted and I learned so much during that time. On one fateful day during a raid on Taverin, the loot of which included the case for which that bottle is the last, we were surrounded and about to be captured. My love was about to surrender when I slit his throat for being a coward. This reinvigorated the morale of the crew and we were able to repel the boarders. When I ran their commander through on the poop deck in view of the Taverin ships, they hesitated just enough for us to escape. After that, I was the captain of the ship, and we continued on with much success."
Brewner is sitting next to Grinfletch and keeps an eye on him
His hand unconsciously moves slowly towards some of the food in front of him…
I hope we don't also become trapped down here. She mentioned ferrying other people around - if they made it out or across maybe we will too.
The food on offer seemed fishy. The crew clearly didn't need to eat, so where did it come from?
But this booze, booze lasts forever, it's bound to be safe
Felix licked his lips and began to tentatively reach out a hand,
No you don't ya idiot
Florial's voice was in his ear and Felix lost control of his arm briefly. It jerked around, first smacking Grin in the side of the head and following through to smack himself in the face.
Oh! Uhh, that wasn't me Grin, I swear, sorry. Felix said as he rubbed his own nose. I got it Florial, such a killjoy.
Also, if you want this part to go faster, just say so. We can do some story swapping or we can handwave the stories while doing whatever Q&A you want done.
Oh, I, uh… yes I have a story for you. This story is about spiders, goblins and magical crystals!
He launches into a retelling of the story of the psionic crystal all the way from the spider cave to the breaking of the crystal into smaller shards. He uses his belt of trickery to animate the entire retelling with illusory characters, creatures and other visual effects.
She pauses briefly, then says, "Since you provided a story, I will answer your question.
"We had a run of tremendous success once I assumed the captaincy. A couple of the crew had difficulties with the new captain being not just a woman, but the lover of the former captain. The main complainant challenged me to a duel and lost badly. We then offered his remains to the seas. The rest quieted down, but several left at the next port. With the remaining loyal crew and new recruits, that success started off well. Unfortunately, after several years of our success we got complacent. During a raid on another long forgotten kingdom, we made off with a trove of treasure. We didn't think much of the paltry opposition at the time and just assumed that they didn't want to risk more lives they were sure to lose. Instead, it was a trap, as the treasure was cursed, even if we didn't know it yet. We spent it freely and widely, which was then spent freely and wildly by whomever we spent it with. We found that if, after a period of time, the treasure was not still in its chest, then whomever spent it would be cursed to never be able to eat and drink again. Well, we could eat and drink, but it did nothing and we ended up starving to death. We then arose as undead. As undead, we found ourselves bound to our ship, unable to leave it. We did spend several years trying to find the treasure to undo the curse, but we were only able to find a little over a half of what we had spent. In time we simply accepted our fate and went with it.
"During the cataclysm, we don't actually know what happened, but at one point we were trapped in a roiling sea, with no control over our ship other than to just hold on for unlife. When things calmed, we found ourselves on this subterranean lake. We have been trying to find a way to get out, but have not succeeded yet, as you can see.
"Who has the next story?"
Food forgotten for the time being as he gets engrossed in the different stories.
Ealdwig says, Captain, since you don't eat or drink and haven't for a very long time, nor had visitors, where, um...., he trails off and thinks better of it. Sorry, I've got a story about a magical guard training facility and a blue dot that went haywire. Without giving away too many specifics of the location or why he was there, he recounts the story, with lots of hand gestures and emotive imagery.
Whether Ealdwig tells a good story or just thinks he does, he really gets into it.
"Speaking of our plans, I have a question to ask too. But first I have another story to share. It's a story of captivity in a circus, and about losing oneself. Should fall close to home."
Oliver went into detail about the beastfolk circus he was trapped for a while, and how several other beastfolks lost their mind by pretending to be animals for too many years. He ended the story in a more positive note, telling how he escaped himself.
He then paused and allowed the story to sink in. Staring at their kind undead pirate hosts, Oliver gulped before he formulated his question:
"Captain Bloodborne, what would happen if we took a sip of these beverages that you offer us?"
Now you have to give me a brief respite while I figure out the Captain's answer. Don't worry; she'll respect the question. I just have to figure out how I am going to answer it.
Uhh, I haven't had any impressive adventures like all of you - crew included - but one time when I was digging a grave Mr. Jillyforth (spirit of a man buried 80 years previous) got my attention. Meanwhile his burial neighbor Sally Billindial had snuck up behind me (not hard for a ghost) and crouched down on her incorporeal hands and knees. Jillyforth then, out of nowhere, gave me a sudden shove, I stumbled back, immediately tripped over Sally, and down I went into my half-dug grave.
Felix looked around with a mild smile on his face and took a sip from one of his flasks.
Oh that reminds me, Captain Bloodborne, we passed another small beach cove area a short while ago. Have you ever stopped there? Maybe picked up or dropped off some passengers?
Ealdwig is enjoying listening to these stories of his friends. It's good to finally have some friends. Felix's story really hits Ealdwig's funnybone and he laughs and laughs. Felix, the image of you being pushed over one ghost by another ghost into a grave you were digging, Ealdwig laughs even harder, and has to pause to catch his breath and wipe his eyes, that's priceless. I didn't even know that was possible.
Still having trouble catching his breath, Grin! Grin! Can you re-create that image? I would love to actually see it.
Regardless of the answer, she continues, "You would join the crew and curse. You would be immediately cursed, but the curse's effects wouldn't manifest until you died. At that point, then next thing you would know is that you wake up as an undead pirate on this ship."
To Grin she says, "We take the wandering path because these waters are not safe. Over time, we have figured out the 'dance' required to traverse it from side to side. Varying from that path is an open invitation for an attack from something horrible to even us!"
To Felix she says, "So, you have experience with the restless dead, huh? No wonder our presence doesn't unnerve you like it does the rest of your companions. (Yes, we can tell. We're used to it.)
"Honestly, we don't know what lies deeper on that shore. We don't stop because doing so would take us off our path, where as the other two points are on the path. We did stop once when a group insisted after seeing it. They fearlessly trudged deep in to the caverns to see what they could find, only for us to hear horrible screams soon after they left view. Two were able to make it to the rowboat, but one died on the rowboat. The other was taken by a chuul that made an opportunistic attack while the rowers were distracted by the dying survivor. When the dead survivor woke up again, we asked him what happened. He said that their torches were suddenly extinguished and then the screaming started. The two farthest back attempted to run for it, hoping the rowboat was still there. He felt something slash his back, but he was so focused on running, he didn't realize he had been mortally wounded. He never saw what attacked them."
To Brewner she says, "It does feel like an additional curse, but it isn't. It is just being physically entrapped. Hopefully at some point we'll find some way to free ourselves."
Ealdwig quiets immediately forgetting the illusions and pauses at Oliver's question. That took guts. More than I have. Sitting in silence waiting for the answer from the Captain.
A little taken aback by the answer from the Captain. Ealdwig scrunches up his face a little. Huh. She seemed to answer honestly. I wonder how much of a crew they need / can handle. if no one ever "dies" this ship could be overflowing with undead soon enough.
Not sure if that makes the food and drink look more or less appealing.
Felix sat back and wondered what threats existed under the water that the ship was zig-zagging to avoid.
If we encounter a giant squid ... I doubt we'd all make it safely off this ship.
I can't help with what happens after you die. I don't know what cosmology is used here. I am sure the cosmology I developed for another game is most definitely not used! And there is a way to help them if you find the correct item and realize what it is. But that is farther down the path.
Grin is the group's biggest agent of chaos. I must commend him on controlling himself on the ship. It must be sheer torture!
Can't make any promises on that squid, though! 👹
"Now that we know, it's going to be even harder to decline that bottle from the long forgotten Taverin distiller, but I'm now certain that it would be more than just to help you escape if we ever get the chance. I cheer for you, captain Celeste Bloodbane, for many more stories to come."
Oliver took a bow, cheered drinking a sip from his own waterskin, and heard the rest of the story.
To his companions
"My friends shall we continue our expedition? and uncover the mysteries of the underdark"
She turns to Brewner and says, "Please do tell our stories. Hopefully we can see more traffic over time."
To the group, she continues, "We have now made it to the destination. We have to send you over in the rowboat because the shore is not need enough for the ship. Thank you for your time and your stories. May the fates favor you on your journeys. You are always welcome to return!"
The group is led out of the Captain's room and toward the rowboat that had brought them to the ship. The same two oarsmen greet them and help them board the rowboat. The boat is then lowered to the water and they are rowed to the dock. The water is still unnaturally calm, with only the wake of the rowboat providing disturbance. As he looks out at the water while approaching the dock, Oliver thinks he sees movement on the surface other than that caused by the rowboat, but he can't be sure. He sees this as the rowboat is about to get to the dock.
Those guys could use some citrus. I'm worried about scurvy for them.
Does anyone ever volunteer to eternal servitude upon that ship?
I am hungry too, Ealdwig, maybe we can find somewhere to get a fire started.
Ealdwig gets off the rowboat first, followed by Felix. Just as Ealdwig is stretching and Felix gains his balance again, everyone hears noises as something comes out of the water on the beach and starts to get on the far end of the pier!
As your eyes focus you can see what it is. It looks like a giant lobster with four legs, two forearms with giant pincers, and a ton of tentacles hanging from what should be its face. It is still coming out of the water, so you can't see what its tail looks like yet.
"It's a chuul!" exclaims one of the oarsmen
" I am not sure i want to face that thing, looks like it have a hard shell." He holds his Warhammer tighter " Should we run, maybe it won't follow us, as his lair is in the lake or near the shore.."
Oliver gets his sling ready.
"How about some inshore action? That creature looks... interesting."
He hands a vial of Deepshade to Felix, and excitedly mutters:
"Sword. Vial. Sleep."
Staring and pointing, what in the Hells is that?!
Um, guys, maybe we should run. Ealdwig starts to back away getting ready to flee.
You can either jump back in the rowboat and try to row back to the ship, or you can stand and fight. (Or you can jump in the water and try to make it to shore that way, but I wouldn't recommend it.) The two oarsmen can't help if you fight, as they can't leave the rowboat.
He rethinks his whole life.
Rolls
Shamanic warrior - (1d6)
(4) = 4
I also need two 2d6 tests from Felix. You have to Test for the Shamanic Warrior effect to manifest, the roll an extra die to see what it is (unless you pick by paying 1HP). So, you need to test to see if any of this happens first. Assuming you succeed twice, you can keep the "4" for the second effect.
I don't "charge" an Action to draw a weapon. You do have to spend an Action to load a Ranged weapon if you don't have Quick Shot.
Applying oil/ointment/whatever to a weapon takes an Action.
Felix is trying to prepare with his Shamanic Warrior magic.
Ealdwig has two Action to do whatever he wants. (If he wants to use his bow, he has to load it first.)
Everyone else has to spend one Action to get off the boat (if you want to). The second Action can be whatever they want.
The chuul uses its two Actions to move up out of the water and on to the end of the pier. At the end of Turn 1, you are Far from each other (about 30 feet or so).
Well, let's check with @Psybermagi.
@Psybermagi, does the Shamanic Warrior abilities require a Test roll to activate, then a new single die roll to see which happens? Or, is it just invoked and a roll determines what happens. I double-checked the description in Felix's writeup, but I could have misunderstood.
Thanks!
Oliver jumped forward into the shore while slinging a round rock towards the chuul. Perhaps he should have been more afraid, but he felt incredibly optimistic.
Felix may or may not work it out eventually.
Action 2: load-n-shoot (quickshot trait)
Rolls
Sling rock (mastery) - (3d6)
(254) = 11
To be clear, Felix activated his two powers, and paid 1HP so he could choose one of them. You get a third Action this turn and the next two.
Rolls
Rope caster - (1d6)
(4) = 4
Rope caster - (2d6)
(26) = 8
The chuul is about 10 feet long and 4 feet high. It is big, but not as big as the mechanical monster in the Fieldhouse, which Ealdwig successfully vaulted before. So, yes, Ealdwig can give that a try. Those claws look pretty "grabby", though ...
I think this is with focus from the 4 I rolled.
Rolls
Attack chuul with great sword - (3d6)
(151) = 7
It seems that charging straight at is isn't the best idea. So I guess it's vaulting. Here goes nothing.
Rolls
Vaulting (acrobat ability) - (3d6)
(631) = 10
...
And players win the initiative!
Rolls
Initiative Players - (2d6)
(52) = 7
Initiative Chuul - (2d6)
(14) = 5
Grin does not leave the boat, but instead fires his crossbow twice, successfully landing both shots! (I've rolled for him below.)
Brewner accosts an oarsman asking questions, then he leaps from the boat and readies his weapon. The oarsman says, "Avoid the face tentacles! They will paralyze you! And if it gets a good grip with those claws, it will hold on to you and keep crushing you!"
Oliver steps onto the pier and hurls a sling stone at the Chuul, hitting it on its softer underbelly!
Felix moves forward toward the chuul and attacks with his sword, hitting it and blocking it from easily advancing past him. (Because of the reach of his great sword, he gets a longer reach on his attack.)
Having taken damage before it even gets to fight seems to simply enrage the chuul. It quickly closes the gap with Felix and attacks with one of its claws! The attack is successful, and he now has a firm grasp on Felix.
Rolls
Grinfletch: Crossbow Shot 1 DC: 5 - Adv - (3d6)
(624) = 12
Grinfletch: Crossbow Shot 2 DC: 5 - Adv - (3d6)
(415) = 10
Chuul: Claw Attack DC:5 - Adv - (3d6)
(545) = 14
Rolls
attack with pole - (2d6)
(61) = 7
Rolls
Break free from claw - (2d6)
(42) = 6
Heavy attack on chuul - (3d6)
(564) = 15
Yes, Felix succeeded in getting free and hitting it. Good thing, or he'd have gotten the paralyzing attack. Still not out of the woods yet, as you are its main focus and target, and it'll have two actions this turn! And oh so close to a critical hit!
Rolls
Crossbow attack - (3d6)
(223) = 7
Crossbow attack - (3d6)
(414) = 9
Then will attempt to activate Shamanic boon, then will save an action for evade.
Rolls
Great sword attack on chuul - (3d6)
(343) = 10
Shamanic warrior boon test - (2d6)
(31) = 4
That all said, you have "free focus" for three turns (one more to go). Did you still take the 1HP damage for the extra Action? You edited the post, so I'm not sure.
That all said, you have "free focus" for three turns (one more to go). Did you still take the 1HP damage for the extra Action? You edited the post, so I'm not sure.
If it's out of order/too soon, my apologies.
I have Felix at 5/6 hp because you wanted that action I took to stand.
I still have an evade for the turn before. When I thought it was a new turn I assumed I didn't get attacked.
The shaman roll sucked, I think the sword hit because of the focus.
"Beware! The tentacles of this cursed creature can paralyse"
Brewner with a savage roar swings his Warhammer at the Chuul
Rolls
Attack - (3D6)
(213) = 6
Oliver continues to sling a barrage of rocks towards the chuul.
"Do underdark sea creatures thrive well in acid? Anyone know? No? It's rather urgent, but I should really take a sample of this water later to find out. If we live, that is."
Action 2: load-n-sling
Rolls
Sling rock 1 - (3d6)
(235) = 10
Sling rock 2 - (3d6)
(153) = 9
Felix is able to break free of the claw attack and make his own counter attack hitting the creature for 2 HP damage! He is also evading to try and avoid the inevitable attack by the creature.
Grin fires two crossbow bolts, but both sail wide of the target, doing no damage.
Brewner moves into range and takes a swing with his mighty hammer, but misses with his attack.
Oliver, on the other hand, successfully lands both of his sling shots.
The creature tries to grab Felix again, and then paralyze him with a tentacle attack. (The tentacles will do no damage, but will paralyze if a Test save is failed.)
OK, I need a quick 1d6 roll from Felix for his Evade roll. If he succeeds, then he avoids the claw attack entirely. If he fails, he is held (and can try to break free again next turn). Either way, the tentacle attack failed.
The chuul is not looking to hot right now. It has taken a lot of damage and might have realized too late that it should have run away ...
Rolls
Chuul Grabbing Felix with claw attack DC:5 - Adv - (3d6)
(454) = 13
Check DC:5 - Basic - (2d6)
(42) = 6
Rolls
Evade chuul - (1d6)
(5) = 5
Brewner focus on his attack trying to land a crushing blow and also take some of the attention from Felix
Rolls
Focus+ Attack - (3d6)
(221) = 5
Rolls
Crossbow - (3d6)
(442) = 10
Deciding to not wait to ask questions Stee concentrates and pulls back his bowstring to let loose an arrow. It sails through the air and impacts the creature in the side of its head, finally felling it. With that entrance, Stee moves down to meet the group that was fighting the creature.
To the group he says I guess the locals are big folk then…too bad! To Stee he says Do you have any food?
Grin, newly equipped for his underdark adventures, is a Duende (Halfling) from the wildlands. He wears: supple, dark leather armor adorned with intricate stitching and small, shimmering beads; an elegant mask of polished wood, adorned with delicate gold leaf accents around its edges; a stylish leather belt with rune embellishments, its buckle fashioned in the shape of a mischievous grin; and a mysterious cloak, currently matching the armor in color and shimmer-osityness. His signature crossbow is propped up against his shoulder.
Then he noticed the figure approaching. He felt thrilled at a newcomer, so he spoke playfully:
"...Oh! We have unearthed one more earthling! Just what on Earth is another earthling doing under earth? The odds are out of this... world."
Seeing Stee appear from where the arrow came from,
Stole my kill. I guess you picked the right time to appear.
Brewner looks around "You are the first person we have seen here in the depths... at least alive there is." Brewner gives a awkward stare to the ship run by an undead crew
Oliver approaches the chuul, and attempts to retrieve some of its substance, or at worst just cut the tentacles altogether.
"By the way, Felix, keep the Deepshade. It's best for sword people like you. Here are some written instructions on how to use it. It's not meant to put your sword to sleep, you sneaky animist you."
And Oliver handed a small piece of paper to Felix, describing what he had learnt from the fey witch.
Rolls
Alchemy - extract thingie? - (2d6)
(11) = 2
My name is Ealdwig, well met Stee.
So far I've been lucky, caught our prey unaware of that move. Someday someone or something is going to be faster than me and it isn't going to work out so well. But for now, I'll take the victory.
Smiling again wider, if Stee hadn't taken down the beast, you'd have loved my next move. Maybe you'll get to see it next time. Hopefully, it won't come to that though.
Everyone is so happy ... undead sailors then a giant lobster trying to eat our face, not even a dent in their optimism. Who have I got myself wrapped up with?
Looking at the chuul with his hands on his hips Felix said;
Do we need to bury it?
Oli, I can’t stay mad at you. He hugs Oliver and rests his head on Oli’s chest. Using his belt of mimicry, he causes little illusory otters to appear above Oliver’s face, swimming through the air in a circle.
If only someone had rubber gloves or something that they could use to handle dangerous substances… He pulls out the rubber gloves from the slime cave and waits for Oliver to wake up. He pulls out a snack to eat as well.
Now that I think about it I haven't eaten in awhile.
Stee, what is lobster tail? I'll try anything once.
1) Continue on with the path of continuing on your path of exploration, now with Stee in tow.
2) Go investigate the door that Stee mentioned to figure out what's up,with that.
"Be careful friends, maybe it's better to put some distance from this underground lake there may be more of this creatures lurking around"
He moves towards the door, what is a door doing in this cavernous forsaken place? Very suspicious.
"Stee i don't want to pry, but what can you tell us about this door and the place you came from?"
Looking at Ealdwig That thing kinda looks like the lobsters I have heard described only a lot bigger. People eat the tail. I guess you boil it. I would imagine you could roast it also. It is suppose to be a sweet meat and I heard very good with butter.
"Ahhhh, gloves, yes. That would have been sensible. But hey, at least I don't walk around drinking water elementals."
"Though somehow that turned out fine."
Oliver decides to leave the eyebrows for a while, as a hilarious reminder, but then accepts the gloves and completes the job, handing around vials of Chuul substance to his companions.
"Here! , Sharing is caring. Though I'm not sure this substance can work it this crude state. Let's find out together. Just don't drink it. Inner-body paralysis sounds rather lethal."
"I'm still not totally sure how you came to drop this deep, but your timing is very appreciated, and your best way both in or out of this place is probably with us."
Moving away from the water is sound advice ...
Florian pleeeeasse. I need your help to heal. I bloodied my nose ... well, I think it was you... and now it's really sore. Not saying it wasn't worth it, but I'd rather not have trouble breathing through it.
Florial stayed silent.
Are you worn out? Did that little fight tucker you out? Awww. We really need to get into more fights, you're out of practice.
Morlocks? Maybe Morlocks?
Felix listens for any clues to what lies ahead.
Rolls
Listen - (2d6)
(26) = 8
Now that I think about it I haven't eaten in awhile.
Speaking of danger, should we stealthily approach the doors and see what’s making the noise? The doors could be under guard?
Grin crouches down as though he’s going stealth mode. His cloak becomes a deep black.
Rolls
Stealth - (2d6)
(14) = 5
Rolls
Stealth test - (2D6)
(16) = 7
He shrugs at Grin when he asks about investigating.
"This is in case we need a little fire", he whispers, as he attempts to sneakily move with his companions.
Rolls
Sneaky otter - (2d6)
(35) = 8
The group moves toward the doors to check them out, but before getting too close, they hear voices, but can't make anything out. They then hear movement at the doors at frustrated noises as the noise from the doors gets louder. The group quickly moves to hide. Fortunately, the work Steve had done by tying them together slows down the effort, and they have time to get situated.
Soon enough, the doors burst open and at least a half dozen figures burst forth. Finally not muffled by the door, some voices can be understood:
"Track him down! He doesn't know these caverns, and he has no light."
"What's the hurry? He's trapped down here."
"He probably went to the water, as that's the only place with light!"
The figures head down to the shore, but leave to doors open.
"One little blazeball tap and we have ourselves a campfire on the go. I can also bat a fiery stone elsewhere to make a diversion campfire there."
"Just about any plan involving fire is good on my books. Did I mention that I like fire and sparks? Do morlocks like fire?"
Yes, they went by close to you. But, they a looking for a single human who (to their thoughts) should be confused, out of his element, and obvious. The idea they are close to an entire group isn't something they are concerned about. Yet.
UPDATE: I just realized that first sentence could have sounded insulting. I did not intend that. It should have said something more like "The passing figures were undoubtedly morlocks." I just meant it was obvious to the characters, not that it should have been obvious to the players.
Stee thinks no since in drawing attention to our selves there are probably others through the doors to deal with. All though seeing this firebat in action is intriguing.
Rolls
Stealth - (2d6)
(45) = 9
Grin successfully sneaks up to the door and gets a quick look in, but can't see anything as it is pitch black inside and Grin doesn't have darkvision. He does think he heard some slight movement, but he isn't sure.
As they are trying to make careful movements, they suddenly hear a commotion from the pier as the morlocks have apparently discovered the chuul body. The group can hear that things are being hurriedly discussed, but can't make out the conversation. The only real piece that can be understood sounds like, "there are others" or something to that effect.
Just remember that they can see perfectly in the dark, and for you to see anything much farther than this is going to require light on your part, which makes you easy to see and find. On the other hand, Stee tells you that sudden or persistent bright light will cause them problems.
Maybe we should head deeper into the caverns?
Felix's headlamp was obviously off, but he was ready to activate it when it was time to cross the rocky terrain at speed.
He puts his hand, palm down towards the others, expecting them all to put their hands in… then realizing a moment later that he can’t really see the others or their hands, he awkwardly retracts his hand. He also realizes that Oliver didn’t see his wink. He psionically says: Oliver, by someone lighting up the oil, I meant you.
Mathias - we all have psionic speaking devices that let us communicate without words to a certain distance. Grin can lend you his since he’s fluent in all 9 dialects of Duende sign language. You all speak Duende sign language, right?
"Crab Sandwich!" calls out Grin, and the group springs into action. Everyone with a light, ignites (or uncovers) it and they rush the doors in unison. Grin and Oliver take up the rear, as Grin drops oil behind them, and Oliver attempts to light it as they pass by. As soon as everyone is inside, Brewner closes the doors, and uses some rope and the crowbar to tie the doors closed. (Fortunately, they have open handles, so this can actually work.) As Brewner closes the doors, he thinks he sees a brief flash of light along the seam between the doors, but he isn't 100% sure with all of the other light present.
Brewner and Oliver are busy closing and barring the doors. (Brewner because he has the crowbar and Oliver because he was last in.) Everyone else is able to look more fully into the room, and sees that it is rather large and roughly circular, with many doors running around the perimeter. In the center, there is a raised dais. Next to the dais are two figures, both yelling and hissing at the sudden arrival of lots and lots of light. Both launch themselves at the group, screaming incoherently, though one seems injured and isn't as quick as the other.
- I need a Standard Test from Oliver to actually set the fire.
- I need a Standard Test from Brewner for the success of barring the doors.
(In both cases, this isn't really normal success/failure, but rather a "relative level of success" roll to see if we get any fun results ...)
Finally, I need a Save Test from everyone but Oliver and Brewner to see whether the suddenness of the attack caught them off-guard.
Why would we run into an unknown room with unknown creatures with unknown consequences instead of keeping to our plan? I wonder what we'll be getting ourselves into.
He runs into the room and moves to the side, allowing the others to bar the door. What is that awful hiss? Ealdwig notices the two creatures in the room and readies himself for another confrontation. We have company!
Rolls
save test - (2d6)
(55) = 10
Oliver feverishly taps every oil-covered spot at his reach with the blazeball bat, making fire come to life. In his excitement, he almost forgets to enter the room with the rest, but finally hurries after Brewner and helps bar the door.
"I'm guessing no more fire inside this wooden structure?"
Rolls
Fire! - Standard test - (2d6)
(36) = 9
Rolls
Save test - (2d6)
(42) = 6
When trying to be fast, Brewner ended up being clumsy
Rolls
Test - (2D6)
(41) = 5
Rolls
Save test - (2d6)
(56) = 11
Rolls
save test - (2d6)
(55) = 10
"Crab Sandwich!" calls out Grin, and the group springs into action. Everyone with a light, ignites (or uncovers) it and they rush the doors in unison. Grin and Oliver take up the rear, as Grin drops oil behind them, and Oliver attempts to light it as they pass by. As soon as everyone is inside, Brewner closes the doors, and uses some rope and the crowbar to tie the doors closed. (Fortunately, they have open handles, so this can actually work.) As Brewner closes the doors, he thinks he sees a brief flash of light along the seam between the doors, but he isn't 100% sure with all of the other light present.
As Brewner and Oliver are busy closing and barring the doors (Brewner because he has the crowbar and Oliver because he was last in), everyone else sees that hey are in a 10 foot square passage that opens into a larger chamber. A rush of cool moist air washes over you along with the smells of water and filth as well as the sounds of something stirring. Moving through the square passage you quickly reach the larger area to reveal a cavernous room. The floors and walls show signs of skilled work but also massive cracks and broken and fallen stone. As the light spills into the chamber you see several crude cages that are empty. The room is at least 100' long and 60' wide and over 30' tall but large sections of the ceiling have collapsed and sections of wall have fallen in, Besides the empty large cages, there is a variety of small animals, goats, dogs, cats, sheep, chickens, all stuffed in cramped cages built from what looks like scraps of furniture, household goods, and mud. Scattered around the room are scraps of what look to be tools, scrolls, a few coin, clay tablets, and bones. Multiple identical hallways at regular intervals leed away from the room. At one end of the room a dim blue glow can be seen beyond the light of the lanterns.
Next to the animal cages are two figures, both yelling and hissing at the sudden arrival of lots and lots of light. Both launch themselves at the group, screaming incoherently, though one seems injured and isn't as quick as the other.
... OK, that means Ealdwig and Grin are the subjects of the attacks. Congratulations! ...
Ealdwig is able to use his natural grace to dog the enraged morlock's attack, but Grin is not so lucky. Grin gets to make an Evade test (normally) to avoid. If he fails this Evade test, then he gets Advantage on his next one.
Rolls
First morlock attack - (1d4)
(4) = 4
Second morlock attack - (1d4)
(1) = 1
Morlock attack on Ealdwig DC:5 - Basic - (2d6)
(43) = 7
Morlock attack on Grin DC:5 - Basic - (2d6)
(62) = 8
Rolls
Duende Agility - (1d6)
(2) = 2
Torch hit - (1d6)
(1) = 1
Grin's Agility failed this Turn (so he's down an HP), but he gets Advantage next Turn!
Incredibly Florial responds,
By enveloping him is translucent armor (+2 HP). Pink in hue, the armor appears to be a mixture of ghostly chainmail and leather.
Felix then swings his sword at the nearest Morlock.
Rolls
Shamanic Warrior boon test - (2d6)
(63) = 9
Boon option - (1d6)
(2) = 2
Sword attack - (3d6)
(223) = 7
I will back away so I can use my bow unless I can get a shot off first. I do have quick shot. Just in case.
Rolls
to hit - (3d6)
(346) = 13
Since there are only two now, Felix and Ealdwig are effectively forming a screen for the others. But, the morlocks could change targets at any time by simply moving, and immediately get close to any of the Ranged users. And with three Actions, they can do this effectively.
Since there are only two now, Felix and Ealdwig are effectively forming a screen for the others. But, the morlocks could change targets at any time by simply moving, and immediately get close to any of the Ranged users. And with three Actions, they can do this effectively.
Stee shot; Felix and Grin took swings; Brewner and Oliver were barring the doors. Just waiting for Ealdwig and I'll wrap up the Turn and set up the next.
Rolls
Attack with sword - (3d6)
(226) = 10
The morlocks continue their ferocious attacks, focusing now on Felix and Ealdwig (who are the closest to them, not requiring any movement to engage). Fortunately, with all of the light still present, the morlocks are still attacking at disadvantage.
The results of the attacks are two hits on Felix and one hit on Ealdwig. The attacks on Felix make his shamanic armor disappear (the two temporary HP are eliminated), but it served its purpose! Ealdwig gets to make a standard 1d6 Evasion roll to avoid his damage.
A couple notes:
- Assuming Felix wants to stand and fight to give room for the ranged weapon uses to take their attacks, he can either use Focus to improve his chance to hit, or use Evade to avoid any opposing hits that land. (Or something else if you come up with a better plan! :-) )
- If Ealdwig is willing to stand and fight this turn, he can have two attacks, as the morlock is just standing in front of him.
- Oliver and Brewner will have to move to engage with melee. The don't have to move for ranged attacks.
- Stee and Grin can stand and fire twice if they want. They currently have good position.
Rolls
Morlock 1 attack 1 against Felix DC:5 - Basic - (1d6)
(6) = 6
Morlock 1 attack 2 against Felix DC:5 - Basic - (1d6)
(6) = 6
Morlock 1 attack 3 against Felix DC:5 - Basic - (1d6)
(1) = 1
Morlock 2 attack 1 against Ealdwig DC:5 - Basic - (1d6)
(3) = 3
Morlock 2 attack 2 against Ealdwig DC:5 - Basic - (1d6)
(1) = 1
Morlock 2 attack 3 against Ealdwig DC:5 - Basic - (1d6)
(5) = 5
Rolls
to hit - (3d6, 3d6)
3d6 : (344) = 11
3d6 : (652) = 13
Rolls
Sword attack with Focus - (3d6)
(456) = 15
And don't be disheartened it faded already. Be encouraged that it did what it was supposed to, and saved you two hit points!
Brewer moves towards the nearest enemy and swings his Warhammer
Rolls
Attack - (3D6)
(361) = 10
Rolls
Crossbow - (3d6)
(626) = 14
Crossbow - (3d6)
(645) = 15
Oliver moves onward and forcefully swings the bat at one of the morlocks engaged in melee, forsaking precision for strength.
Rolls
Bat Strike - berserk (2 dmg /w disadvantage) - (1d6)
(1) = 1
Rolls
Agile Defense (evade) - (2d6)
(13) = 4
Attack with sword - (3d6)
(124) = 7
And, yes, Ealdwig does get 2d6 for his Evade. Forgot about that Trait, but you caught it, so we're good!
Felix and Brewner's mighty blows do massive damage to the other morlock, reducing it from being undamaged to being on its last leg.
Grin fires his crossbow at the first one, killing it. Then, seeing it fall, is able to retarget the second one, and brings it down, too!
As quickly as it started, the battle is over. The caged animals were making a lot of noise during the fight, but as it ends, they quickly quiet down. The party stands still for a moment in the brief quiet to see if more are coming. Instead, they don't hear anything, leading them to believe they have at least a little while before more might come. Oddly, they hear nothing from the doors they barred.
Just so you don't have to scroll back, here is the description of the large cavern ...
Do any of these tunnels that lead off look more used then others?
"And that will show you, Morlocks!"
"Oh, did you say blue light? Huh, I wonder what that is..."
Oliver lights up his torch and examines one of the downed morlocks.
Noticing a goat, he gets very upset. Ah! What?! Huh?! Goats?! Locked in a cave?! Why, these are the best cave companions of all! They’re smart, careful, courageous, they’ll lead you straight to food! Grin starts trying to open the goat cage. He intends to take one or all with them.
Shouldn’t we release these animals? I feel terrible leaving them trapped like that.
He picked up one of the clay tablets, attempting to decipher what they were, or if they had anything engraved in it’s surface.
While wearing this medailion you have advantage on hearing tests and can hear through barriers you are next to.
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(125) = 8
In addition, they find a dozen relatively intact clay tablets and six scrolls that are in good condition. One of the scrolls appears to be in too good of condition. Finally, there is an amulet and a ring, both in surprisingly good condition. There are many other items scattered about, but these are the only ones that seem intact or of any likely value. Unfortunately, it will take an expert to see if these are of any value or possibly magic.
The morlocks bodies have nothing of value on them other than one knife each. While they fight with their fists and claws, they use the knives as tools for skinning and cutting and such. Their clothes are ... not desirable.
Felix and Grin check out the animals. Unfortunately, whether caged or not, they are likely doomed unless they can find a way to get them back up to the surface. All of them are hungry at this point, so freeing them all at once is asking for a small bloodbath.
Hey, maybe there’s a portal to somewhere that’s safe for these animals?
Before freeing any goats, he walks over to the circles and grooves in the wall and pokes his fingers around in there.
Anyway, order is messing recklessly with the buttons and then freeing the goats.
The moment he finished the complete swipe, the light in the bar gets momentarily brighter, then returns to its initial intensity, but stays lit. Simultaneously, the circle in the middle of the bottom of the triangle lights up, while the three on the left side remain lit, giving a total of four circles that are lit up.
At the same time as Grin sees the momentary flash and the new circle light up, everyone else notices that some of the doors show a momentary flash between the double doors. (All of the doors are double-doors like the one they used to enter the room.) This includes the door Brewner has been examining.
One other thing: I failed to answer a question from earlier. It looks like five of the doors have had more activity in their little corridors. The two with broken doors and five others show no activity, to the point that they have been cluttered as they were apparently used to store stuff. Three more show some signs of activity. Then the one you came through shows recent activity, and the last one shows the most use.
Uh, oh. Oliver? What is Grin doing now?
Rolls
Perception - (2d6)
(52) = 7
As you check each of the doors, you do a quick open, then close of each one. In this particular case, the working doors (3, 6, 8, 10, 12) all open to cavern areas that don't seem to have anyone in them. Once the last of these has been closed, the crack between the doors of flashes a brief light and you can no longer open any of the doors. When you look back at the control panel, the long groove is no longer glowing. However, the four circles that had been lit before are still glowing.
At the end, the control panel looks something like this ...
As a general comment, I am trying to be as clear as possible. I can be more direct if my descriptions are not coming through. It is hard to know when an idea that seems clear in my head is actually being expressed clearly.
Grin feels like there could be more to it, but this is the only function he can activate.
Grin feels like there could be more to it, but this is the only function he can activate.
Post roll- it didn’t work!
Oi, Felix - can you help me open this cage? This goat is going to be key in helping us make decisions here. Maybe we open all the doors and let the goat smell them and lead us to food - and freedom.
Rolls
Free goat - (2d6)
(21) = 3
Ealdwig wonders around the space, are there any hidden doors or cubbyholes?
This is a totally different system from the Matrix Nodes. It seems Psybermagi really likes teleportation systems.
Grin didn't really need to roll to open the cage, but we'll go with it. Felix, confused on what stumped Grin, just opens it simply, letting the goat out.
Ealdwig finds no other doorways or cubbies. The area isn't perfectly oval, the passageways are all slightly different and have different lengths and angles. The "map" is just to give an idea of how the important stuff is arranged. However, these are all of the passageways and doors. It occurs to you that the only way in is through one of the magic doorways.
Grin didn't really need to roll to open the cage, but we'll go with it. Felix, confused on what stumped Grin, just opens it simply, letting the goat out.
He decides it must be a series of lights in a certain order / pattern that will work the different doors. He goes off in search of different patterns.
Are any of the objects Ealdwig found fancy enough to be a key?
No man should be that puzzled about a simple latch.
After a short, mental, negotiation with Florial Felix’s finger tip started glowing with a faint circular light - like a gas lamp on a foggy street.
He then stood next to Grin, as they discussed door mechanisms which he did not understand at all, and touched Grins head, healing him (for 1 HP, - at a time.)
Anyone else hurt? Those kobolds had pretty dirty fingernails.
Looking down Felix notices and amulet and a ring, half hidden by broken masonry. He picks them up and puts them away into a pocket.
Grin will guide Havoc the goat around the open doors and see which one Havoc most vehemently wishes to go through.
Oliver takes out his pouch and mixes a vial of wine, opening the door where they came from, and placing the vial just behind it. Then he closed the door, adjusted his drunkard circlet, and went to play with the groove.
"I just want to understand what the patterns mean, but finding where the wine moves around is a handy extra."
1) There are effectively 10 doors, as 2 of the doors are outright broken.
2) The other 10 doors (whether the open to a room or open to a blank wall) can only be opened while the groove that Grin activated is lit.
3) The morlocks seemed to only be focusing on two doors at the current time. One is the one that Stee came from and that you entered the room through. You don't know why the morlocks were focused on the other door, but they were.
4) Stee came through the doors you all entered through. Before he could leave, they were closed and he saw a light in the seam between the doors when they did close. When he opened them again they lead to where you were.
5) When you closed the doors after entering, Brewner notices a light in the seam between the doors.
6) When Grin activated the panel by making the groove light up, the doors again showed a light in the seam between the doors. You don't know if that happened for all doors or not, but it did for the ones anyone could see.
7) You opened all of the doors, looked to see what could be seen, then closed the doors. Five doors opened up into various caverns. Five doors opened to blank walls. When the last of the doors was closed, there was a light seen between the seam of the doors again. Also, about that same time, then groove went dark.
The groove is the line under the triangle made of six circles. When you came in, you saw that three of the circles were lit. After Grin activated the panel by running his finger along the groove, the doors showed the light at the seams and a fourth circle was lit up. Now there are only two unlit circles. When the last of the doors was closed, the groove's light went out.
Here's the picture of the panel again:
The background color represents the stone wall. The blue and black circles are the circles of the triangle. Each is a hemisphere that is dug into the stone wall. The blue ones are lit; the black ones are not. The black line underneath the triangle is the groove. It is a half-cylinder that is dug into the stone wall. It was lit when Grin activated it, but after opening and closing all of the doors, the light went out.
Does that help summarize where things are? I feel like I am not doing a great job explaining it. Also, if you want, I can speed past the puzzle part and let you figure out how you want to handle the room. I didn't mean for this to drag out or be too confusing. :-)
The panel now looks like this:
Brewner moves past the clutter and opens the doors. Surprisingly, there is no stone wall this time, but instead is a dark cavern. Oddly, just after he opens the doors he hears a sound farther into the cavern. It sounds like a chain moving. Then he hears a subdued female voice say, "Did you bring any food? Or am I to starve to death?"
Brewner also makes a signal that he wants to check out the source of the noise but would like backup
Mumbling to himself, I hope we aren't the food.
Ealdwig remembers the magical spider silk. Hastily pulling it out of the bag he attaches it to a fixed part of this room. Holding the silk in his left hand he turns out his chromacloth light, before pulling out his sword with his right and following the group.
Do I have any wounds? I don't remember being hit, but I am not sure. My character sheet says 5hp, I've never updated that. i assume it's correct?
So, does *everyone* go into the room to check out the voice? Or is someone remaining behind in the main room "just in case"?
Felix hitches his gear, lights his headlamp and skips off in the direction of the subdued voice.
Worst case … I dig us a tunnel out of here!
"Uhhhh, we don't know enough about these doors. What if we close them and we can't get back?"
"I mean, do the passageways move around, or are they just magically blocked with a wall?"
Using the magical circlet, Oliver keeps tabs on whether the wine he placed behind the door they came through is still there.
"Oh, right, but we should help her for sure. Yeah. No doubt about that."
Grin tries using the 9 Duende sign language dialects to indicate that we are friends.
Feeling a sense of connection with the trapped Duende. Ealdwig speaks the light command and his chromacloth glows as he rushes to aid Brewner release the prisoner.
Ealdwig nervous and a little frantic, rattles off a ton of questions, not waiting for answers. How did you get here? Why are you here? Who is holding you? How long have you been here? Did you say "they"? Who they? Where are they?
"I can answer those questions after we get out of here. We need to move quickly!"
Oliver ceremoniously holds the psionic communicator with both his hands and talks to Brewner, grinning proudly at their new toy.
"All good?"
He's not quite sure how many words his message could convey, but better safe than sorry. He stands next to Ealdwig and looks around, drawing out his bat.
I'll move to the next scene when someone frees her.
He nods at Oliver "I can barely keep up with so many fascinating discoveries"
When he is in the main room he uses his strength to open the handcuffs
Rolls
Strength - (3d6)
(624) = 12
Now back in the main room, you finally get a better look at the former captive. She is definitely a gnome, but unlike any you've see before. Normally, gnomes are very colorful, where their eyes and hair, and sometimes skin, can be any color in the rainbow. But this one is mostly sepia tones. Her skin is the color of brown stone; her eyes sparkle, but are dark brown; her hair is the color of mud. Her clothes were once nice, but are now rather tattered, but they also stick in the earth-toned spectrum. Despite the odd coloring, she is still attractive.
In response to Stee, she says, "I'll answer any questions you have, but can we please turn off these doors first? How did you get them to turn on?"
As an aside, he isn't lying. She'll answer questions as soon as the doors are deactivated.
Brewner goes towards the panel touches the groove swiping to the left.
"If this doesn't work we will have to open and close all the doors"
For the questions and answers, I am just going to assume a few obvious questions along the way. I'll leave the questions implied, though, so it is all through her voice for this post.
"Does that mean the doors no longer go to that room, now?" she asks. Brewner takes her back to the doors she came through and shows that the doors will no longer budge. Reassured she says, "Thank you!"
Everyone gets together in the main room by the panel and she says, "I promised to answer your questions once I was safe, so I will do so now.
"My name is Yoci Tulbosog. I am from the deep dwarf city of Brahdhavehl. A month or so (I don't know, I've completely lost track of time) I was supporting a scout team performing a standard patrol sweep when we are attacked by a duergar attack squad. Most of the team was killed and I was captured. They have been trying to get information from me for this entire time, though I have none to give them. Honestly, I think they just like torturing me and hadn't gotten tired of it yet."
"Who was holding me? I was the captive of duergar. There is a duergar outpost not far from Brahdhavehl that is fairly regularly testing our city's defenses. This has been going on for a long time now, unfortunately. I don't know of any organized morlocks. We will occasionally run across a small part or band of morlocks, but they have learned to avoid us for the most part. Usually, they won't even attack lone traders, as the reprisals can be pretty severe."
"Yes, I am a svirfneblin, not a dwarf. We live together with the dwarves in Brahdhavehl. Two generations ago, we svirfneblin lived in our own city and traded with Brahdhavehl. Unfortunately, our city was attacked by the duergar and, when we realized we couldn't win, we fled for Brahdhavehl. They kindly took us in, and our combined might has been able to successfully fend off the duergar ever since. Our combined forces were even able to make counter-attacks which crippled their offensive capabilities and kept them from successfully using our former city as a new stronghold. Unfortunately, that also means our old city is now no more and we will never be able to return to it."
"The other main threat is an orc enclave that is farther away than the duergar. Fortunately, they are closer to the duergar than us, and both of them hate each other as much as they each hate us, so both spend a lot of their efforts on each other, rather than us. If one side won, or if they combined forces, we'd be in serious trouble. Those are the only two organized opponents we have. Everything else is just normal dangers that happen in the Underdark."
"If you are all willing, I would very much appreciate if you could help me get back to Brahdhavehl. I am no one important, so there is no great reward tied to my return, but I am sure that the help would still be appreciated and you'd be quite welcome there. Along the way, I'd be happy to provide my services. I am an acolyte of Callarduran, the patron of the svirfneblin, and know the arts of magical healing. I'm not much of a fighter (which, I guess, is pretty obvious), but can still help with a sling. If I had one. Also ..." She produces the item she had retrieved from behind the doors before leaving the room, showing it to be a pendant on a chain, and places it around her neck. "This is a holy symbol of Callarduran. As a bonus, I can activate it to show me the way back to our temple's main altar. I'd show you how to use it, but you have to be a member of the temple for it to work."
EDIT: The pendant is a gold six-pointed star. The top and bottom points are twice as long as the other four. The edges of the side points look like a capital "M" on its side (with the top pointing out and the insides filled). It appears to be made of gold and is hung on a gold chain. In the middle of the star is a round red gem.
"Oh, forgive me. These things are indeed terrible, though I am still honestly amazed. I sometimes lose track of what's important and just behold at that which is shiny. Oliver Otter, at your service."
Oliver waved his hand enthusiastically. Then, he approached and handed Yoci Tulbosog his beloved sling.
"Also, I can lend you this for the time being, so you can defend yourself. Meanwhile I will be using this bat. You could say I'm almost proficient with it -meaning I'm terrible but I hit very hard-."
Wow, it’s like a whole different world down here, not just caves and haunted lakes.
Taking you back to the Dwarf city sounds great - I’d love to see what a society down here was like.
Felix hoped that future doorways wouldn’t be as confusing as those in this room.
Grin bows to Yoci and strikes a heroic pose. Dear Yoci, I am saddened to hear of your plight! Please permit me to share some of this chuul meat with you! I shall cook it upon a flame! He looks through his pack to find the meat and find a small hole in his bag.
Uhhh, it seems my new companion Havoc the goat has found and devoured the meat, but fear not! I have some more food here somewhere… Grin cannot find the rest of his rations… the goat ate them too. He feels very proud of Havoc, but is also embarrassed.
You know what - the big folk are getting impatient.He rolls his eyes. I guess we don’t have time to snack. Let’s get going right away.
Currently, all of the doors are inactive. Five of the six circles are lit, but the groove is not. Yoci's pendant does nothing right now since the room is cut off from anything. Also, are you going to leave the animals to their fate with this new priority, or do you still want to free the animals before helping Yoci? Or are you going to have a nice feast before heading out? I dunno. Up to you. :-)
Oh, and there are no holes in Ealdwig's pack. Havok is focused on Grin, as he freed him.
Also, once you leave this cavern/room, you will have no way to get back. If you do it correctly, you could end up closing it off forever ...
If you were to release the goats, dogs, and sheep from the place Stee originally came in, they'd likely all get somewhere useful. Assuming the villagers haven't done something to block the doors. The cats will likely be fine with any door to the outside. The chickens are likely just someone's dinner, regardless of what you do, other than directly returning them to a farmer or something like that. In which case they are still likely to be dinner. (Man, it sucks to be a chicken.)
Also, once you leave this cavern/room, you will have no way to get back. If you do it correctly, you could end up closing it off forever ...
Yoci
The way the doors work is pretty straightforward, so you should be able to figure out how to get where Stee came from. You should also be able to figure out how to get back to the lake. But if you get back to the lake, you have a big group of morlocks to deal with. You have a huge clue as to which door leads to where the morlocks came from, but no idea which cycle it needs.
As for the goat, I have no problem with it. I make no promises on how long the poor thing will live, but I think taking it with you is freaking awesome and I am totally on board with it. Just don't expect it to be very useful, and it'll have to be protected during combat. However, if you come up with clever ideas for it, I will definitely work with that. If you describe how you try to train it, it could become somewhat useful. Honestly, I love the idea of a pet, and you seem to be very realistic on how little use it will be. And while enemies will behave consistently with their natures (so a feathered lizard will see it as an easy target for dinner), I will in no way be targeting it or anything like that.
As a complete, but important aside, Stee has achieved Veteran status. So, since you picked bow mastery earlier, you get to pick a trait. As I mentioned before, you can pick a new weapon proficiency instead of the trait, if you wish. We can talk in your character development thread, if you have any questions.
I'm gonna say these dogs were captured with the sheep, so they are working dogs used to guard the sheep. One is older, and one is young, though they are obviously not related, being two different breeds. Both are mediums sized dogs; the older one closer to 50 pounds and the younger one at most 40 pounds. The older one seems unwilling to leave the sheep.
Using the dogs to herd the sheep to Brahdhavehl would be cool, what could go wrong..
I think Brewner is onto something with the herding the sheep somewhere. Though maybe Stee taking the small dog would be good too.
Yeah, I’ll absolutely try to make the goat useful, but only when it really makes sense. It will probably be a fun mechanism for chaos. :)
Also, did we all get XP since the giant centipedes way back when?
"This is an okay food for goats, right?"
While petting the goat distractedly, Oliver listens to Brewner's request, and stands up suddenly as an idea pops into his mind, startling the goat.
"Right! Brewner! I just thought of something! Sorry I didn't have the idea before; I was too distracted with the pretty fire."
Oliver moves to the door that originally led to the lake and barricades it with his rod of immobility, without breaking a sweat.
"Ta-daaa!"
"This is an okay food for goats, right?"
While petting the goat distractedly, Oliver listens to Brewner's request, and stands up suddenly as an idea pops into his mind, startling the goat.
At Oliver’s exclamation, the goat jumps and drags Grin a couple feet away by the rope he’s holding tightly.
You know Grin, maybe you can get Havoc to let you ride him. It'll be cool to ride him, er, her, um, into battle. I can picture it now, Grin riding to save the day on his trusty steed.
I'm pretty sure goats eat anything - short of ironworks.
I guess we're a circus now.
Need help barricading any doors - those Morlocks might break through and maybe bring others with them.
Well, ready to go?
"Well, I guess an immovable rod should suffice to barricade the door. Now, if THAT is not enough, we were doomed anyway, so there's no need to worry."
- There are TWO cleared out, well-used paths, not just the one you came through.
- After coming through the "Stee-door" and closing it, three of the circles were lit. It is logical to assume that if you want the get back to the lake, you want those three circles to be lit.
- It is the case that the same door goes to both the underground lake and to where Stee originally came from. He is correct about that.
- Stee saw the doors activate before going through them and ending up by the lake. So there was very much likely only time for one activation between the doors closing on him and the reactivation. That should give you the number of lit circles to look for to get back to where Stee came from (if you wanna send any animals back there).
- There is no guarantee that the morlocks originated from the "Stee-door". Do remember that there is a second well-used door passage.
Finally, how this all works had a bit of an evolution to it, so the whole backstory isn't perfectly consistent. However everything since the group entered has been.
When you found the panel the first time, there were three circles lit (the left side). Since the circles don't light up until activated, and stay lit after deactivation, it is most likely that is the configuration for getting to the lake from Doors #8. Likewise, there was no chance for multiple activations between Stee's entering the room (from the villagers) and his leaving the room (to the lake). It is likely, therefore, that Stee came through on the immediately previous activation (i.e. with two circles lit).
Once Grin activated it for the first time, while you were there, the fourth circle lit up. You didn't find anything special with fourth circle lit. You opened all of the doors, and closed all of the doors, thereby forcing that activation to end. The doors that opened were shown on that little "map" with the different colors for the various doors. The five sets of doors that opened to something were only to caverns of various shapes and sizes that all appeared to be empty. (The other five opened to a blank wall.)
Stee activated it for the second time, which caused the fifth circle to light up. (The only circle not lit was the middle one on the right side.) Brewner specific chose to check Doors #9, which was a door that had opened to a blank wall on the previous activation. This time it opened up to a room (not a cavern) and is where you found Yoci. Because she was so worried, Brewner figured out how to deactivate the panel without opening and closing all of the doors. This means you know nothing about any of the doors other than #9 for this particular activation.
Now, Brewner wanted to activate the panel again, and said he did so. However, I asked if you wanted to barricade any doors first, so I am assuming that Brewner has not actually done the activation move yet. And before we could get back to Brewner activating the panel again, we got derailed with the animals. (Not a complaint. Just stating what happened.) Let me know when Brewner chooses to do the activation he wanted. Once that is done, I will tell you the six circle lights up, and you can have Yoci check on direction with her holy symbol.
Also, Stee does try to swipe right to left while the panel is NOT activated. It doesn't do anything. (It's like turning a light switch that is "off" to "off".) There is no sensation under the finger until it is on the left-most point, when the light appears under his finger. (When he then pulls his finger back, so as to not activate it before they want to.)
I hope this helps!
(Which is theoretically one path to her city, but would require fighting your way out of a duergar stronghold. Which I assume you'd rather not do.)
EDIT: See below ...
Yoci
Door 12 is also very used but we are not sure with wich cycle
-What is an "activation"? I thought it meant swiping the bar (the groove you called it?)
-Once we activate the thingie, does trying out all doors cause it to deactivate? If this is true: Is this apparent to us as characters? (Also, why? OOC that confuses me a bit)
"I would love to see where every single door takes. Perhaps we should try opening them all before you change the number of lights? Just for funsies, though you should get your axe ready just in case. Also, Brewner, did I hear you murmur 'Stee cycle'? I guess you're right, if we want to release the animals, we might want to try to get the thingie to two lights, which apparently was the the number of lights when Stee came in, so it should lead out of the underdark."
I dont know if we can manipulate the circles that are ativated or if only goes in order.
If everyone wants to move on Brewner will activate/desactivate until there are 2 circles on the panel (Stee origins)
Ok, let's do this. Ealdwig pulls his sword and gets ready.
The group does not hear or see any activity at the doors and Yoci tries to detect. She finds that there seems to be some indication from Doors #3. She then moves to the doors and opens them. It opens into a long cavern that winds off into the distance. She confirms that this is a valid path, but the indication is weak, meaning this is quite a distance away. She then closes the doors and Brewner deactivates the panel again.
Returning to their positions, Brewner activates the doors one more time. The moment the groove is again lit, all of the circles except the very top one are extiquished. So now only the top circle and the long groove are lit. Yoci tries to detect again. This time she gets a stronger pull toward Doors #7. However, before they get a chance to check it out, they hear noise at Doors #12. There are obvious attempts to open the door and the sounds are getting more an more frantic. Since you now know that you can repeat the cycle when you want, and since you want to go to the next cycle anyway, Brewner immediately deactivates the panel before anything bad can happen.
Resuming positions, Brewner activates the doors again. The long groove is again lit, and now the top circle and the left circle on the second row are lit. You wait for any activity, but none is forthcoming.
Ride now! Ride to ruin- ahhhh! he falls off Havoc, hard on the floor.
Rolls
Goat rider - (1d6)
(1) = 1
He then turns to Yoci "Yoci does your talisman give you any direction in this cycle? unfortunately we could not linger in the last cycle, but i am aware that you had a strong pull from the talisman"
After Yoci responded, Brewner approaches Stee "Dear Stee, take a look at door 8, does the other side look familiar?"
Rolls
Listen for noise - (2d6)
(23) = 5
Yoci
Stee does not hear anything going on, and so opens the door. It takes a few moments, but the area beyond the door does look familiar. He is sure it is the same room that he originally entered from.
"Stee is the city you helped away from this entrance?"
Oliver decides to test that out with another wine flask as soon as they open Stee's door.
Grin ties Havoc up and starts transporting animals out of the door.
Sephek Kaltro
After a quick greeting, he asks for the chickens to not be released so they can be more easily be transported. He does send the sheep and dog on back, as he trusts the dog to guide the sheep back and keep them safe.
"Now that you made it back, are you coming back down to impress the others? I am sure we can have a pretty impressive celebration for what you've done for us!"
Is there any way to pass specific locations, such as the lake? Can you just swipe quickly so there is no time to get the door open? Ealdwig pauses a few seconds, tilts his head and looks up, does anyone know if these doors only lead to the underdark, just different locations? After we get Yoci back home, the only way out of here that we know of is through the lake. There are now Morlocks at the door to the lake. How are we going to manage that? Any ideas?
The thread will work to get you back to the doors, but without someone there to try and keep the doors open, or better yet, someone staying in the cavern, it is always possible there is some kind of time limit where they will magically and automatically close, forcing you to wait for someone else to trigger the cycle. Basically, once everyone leaves the cavern, there is no guarantee you will ever be able to get back into it.
Yes, getting back home is a concern, but remember that you always have the fail-safe of the gem. As long as you can find a matrix node, you can always get back. Heck, maybe Yoci knows something about that, if you ask ...
"However, know that we will likely not meet again, because the reason I am here is to destroy the doors. I doubt I can do anything to them right now, but once you leave, they seemed like ordinary doors. I am going to chop them down so we don't have to worry about those nasty creatures ever again. Good luck on your journeys and may the gods be with you!"
With that Sephek makes sure the sheep and dog are on their way, releases the cats (figuring they can make their own way at this point), then helps move the chicken cages out of the cavern into the small entry cave on the other side of the doors. "I'll have to get some help to carry these all back, but that won't be a problem! Again, thank you all for your help solving this mystery."
Sephek nods in acknowledgement and waves as the group reenters the cave. With the doors closed, Oliver can still sense the alcohol, as it is right on the other side of the door. While he waits at the door, Brewner goes to the panel and deactivates it. As expected, the moment that Oliver sees the light flash, he can no longer sense the alcohol. His experiment completed, he retrieves the rod from doors 12, and moves it to doors 8 as planned. At that point, Brewner activates the panel again. Strangely, they don't hear any movement on the other side of doors 8.
"However, know that we will likely not meet again, because the reason I am here is to destroy the doors. I doubt I can do anything to them right now, but once you leave, they seemed like ordinary doors. I am going to chop them down so we don't have to worry about those nasty creatures ever again. Good luck on your journeys and may the gods be with you!"
With that Sephek makes sure the sheep and dog are on their way, releases the cats (figuring they can make their own way at this point), then helps move the chicken cages out of the cavern into the small entry cave on the other side of the doors. "I'll have to get some help to carry these all back, but that won't be a problem! Again, thank you all for your help solving this mystery."
Sephek nods in acknowledgement and waves as the group reenters the cave. With the doors closed, Oliver can still sense the alcohol, as it is right on the other side of the door. While he waits at the door, Brewner goes to the panel and deactivates it. As expected, the moment that Oliver sees the light flash, he can no longer sense the alcohol. His experiment completed, he retrieves the rod from doors 12, and moves it to doors 8 as planned. At that point, Brewner activates the panel again. Strangely, they don't hear any movement on the other side of doors 8.
Yoci tries to detect a path. "The only indication I can feel is through doors 8, but it isn't as strong as the last one I felt. That likely means using this path will be longer than the other path."
Sephek Kaltro
Oh yeah, the other goat was sent on its way, too. It seemed to just tag along with the sheep. Interestingly, Havok doesn't seem to be interested in heading out, much to Grin's delight. Wreck intended to go with the other dog and sheep, but as it was tied up, it stopped. It doesn't seem upset, however, so that's promising.
Goodbyes are said and Oliver places a small flask just outside the door. To Sephek he says, "Please leave this alone for a few minutes. I am trying an experiment. This is just a small flask of undrinkable alcohol I can use to try and detect using my magic circlet," he points to the circlet on his head. "Once we close the doors, you will shortly see a flash of light between the doors. Once this happens, please wait a minute or two. After that, you may start hacking away."
Sephek nods in acknowledgement and waves as the group reenters the cave. With the doors closed, Oliver can still sense the alcohol, as it is right on the other side of the door. While he waits at the door, Brewner goes to the panel and deactivates it. As expected, the moment that Oliver sees the light flash, he can no longer sense the alcohol. His experiment completed, he retrieves the rod from doors 12, and moves it to doors 8 as planned. At that point, Brewner activates the panel again. Strangely, they don't hear any movement on the other side of doors 8.
Oliver bowed ceremoniously to Felix.
After bidding farewells and experimenting with the doors, Oliver responds to Stee's idea:
"That sounds like fun! I want to see what's behind all the other doors. Besides, I agree that's the most practical approach for Yoci's search. The experiment just proved that we become spatially disconnected from the other side of the doors when the panel is deactivated... so not even a magic amulet could detect nearby objects on the other side as long as the panel has the wrong number of lights. Wellp! Not really surprising, no."
"...though it does beg the question of whether we are in a pocket dimension or something? This is some funny and powerful magic."
Also, please understand that resuming this is not a problem. In fact it will absolutely help me with handling things. I am sorry for what will basically be a weeks delay, but I am very eager to get going again.
Thank you for your patience and understanding.
I'll move this along just a bit to give you the information you are seeking for.
Brewner runs the panel. Oliver runs the rod back and forth between Doors #12 (one circle), #8 (three circles), and #9 (five circles). The others spread out to watch for any unexpected activity. No one opens any doors this cycle through, as it is purely being used for Yoci, standing in the middle of the cavern, to detect any paths.
After cycling through completely, they intentionally end on the setting with two circles (where Stee came through originally). They find the following, some of which are repeats confirming what was found before:
- The strongest indication was through Doors #7 with one circle. This is the same one where there is banging on Doors #12. All of the others are noticeable weaker than this one.
- The next strongest is Doors #8 with three circles. This is the path back to the lake. However, you distinctly do not hear banging on Doors #8. So either they are not watching, or they are no longer there.
- The next strongest is Doors #9 with five circles. This is the door to where Yoci was held prisoner.
- Two other doors show the weakest indication, which are Doors #6 with four circles and Doors #3 with six circles.
She doesn't feel any pulls from the other doors, so those likely won't lead her back.
Since you end on the cycle with two circles, Stee absently checks Doors #8 and sees only a smooth stone wall behind them. Apparently Sephek kept his word and broke the doors, thereby disabling those doors for this cycle.
I don't know how long this has all taken. I am going to assume that you are all resting while making a decision and before heading out. It is probably the safest place you will be for quite a while, so it makes sense to get a good night's rest while you can. We'll say that the King makes this suggestion.
You will also want to decide if you are going to leave the room active or inactive. If you leave it active, then anyone that might trip across one of the active doors could enter the cavern. Alternatively, you could make sure you open and close all of the other doors before exiting, the when you close the doors on your exit, the cavern will be inactive. It is unlikely it will be permanently lost, but it will prevent anyone from using it for at least a little while.
Oliver paused and looked around at his companions, trying to read the room.
"...or would you rather lock the door behind?"
I was waiting for everyone to comment before continuing. I will move things forward sometime on Monday if no one else comments. Right now, it sounds like you are doing the Lake doors, which is cool. It means you might find out what happened to that group of Morlocks who haven't been bothering the door lately.
With everything prepared, the group is ready to move through Doors #8. Oliver removes the rod and the doors are opened and the group proceeds through.
As soon as he gets in, he takes out one flask of shiny lichen, to serve as natural and not-so-suspicious light.
You look around just to be safe. No one is hiding, and it doesn't appear that the morlocks ever made camp or anything. You move down towards the lake a bit and see the dock as before, but the chuul's body is now gone. No sign of the ship is seen, though you figure if you wait long enough they'll pass by again.
While wearing this medailion you have advantage on hearing tests and can hear through barriers you are next to.
Rolls
Listen test - (3d6)
(646) = 16
Just before following in Yoci's pointed direction, Oliver approached the lake and looked around.
"Right. Last time I forgot to find out how acid or salty this water was. Just harmless curiosities about the underdark."
And he produced and filled two vials in the water, and a third one, which he promptly tasted.
He winced at the taste, and then hurried after the rest.
You do not find anything else of note within the cavern.
As you press on, you find the path frustrating and difficult. You see at least two spots where an ambush could have been prepared and obviously that didn't happen. You deduce that the morlocks didn't expect you to come back and likely knew another route to somewhere useful to them.
After over two full hours of wandering and squeezing through the path, it finally opens into another very large cavern. This one, however, immediately shows indications of activity, unlike the previous one. Fortunately, the entrance into the cavern is set up relatively high, giving you a moderately protected view with a great vantage point. As you array along the edge of the path down, you can see that the path down has been modified to allow fairly safe foot traffic. It also dawns on you that farther down, where you don't have a good view, is a source of persistent and extensive light, but at a fairly low level. Carefully looking about you do see what appears to be a guard post about 100 feet away from the bottom of the path down, pretty close to where the cavern bends into the source of the light.
Yoci
When Felix left, he didn't take is communication crystal because it would be worthless to him. I'm gonna assume you gave it to Yoci to use while she is with the group.
"What's a surfacer animal doing down here?" asks one to the other.
"Who cares!?" replies the other, "Quick! Grab it! Dinner awaits!"
Startled, but realizing the danger he is in, Havok turns around and runs straight for Grin!
He whispers to the communicator: "I can cut out their escape route with a liiiitle bit of fire."
The Shattering alerted people's memories and created the modern languages, similar the the tower of babble. These new languages share many words from their common origin, about 25%, so many are almost like different dialects with they have very different pronunciation and accents.
After the Shattering all but priests, clerics, and mages, lost knowledge of the ancient high script and most civilized races developed a new high script
Rx Fey speak gaelic but understand ancient English from before the Renaissance and most others speak common which is more like a English with multiple accents based on race and region.
"We had encountered some Goblins before they seem to speak our language"
He also nods towards Yoci "Yes i would like some answers"
"But speaking of food... there's no language barrier a bit of food can't cover."
Oliver took a large flat stone from the floor, and magically supported it in the air with the unmovable rod, whose end sides he opened to support the stone. He then took out some rations and a waterskin and laid it on the improvised table. Finally, as a decorative touch, he sprinkled the table with bioluminescent moss from his flask.
"When the goblins get here, let's invite them to eat. We could pretend we've been here for a while so it doesn't seem that suspicious."
Both goblins quickly compose themselves and take a defensive stance with their goblins swords drawn, boldly stating, "Who goes there!? Show yourself."
"We don't get many surfacers around here. We control this entire cavern, so if you want to pass through, you'll need to show yourself. Otherwise, try a different path."
"We don't get many surfacers around here. We control this entire cavern, so if you want to pass through, you'll need to show yourself. Otherwise, try a different path."
One of the goblins responds, "We saw some morlocks slinking by a day or so earlier, but they know better than to try anything with us.
"So, do you wish to pass through, or are you going to slink on by like the morlocks?"
Yoci motions to Ealdwig that they need to pass through.
If Ealdwig takes a glance at Yoci to see her reaction, she shrugs her shoulders. She can see they need to pass through, but is not familiar with this group of goblins.
Psybermagi taught me that!
The second goblin smirks, but appears to be more serious about the question and says, "No, no, no. The guide is just to get through our area. As a bonus, we'll point you in the right direction after you get through our area, but the guide isn't going to leave our area."
"Would you care for a quick snack break? We could further discuss this deal, and besides, we had just set an improvised table to stop for some minutes. If you doubt the quality of any food, you can have the Duende taste it first, no questions asked."
"So, do you want a guide or not? Come on up to the gate and we can assess the fees and get you on your way."
Addressing the goblins, um excuse me,[b] Ealdwig holds up a small index finger [b]I don't want to upset the apple cart or anything but 10gp each seems to be a pretty steep price. Do we each get our own guide? Looking around at the group, if not and there is only one guide I'm think 10 gold total should be a good price. 10 gold pieces for an few minutes work sounds like a good deal to me. Pointing at himself, I wish I made that much.
And Ealdwig should know how expensive goblins can be ...
Rolls
Charisma - (3D6)
(436) = 13
Glad Brewner is here.
Rolls
Charisma - (1d6)
(1) = 1
The first goblins says, "Or, hear me out, perhaps you leave the four legged creature with horns behind with us, and we'll get one of our friends to serve as your guide. He's more knowledgeable than the younglings and he's very hungry ..." Thinking for a moment, he adds in, "Plus it'll save you 5 gp, as that is one less creature going through."
"I don't think the goat is going to properly enjoy our guide's underdark tour. Perhaps we can agree to skip making the goat pay?"
How dare you insult the Queen of Horns! he gestures back to Havoc. You will pay for your insolence by passing the challenge of the cups! when he says "cups", he uses his Belt of Trickery to make his eyes flash green.
He pulls out some cups from his pack (two cups and a bowl) and shows them to goblins before carefully placing them upside down on the stone floor. He puts a hand into his pocket and pulls out a fist. He opens the fist to reveal what looks like a small silver marble in his palm. He quickly lifts one cup tilts his hand and the marble appears to roll under the cup. He puts the cup down again. And carefully mixes up the bowl and cups, trying to seem mysterious and tricky.
If you can guess where the marble is, we will pay full price for all the creatures in the party. If you cannot guess where the marble is, we pay only 3 gold each, not including our furry companions, Wreak and Havoc. he gestures at the dog and goat.
Consider me generous. he tries to look serious and stoic, looking to the others for some backup.
Rolls
Shenanigans - (2d6)
(24) = 6
Blessed mask reroll - (2d6)
(63) = 9
After an uncomfortable silence, the goblins both let out a pretty long cackle and the second one says, "That was a fun diversion. Thank you for that. Tell you what. Pay 35 GP total and one of the younglings will guide you through." The first goblin adds, "The youngling will be my nephew, and he's annoyingly clever."
For the record, they didn't know the marble was an illusion. Instead, they just assumed you used a real marble and rolled it out like is normally done. I.e. like they would have done it. I hope you don't mind my trickery here. I've always wanted to do this as the one being challenged. That I do it as the GM could seem unfair, but, really, this should be pretty common knowledge to many mischievous types.
The first goblin then disappears for a few moments while the second goblin hands out the pendants. After several minutes, the first goblin reappears with a shorter goblin. He introduces the new goblin to the group. "This is Serk. He is my nephew and will be your guide through our territory." Turning to Serk, he says, "Serk, you will take these fine people to the exit that leads in the direction of Brahdhavehl. If there is anything that they want to look at along the way, help them. You are not to leave them until they make it to the exit. Do this, and I will give you 10 silver for your efforts. Do you understand?"
Serk looks at the group, then back to his uncle and nods his head. "Yes, I understand. I will do as requested."
With that Serk leads the group away from the gate into the settlement. It takes a couple of minutes to get into position, but when you do, you look out into a large cavern that is an amazing warren of ledges, platforms, and walkways. There is torchlight (or magic that approximates such) everywhere. There is no apparent organization to the structures or walkways and it would be trivial to get hopelessly lost in there. Each piece is simply constructed using something that approximates wood, actual wood, sinew, and simple nails. However, the whole together is hopeless complex. It looks like it should all just collapse in on itself, but instead appears to be surprisingly sturdy. As your eyes take it in, you can see where there are little shops, businesses, smithies, food marts, and more you don't immediately recognize yet. There are also dozens of goblins all going about their business, of which there appears to be plenty. You do notice a few non-goblins about, but they seem to be rare.
"I've always been told that surfacers have such a delicate palate. We have some of the most amazing food stalls and types of food you can imagine here! But I doubt it will be to your liking. I'd be happy to show you if you want!"
(Knowing that Grin will agree before anyone can protest ...) With Grin's prompting, Serk leads the group into what can only be called a maze to outsiders. It winds around and in and out of itself. While the building materials are simple and the techniques used are, uh, slapdash at best, it still has a sense of beauty and wonder about it. It is pretty complex. And while the entire structure moves and creaks and gives in alarming ways, it doesn't collapse somehow. In fact, there doesn't seem to be any visual evidence of recent collapses, so that should buoy the group's confidence of getting through without mishap.
He finally brings them to a small market area that seems to be a food court of sorts. There are around a half-dozen stalls set up with various food-related items all for sale. There are lots of different pickled items, so of which you wouldn't have thought could be pickled. There are centipedes of various sizes cooked on skewers. There are insects the size of Grin's hands that have been cooked in various ways, including boiled, roasted, and grilled. There are some various worms and other subterranean creatures that have been cooked similarly. And you see fungi. You had no idea there were this many different types of fungi and this many ways to prepare the fungi, but it is all before you. If you thought that the only edible fungi were some mushrooms, this would disabuse you of that notion. (Whether it is a good idea or not is a separate issue.)
With the array before you Serk eagerly shows you different items and things that he prefers, offering comments on many of the items before them. For what it is worth, Yoci seems interested in some of the items. While there are many things she won't touch, there is still enough here for her to be satisfied with.
To no one in particular, never in my wildest dreams did I ever expect to see something or someplace like this. Wow!
… At the food location - Uhhh, Serk - here’s a piece of silver. Get as much of all your favorite foods for me and for you. My boy, we’re about to feast like goblins… also, what kinds of feed do you all use for your creature companions? My goat is a hungry one.
Let's assume the rest of the group, with Yoci as their guide, is able to find some things that are reasonably palatable.
Rolls
Gold (1), Silver (2) - (1d2)
(2) = 2
Serk
"I understand," says Serk. He after what seems like an hour of winding tunnels, paths, and passageways, he guides them to an opening that leads away from the Goblin's Home. "That is probably the best way to get to Brahdhavehl. It isn't safe, but it at least keeps away from the duergar. Unfortunately, they tend to have wide-ranging patrols, so you still might meet a band. Hopefully you won't run into them. Besides them, watch out for the derro. They are insane and you never know what they might do next. They could be friendly, neutral, or outright hostile. Totally unpredictable. Normally I would say the kobolds aren't hard to deal with, but with her," motioning to Yoci, "in your group, they will likely be hostile. Be prepared for that. Other than that, you could run into various random creatures." He smiles and finishes with, "Or so I've been told. I have not wandered far from Home, so aside from some kobolds and derro, I have not run into any of that. Good luck on your travels."
When Ealdwig shakes his hand, Serk smiles and, without looking, quietly palms the coin into a safe place. "As tempting as the offer is, I cannot accept. I am still too young to wander that far away. Maybe in a couple more cycles I will be old enough. Again, I wish you the best on your journey. May your gods protect you."
And with that, they group is on their way. Unlike in the Goblin Home, this is now reverting to total black. Those new torches will come in handy right away, it would appear. Yoci checks with her holy symbol and confirms that this appears to be a good direction and they head off.
I'll soon make a follow-up post to start the next phase, though feel free to make comments or adjustments if I missed anything that needed to be done or something like that.
"The Warren is unlike anything I've ever seen before, Serk. Makes me want to meet a goblin engineer one day. Thank you for this tour."
As they parted their ways, Oliver readied his bat and munitions, and offered some to Yoci, to complement the sling he had lent her.
"You mentioned you could hold yourself with the sling, right Yoci? Did you ever hunt?"
Unable to turn off his inner monologue, Yoci seems to have quite a few "enemies". I hope that isn't an omen or something.
Yoci
Yoci responds, "Our primary enemy are the duergar that destroyed our previous home. However, orcs and dwarves pretty much hate each other by rule, so both our ally dwarves and the duergar fight orcs whenever two groups meet. Likewise, gnomes of all kinds and kobolds have historically hated each other too, so those such meetings tend to result in violence, too. Honestly, most organized groups in the Underdark don't mix well or get a long. The main exceptions are that the mountain dwarves and svirfneblin generally get along, and the goblins and derro are wildcards. Other than that, it is general 'eat or get eaten', unfortunately."
You continue on for another couple of hours, when you reach a large cavern. It appears to be around 100 yards long and 150 yards wide, at least according to Grin's amulet. It is filled with a fungal forest. There are dozens of different kinds of fungi, some tall as trees, the rest ranging in size from a shrub down to just a thin layer on the ground. It seems to be its own little ecosystem within the cavern.
Rolls
Perception - (3d6)
(214) = 7
However, you are restricted from going in any particular direction. Do you want to follow one of the walls around, or do you want to go generally through the center?
He lets Havoc him forwards into the growth.
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(341) = 8
With Brewner's words, Oliver keeps the smile and good humour there, but gets into a more alert disposition.
"Perhaps we could walk next to the wall to make sure no one can sneak behind our backs. Except a giant wall-crawling spider, of course, but what are the odds amirite?"
He grins as he approaches the wall.
"Besides, maybe I can climb a little and get a better view of what lies ahead."
Oliver uses the immovable rod and its side handles to help him climb the wall, and then looks around.
"Something appears to be moving among the smaller fungi, towards the center of the forest."
Is the creature moving towards the torch I threw?
Settling down, finally, Ealdwig says, guys, I can try to climb one of the mushrooms if you think it's worth it. I can also use the my acrobat pole to get 10' up the wall if you want. Ealdwig gives a little shrug with his right shoulder.
Yoci knows nothing about that cavern.
After about three quarters of the way around the wall to the far end, you thing you see the shaping of an exit relatively close. However, at the same time you finally hear movement coming from deeper towards the center of the cavern, and the noise seems to be heading toward you.
Rolls
listen - (2d6)
(15) = 6
Rolls
listen - (2d6)
(44) = 8
"When you make contact, let us know if you need some shots to cover your backs. Or fire. Fire's nice."
Oliver, Grin, Ealdwig, and Yoci find the exit blocked by a patch of weird fungi that are purple, roughly shaped like a mushroom, but have several lashing tendrils each. They aren't moving, but there are six of them and they are blocking the exit you want to use.
On the other hand, Brewner and Stee face a different threat. These are amulatory fungi shaped kind like an upside-down bell. These also have long, whip-like tendrils. Stee did hear them, but they did not sound like anything he has ever heard of before. And two of them are moving straight toward Brewner and Stee. In the distance, it sounds like there is other movement, too, but it will be a handful of minutes before they can arrive.
Brewner and Stee need to roll for initiative, as these things move as well as you do.
Rolls
Initiative - (2D6)
(31) = 4
someone light this on fire! he points at the area he threw the flask at.
Rolls
Initiative DC:5 - Basic - (2d6)
(11) = 2
Rolls
To hit, lasso - (2d6)
(51) = 6
"I'll get an answer to that in a moment, Stee!"
And with this, he bats blazing rocks into the oil.
Action1: fiery rock
Action2: fiery rock/move
Using quickshot to load-n-bat two rocks at most. If the first rock hits, omit the second attack and let that action be a movement towards the exit instead.
Rolls
Fiery rock 1 - (2d6)
(56) = 11
Fiery rock 2 - (2d6)
(16) = 7
Attack
Rolls
Attack - (3d6)
(624) = 12
Rolls
Attack with pole - (2d6)
(56) = 11
Brewner successfully attacks the other Bell Fungus, seriously wounding it. In responds this Fungus whips at Brewner with two tendril attacks. Both hits strike true, each damaging Brewner as a result! (-2 HP total)
At the passageway entrance, the others are tangling with the Purple Mushrooms. The Mushrooms are arranged in a patch, so not all of them can reach you from their present position. However, you see them start to move towards you! The throw oil successfully splashes on four of them, and when ignited each take a point of damage, looking a bit singed.
Oliver can't move forward toward the exit, as the Purple Mushrooms are in the way. I am going to assume the second roll was just an attack at the Mushroom Ealdwig is facing. Which conveniently hits! This leaves this particular Mushroom looking particularly wilted. Ealdwig then sticks his pole in the Mushrooms top, completely deflating it. (It's dead now.)
Rolls
BF Save Check to Free from Lasso DC:5 - Basic - (2d6)
(44) = 8
BF Sport Attack! DC:5 - Dis - (1d6)
(2) = 2
BF Tendril Attack 1 DC:5 - Basic - (2d6)
(46) = 10
BF Tendril Attack 2 DC:5 - Basic - (2d6)
(46) = 10
BF Spore Attack (Brewner) DC:5 - Dis - (1d6)
(2) = 2
Number of Purple Fungi hit by Oil - (1d6+1)
(3) + 1 = 4
Havoc says: Meow
Grin looks at Havoc, bewilderment spreading across his face.
Rolls
Crossbow - (3d6)
(612) = 9
Rolls
Vaulting (acrobat ability) - (3d6)
(435) = 12
There are five Mushrooms left (from the original six). The one Grin hit with his crossbow is looking particularly wilted. There are two additional singed Mushrooms and two untouch Mushrooms.
The two untouched Mushrooms (which were the farthest back) stop moving and attack Ealdwig. Because of their abortive movement, they each only get one attack this Turn. One of the attacks misses, but the other hits! Ealdwig takes one damage and now must make a Save Test or be poisoned! (If you fail the test, you will be at Disadvantage until you make a Save Test.)
The wilted Mushroom makes two attacks on Grin since he is the closest target. One of the two attacks hits and Grin takes one damage and now must make a Save Test or be poisoned! (Works like it does with Ealdwig.)
The other two are still moving. Since they are so slow, their movement takes both of their Actions. Next Turn both Grin and Oliver will be in range for Mushroom attacks unless you move. Yoci was farther back, so she's safe next Turn.
End of Turn 1, Start of Turn 2 and players go first.
Ealdwig is in a 2-on-1 situation and must Save or be at Disadvantage on his rolls until he makes a Save in a following Turn. He can always move away if he needs to keep distance.
Grin and Oliver are now in range for attacks from the three Mushrooms after them. All three of these Mushrooms have damage on them, one more than the rest. Yoci is currently outside their range, but depending on what movement happens, that can change.
Rolls
Yoci Sling Attack DC:5 - Basic - (2d6)
(33) = 6
PM 5 Attack on Ealdwig DC:5 - Basic - (2d6)
(31) = 4
PM 6 Attack on Ealdwig DC:5 - Basic - (2d6)
(46) = 10
PM 2 Attack on Grin DC:5 - Basic - (2d6)
(46) = 10
PM 2 Attack on Grin DC:5 - Basic - (2d6)
(34) = 7
Rolls
to hit - (2d6)
(44) = 8
Also, telling your pet to attack is a zero Action item. You still have a second Action.
EDIT: I am going to be generous and say that Wreak has 3 HP. It should probably be only 2, but I am giving him 3 as a small buffer. Havok, on the other hand, only has 2 HP. They are both squishy.
Rolls
Crossbow - (3d6)
(334) = 10
Rolls
Focus+ Attack - (3D6)
(463) = 13
Rolls
Agile Defense (evade) - (3d6)
(113) = 5
Attack with pole - (2d6)
(26) = 8
Oliver proceeds to swing twice at the damaged fungi nearby.
Actiob 2: swing bat with moar berserk
Let me know if I'm not close enough to attack in melee. I'm assuming I am, since I am in range to them as well.
Rolls
Savage bat (2dmg) - (1d6)
(3) = 3
Moar savage bat (2dmg) - (1d6)
(6) = 6
Brewner's second blow crushes the damaged Bell Fungus and it collapses in a cloud of spores. (This could is not an attack like the other one used last round. It's just a thematic death display.)
Wreak's attack succeeds, damaging the previously undamaged Bell Fungus. However, since Stee is changing weapons, this releases the trapped Bell Fungus from the whip. It strikes back at Wreak (since that is what damaged it) and it spouts out a new cloud of spores.
The straight attack on Wreak missed. However, both Wreak and Brewner need to make a Save Test or suffer Disadvantage until they do make a successful Save Test.
Rolls
Tendril Attack on Wreak DC:5 - Basic - (2d6)
(43) = 7
Spore Attack against Stee DC:5 - Dis - (1d6)
(2) = 2
Spore Attack against Wreak DC:5 - Dis - (1d6)
(6) = 6
Spore Attack against Brewner DC:5 - Dis - (1d6)
(5) = 5
Ealdwig damages one of them. However, these things are very slow, so they are having trouble keeping up. As a result, they only get a single attack off each.
One attack potentially lands. Ealdwig needs to make an Evasion roll which, if failed, needs to be followed by a Save Test.
Rolls
PM 5 Attack on Ealdwig DC:5 - Basic - (2d6)
(63) = 9
PM 6 Attack on Ealdwig DC:5 - Basic - (2d6)
(23) = 5
Grin moves back and keeps Havok out of harm's range. His one attack misses.
Yoci loads and fires her sling ... and hits! She damages one of the Mushrooms, which is now looking in pretty bad shape. She will be in range next round, so she will have to either move or fire next round.
Oliver is in range and makes two attacks. His attack lands and he takes out the most damaged Mushroom. Also, since he is the only one in range, the last two Mushrooms both attack him and move to follow the others. Both attacks land! Unfortunately, that is two more damage points. Fortunately, once poisoned, you're just poisoned. They don't "stack".
On to Round 3. Do note that one of the Bell Fungi and two of the Purple Mushrooms are now dead. The remaining Bell Fungus has been nicked. One of the remaining Purple Mushrooms is badly damaged, two are damaged, and one is unscathed.
Rolls
Yoci's Sling Attack DC:5 - Basic - (2d6)
(61) = 7
PM 3 Attack on Oliver DC:5 - Basic - (2d6)
(65) = 11
PM 4 Attack on Oliver DC:5 - Basic - (2d6)
(16) = 7
Rolls
to hit,to hit - (3d6, 3d6)
3d6 : (635) = 14
3d6 : (516) = 12
Rolls
Save with Resolute - (3d6)
(216) = 9
Rolls
Focus+ Attack - (3d6)
(352) = 10
Grin fires two shots at the purple badshroomies.
Rolls
Ricky (Crossbow) - (3d6)
(262) = 10
Bobby (Crossbow) - (3d6)
(545) = 14
"Mashed mushroons incoming!"
Action 2: moar mashed mushroom
Rolls
Mash mushroom (berserker, 2dmg) - (1d6)
(6) = 6
Mash mushroom again (berseker, 2dmg) - (1d6)
(3) = 3
Stee and Brewner utterly destroy the remaining Bell Fungus, which crumples into a harmless cloud of spores. Before they can enjoy their victory, they hear that the shuffling noises getting much closer.
Oliver and Grin dispatch the two remaining Purple Mushrooms they are battling. However, they can see that Ealdwig is being (slowly) pursued by the remaining two 'Shrooms.
(Once Ealdwig acts, we can finish Round 3 and start Round 4.)
Rolls
Agile Defense (evade) - (3d6)
(524) = 11
save test if necessary - (2d6)
(55) = 10
Attack with pole - (2d6)
(22) = 4
2nd attack - (2d6)
(26) = 8
Ealdwig avoids the attack that almost hit him, and inflicts another point of damage on the damaged Purple Mushroom. Unfortunately, it still stands. Of the two remaining Mushrooms, one is looking very badly damaged, and the other is untouched.
At the end of Turn 3, all of the opponents, except for the two attacking Ealdwig are now defeated.
Turn 4
Stee and Brewner will have to move twice just to get into visual range of the others.
Oliver and Grin may eithe rmove and attack on the Purple Mushrooms attacking Ealdwig, or they can just not move and hit with ranged weapons.
Oliver bats two fiery rocks at the slightly damaged mushroom next to Ealdwig.
Rolls
Fiery rock 1 - (2d6)
(55) = 10
Fiery rock 2 - (2d6)
(64) = 10
That's three hits! Go ahead and make three Evade rolls and Save Tests for any Evasion failures.
Rolls
PM 5 Attack 1 DC:5 - Basic - (2d6)
(14) = 5
PM 5 Attack 2 DC:5 - Basic - (2d6)
(62) = 8
PM 6 Attack 1 DC:5 - Basic - (2d6)
(51) = 6
PM 6 Attack 2 DC:5 - Basic - (2d6)
(65) = 11
Rolls
Bang! (Crossbow) - (3d6)
(551) = 11
Bang! (Crossbow again) - (3d6)
(543) = 12
Rolls
Agile Defense (evade) - (3d6)
(156) = 12
Agile Defense (evade) - (3d6)
(261) = 9
Agile Defense (evade) - (3d6)
(132) = 6
Also, let's see if Yoci can help ... Nope. No luck fee her this round.
Rolls
Yoci Sling Attack DC:5 - Basic - (2d6)
(22) = 4
Also, I am assuming you are quickly moving into the passageway and out of harms way. If you want to do something different, just say so and I will modify this post and make a new one with the intended actions.
Brewner and Stee hear more movement and closer movement behind them as they rejoin the others. Taking the hint, you quickly enter the new passageway and continue down it far enough to make sure you are not being followed. Given that the fungal growth is pretty much only in the large cavern, you are not followed out of the cavern and are able to take a rest once safely far enough away from the fungal threats. Once you are safe, Yoci heals everyone (including Wreak) back to full health while everyone else rests from their encounter. Once everyone is healed, Yoci checks to make sure you actually exited from the passageway you needed to, and that appears to be the case.
Rolls
Posion Save Test DC:5 - Adv - (3d6)
(352) = 10
First Attack DC:5 - Basic - (2d6)
(51) = 6
Second Attack DC:5 - Basic - (2d6)
(62) = 8
Oliver walks in a small circle muttering to himself.
"But where do they eat from? They didn't have a mouth. Ah they probably sap you through their tendrils. But what if..."
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(152) = 8
Yoci
You have made sure to get some distance away from the Fungi Cavern and are now resting for a bit in a wide area of the passage. While everyone else is catching their breath, and Yoci is making sure everyone is healed up, Brewner does some brief scouting up ahead. He returns and tells you that there is a fork in the path ahead with the passageway splitting into two different directions. You all get up and head to the fork in order to choose which way to go. Yoci pulls out her holy symbol to try to see if one path shows shorter than the other, but she gets no clear indication one way or the other. It apparently doesn't matter which direction you head.
Before moving on, Yoci stops up short. Looking at the edge of the edge of the passage wall shared by the two passages, she points to some markings and says, "That is kobold script. I can't read it, but I definitely recognize the characters." When you look closer, you see that there is indeed some kind of writing scratched into the wall's surface, and right under it is a clear sideways arrow pointing to the left side. "I don't know if it is saying that kobolds should go that direction, or if they should not go in that direction."
While catching his breath, Oliver smells around to try to feel some distinctive kobold stench.
Rolls
Heightened smell - (3d6)
(163) = 10
Rolls
Dungeoneer - (3d6)
(412) = 7
You continue on for a couple hours or so, taking a brief break along the way. The passageway isn't particularly difficult, but it isn't perfectly easy, either. After that time, you find yourself encountering a widening of the passageway which then ends at a door. The door has no handle, latch, or opening, but it still obviously a door with a distinctive rectangular outline. The door itself appears to be made of smooth stone and sits within a flat wall of worked stone. The wall is made out of irregular stones that are perfectly fitted and combine for an incredibly smooth surface. On either side of the door are ornate iron torch holders, each holding a burning torch. The torchlight provides good light for the area in front of the door. There are no words or inscriptions that can be seen on either the wall or the door.
The moment Grin's fist touches the door, it slowly starts to open. It splits down the middle and opens towards you. Once the doors are perpendicular to the walls, they stop moving and remain open. The room inside is large and well lit. This is truly a room and not a cavern. If you hadn't just spent so much time wandering through caverns and passageways, you'd think you were walking into a mansion or chateau. You can't see the whole area, as there are beautiful tapestries hanging down that block the view of most of the room. The tapestries hang to either side, and there is a path through the middle of the room. The path leads straight through and to a door as large as the one you came through on the other side. It is closed, but looks similar to the first one. There are rugs on either side of the path, but you can't see them completely. They do appear to be quite ornate.
You think you hear some hints of movement, but you can't be sure.
Oliver stops for a moment to analyze the motifs in the tapestries, looking for any sign that could tell them who was behind them.
Rolls
Listen test with Eavesdropper's Medallion - (3d6)
(514) = 10
The tapestries look to be made of fine threads that are obviously not from anywhere the players are familiar with. They are obviously of tremendous quality. Most of the tapestries show complex patterns and indistinct but beautiful shapes, but one of them shows scenes of of a river shore with tall tropical trees on the shore. In the background is a huge triangular structure that dominates the background. You see the edges of some fine rugs poking out from behind the tapestries.
Ealdwig pulls one of the tapestries back a bit to start to look around it. He sees what looks like part of an opulent library. But before he can look farther, he hears the noise with the rest of them and freezes, looking back to Brewner, he sees him motioning to be silent. But it is too late and you all hear a feminine voice say, "It has been so long since I have had a visitor." It is at this point that you fully realize that the door behind you has silently closed.
You remain frozen as a sphinx comes into view. She smiles and says, "What brings you to my abode? I am so glad to have visitors."
Upon seeing the Sphinx he says: Wow, you are beautiful! He uses his belt of trickery to try to create illusory claws and a tail for himself.
Ealdwig, nervous, starts talking faster. We were just trying to get our new friend here home. He points toward Yoci. We got a little turned around. He stops, realizing he is rambling. He looks around for help. Oh, um, well met. I'm Ealdwig. He give another small wave.
Sphinx
She looks at Grin with a slight frown, and with a barely perceptible swish of her tail, Grin's illusions are immediately dispelled. She then smiles at Ealdwig's awkwardness, before looking you all over.
She moves around you, making a big circle around your group. She positively purrs, "I am so glad to finally have visitors after all this time. Would you like to play a little game with me? Answer my riddles and I will let you pass through. Fail to answer, and you will have to leave the way you came. Do not violate my hospitality." She then smiles a horrible smile that extends way farther than you would think it should on her otherwise human-looking face, revealing rows of razor-sharp teeth. "The kobolds know to avoid me now, so it's been quite a while since I have had a good meal. Fortunately for you, I am not yet famished."
Sphinx
"You haven't chosen poorly. Yet.
"Before we start, the nervous one said you were helping the young lady over here get home." She turns her head towards Yoci and says, "And where would that be?"
Yoci, totally unprepared to be singled out by the sphinx, freezes for a moment. She then stammers out, "B-B-Brahdhavehl," without thinking.
"Ah, I have heard of that one. Yes, passing through here will allow you to get there without tangling with the kobolds." Turning back to look at Stee, "So, that part was not a wrong choice. Let's get things started with the first riddle:
"What can run but never walks, has a mouth but never talks, has a head but never weeps, has a bed but never sleeps?"
"Riddles !? Can't say they are my specialty" Brewner says with worried expression
"Grandma otter used to say that one. Never got to hear the answer, though. What is your guess, Stee?"
Sphinx
The corner of her mouth curls in a slight smile, pleased that you guessed so quickly.
"Very good. But I have a feeling you have heard that one before. Let's try another one.
What has rivers, but no water flows; has forests, but nothing grows?
What has mountains that have no height; has cities that have no light?"
To set expectations, there are three riddles total, and these are all classic "sphinx riddles" that metaphorically describe a common thing or concept.
"Can't believe i failed the river one for years, though", mutters Oliver.
Sphinx
She shows a look of slight surprise, and responds, "Excellent! Such a quick response with the correct answer! One more and then you can go. Answer correctly, and you can go forward. Answer incorrectly, and you leave the way you came.
What appears bright on every face, and can vanish quickly leaving only a trace?
What lights up eyes, and can be born in joy or surprise?"
And you have already succeeded twice, so you've already earned your lives. This is just extra credit. :-)
Sphinx
At this point, she is not surprised. Fortunately, neither is she displeased. "Very impressive. You may exit from the other side." She pauses for a moment and says, "Would you be interested in one extra riddle? If you succeed at this one, I will give you a gift for being so good at the game."
Sphinx
She simply replies, "Then you don't get the gift."
Sphinx
"Wonderful!
Who makes it has no need of it.
Who buys it has no use of it.
Who uses it has no knowledge of it."
Sphinx
She thinks for a bit, then says, "I'm feeling generous. That is not the answer I was looking for, but it is close enough that I will accept it as correct."
She pads over to an area behind a different tapestry and pulls out a crystal orb about 2 inches in diameter. She gives it to Stee and says, "If you are ever in desperate straights, destroy the orb. It will make everything within 20 feet of you become immobile and unaware for three minutes. Only someone touching you will not be affected. You cannot harm anyone while they are effected by this, but you can move freely and move them around some if you need to. When the effect ends, anyone affected will not know any time has passed."
With that she leads you over to another door, which silently opens at her approach.
"This will lead you in the direction you desire. You did well with my games! If we meet again, there is no guarantee you will be so lucky!"
"You really outdid yourself there, Stee. Mind you, she was very nice; we should come back and play again someday. Maybe think a riddle of our own to ask back."
Sphinx
"I have no name, nor do I have need of one. I am simply the Guardian of the Gate."
With that, she looks over to a side of the room, where you see an ornate entry way that you had somehow not noticed before. It is decorated in many hieroglyphs that none of you are familiar with. It seems like it could have religious significance, but, again, none of you are familiar with which one it could be.
"If our paths cross again, you would again have to prove your worth to pass through. If you were to need access to the gate, however, the test is much, much greater."
What is your watch order and who takes watch? Yoci will take whichever shift you want her to. Also, what are you doing about light, fire, food, and such while resting?
"The fire might be handy in case of emergency too."
Rolls
Detect edible spices via smell - (3d6)
(625) = 13
Cook decently - (2d6)
(26) = 8
Ealdwig takes out one of his rations and reluctantly offers it to Oliver to make his stew. This better be good Oliver, Ealdwig comments good naturedly with a smile.
Yoci
The group settles down for the "night". (You have no idea what "night" or "day" is right now, as you have been undergound for a couple days, which is long enough to have lost track.) Oliver prepares a meal with what they have and it is better than anyone (including Oliver) expected given their meager ingredients. You chat while you eat.
Yoci says, "We're very close to where both groups will patrol, so we'll need to be very vigilant going forward. I don't recognize these particular tunnels, but the indication," show motions to her holy symbol, "is that we are getting closer to the city. Know that the duergar don't really negotiate. You are either an enemy or a slave/prisoner; there isn't much nuance." She shudders, "And if they find out I'm an escapee and you freed me, then we're all just enemies. We'll need to be extra vigilant from here on out."
Brewner and Oliver takes the first watch. Oliver takes the time to clean up from the meal and make sure everything is properly stowed so they can leave quickly the next "morning". Brewner stoically stays vigilant throughout the watch, and you don't talk much, focusing on your tasks.
Stee, Wreak, and Grin take the second watch. Havok sleeps through the whole "night". You chat some in order to make sure you stay away throughout your watch, which succeeds.
Ealdwig and Yoci take the third watch. You are both relatively rested, so you have no problem staying alert. Yoci recommends not activating the Chromacloth and just sitting in the barely visible embers of Oliver's fire. She can see in the dark and recommends that Ealdwig can use the Chromacloth's light as a sudden action if anything does show up. If nothing shows up, it can be saved for later use.
As the watch is ending, Ealdwig and Yoci get up to start waking the others. However, before they can do that they both hear a sound that is way too close to them. It sounds like something has managed to sneak up on them without them hearing it and is very close to them.
For Stee, let's do this: make a roll for Wreak. If he succeeds, you get an Action to be ready like you described. Otherwise, you're just rousing.
" (snoring)...Yarrrrr...(snoring)..."
If so, I kick the nearest person to wake them up, while pulling my sword.
Brewner, Oliver, and Grin are now completely awake. Since you were asleep, you have to spend one Action to get up. You may act at disadvantage for the second Action.
Rolls
Save test Stee/ Save test Wreak - (2d6, 2d6)
2d6 : (44) = 8
2d6 : (62) = 8
"Oi! What? Aaaaah!"
He grabs the nearest item (his bedroll) and tosses it at the creature.
Rolls
Bedroll roll - (1d6)
(5) = 5
"What awful noise was that!? What awful thing is that!?" Brewner says as he notices the creature. He is going to move toward it, putting himself between the creature and his companions
Rolls
Ealdwig save test - (2d6)
(61) = 7
Yoci save test - (2d6)
(16) = 7
attack with sword (Mastery at disavantage) - (2d6)
(66) = 12
attack with sword (Mastery at disavantage) - (1d6)
(2) = 2
As a bit of explanation, if a roll has Disadvantage, it is just 1d6 irrespective of how many dice would have been otherwise used. However, you had two Actions, so I just interpreted them as two rolls, not alternative rolls. So, you get a hit and a miss for your Actions.
Wreak rushes forward and attacks, but he also misses.
The creature, wounded and seeing that it is badly outnumbered, pulls back.
Stee, being overcome but the creature's screech, quickly flees for two rounds before being able to recompose himself. When he does, he finds himself face-to-face with five more of the creatures who have just advanced on him.
No one has Disadvantage anymore, as the effect is only momentary.
Rolls
Yogi sling attack - (D6)
(4) = 4
Wreak attack - (D6)
(4) = 4
He then takes two shots at the creature.
Regular actions: two crossbow shots (first with focus)
Rolls
Crossbow - (3d6)
(142) = 7
Crossbow - (3d6)
(225) = 9
Far range means it takes a whole turn to get to him, I assume?
On the other hand, Stee is now facing down a pretty imposing sight ...
Stee, Wreak, Ealdwig, and Yoci have yet to act this turn.
Stee and his unwanted companions are at Far from everyone else. It will take either two moves for everyone to get to him, or for him to get back.
In the end, it only needed one hit to kill it. But how did you get three Actions?
Rolls
to hit - (3d6)
(326) = 11
Rolls
to hit - (3d6)
(326) = 11
In the end, it only needed one hit to kill it. But how did you get three Actions?
Like I said, it didn't matter. But thanks for explaining.
"Oi, Grin downed one like a fly! But, Stee, get away from there!"
Also, if I wasn't clear, Stee also has his two actions. He can retreat to the group, making no attacks, or he can stand and fight alone. Or something else I can't think of. After that, the creatures get to move and we move to the next turn.
Rolls
Yoci's Sling Attack 1 DC:5 - Basic - (2d6)
(13) = 4
Yoci's Sling Attack 2 DC:5 - Basic - (2d6)
(34) = 7
Rolls
Far shot - (1d6)
(3) = 3
Far shot - (1d6)
(3) = 3
Rolls
Attack with sword - (3d6)
(554) = 14
attack with sword - (3d6)
(525) = 12
"You will regret awakening me foul beasts! We are no easy prey."
Rolls
Attack - (3d6)
(516) = 12
Rolls
Creature 2 Attack on Stee DC:5 - Basic - (2d6)
(62) = 8
Creature 3 Attack on Stee DC:5 - Basic - (2d6)
(13) = 4
Creature 4 Attack on Stee DC:5 - Basic - (2d6)
(56) = 11
Creature 5 Attack on Ealdwig DC:5 - Basic - (2d6)
(52) = 7
Creature 6 Attack on Ealdwig DC:5 - Basic - (2d6)
(61) = 7
Ealdwig makes two attacks, both of which hit, taking out Creature 6!
Brewner advances to the defense line and takes his own swing at Creature 2, dropping it in one shot!
Oliver also gets to act this turn. He can make two ranged attacks, or he can move and make a melee attack.
Yoci makes two sling shot attacks, too ... and misses with both.
Rolls
Yoci Sling Attack 1 on Creature 5 DC:5 - Basic - (2d6)
(44) = 8
Yoci Sling Attack 2 on Creature 5 DC:5 - Basic - (2d6)
(13) = 4
Stee attacks
Wreak attack
Rolls
to hit - (3d6, 3d6)
3d6 : (424) = 10
3d6 : (536) = 14
to hit - (2d6)
(31) = 4
Oliver bats two fiery rocks at the nearest creatures.
Rolls
The otter bats the cat with a rock - (2d6)
(14) = 5
The cat is hit with a rock that the otter bats - (2d6)
(44) = 8
... and they run away. The party is bigger than they thought and half their number is now dead. Their plan didn't work and it's gone badly since then, so the survivors are now getting out of there.
Hearing that, Yoci says, "We need to move quickly. If anyone heard that last one, they will know the creatures lost and will come to see what is going on. And whether duergar or kobold, they won't be friendly."
She checks with her holy symbol to make sure they are heading correctly, heals Stee and Ealdwig, and urges you to get going.
Rolls
Extra dice for shot 1 DC:5 - Basic - (2d6)
(32) = 5
Extra dice for shot 2 DC:5 - Basic - (2d6)
(12) = 3
Oliver snickers while picking up camp.
"Let us go then!"
Yoci
Having left the weird creatures behind, you notice that the passages start having more branches and more intersections, and sometimes those intersections are large enough to almost be considered a cavern, rather than just a larger space in a passage. At first Yoci checks her holy symbol as some of the intersections, but you notice she checks with it less and less. Finally, in one large intersection, she approaches one wall and points to a mark on it. Tapping the mark she says, "This is a mark from the Duergar. I am not sure what it means, but they use it to leave simple messages to following patrols. In all the cases where my trainers showed me examples, they seemed to try and keep them subtle or not obvious. This one is the opposite. It is blatantly obvious."
As they ear the unknown figures approach Brewner will try to hide behind a rock, preparing for an ambush or let them pass without raising alarm
Rolls
Hiding place - (3d6)
(146) = 11
You can hear the squad quickly shift into a formation, after which you only hear one individual moving in a slow and deliberate manner. He speaks harshly (or at least you think he does, as the whole dwarven language sounds harsh to non-native speakers). After what seems like an hour (but is in reality only a few minutes), the squad starts moving again and you hear them leave in a direction different from whence they came. However, before you have much of a chance to do anything, you hear a voice that obviously didn't leave with the squad.
Oddly, the voice, which while spoken by a dwarf, is using the common trade language.
"This is stupid. Nothing ever happens here."
Another voice responds, "Shut up. Whine too loudly, and your complaints will make it back to the Squad Lead, and then you'll pay for it."
"And how is he going to find out about my whining? Is there a magic listening stone here?"
"No. I'll just tell him. Plus you talk so loudly that he is probably still close enough to hear it echoing around these confusing passages."
"You always were the suck-up."
And on their bickering continues. Despite the contention, there doesn't seem to be much animosity between the two voices. However, they don't stop.
Yoci
Yoci
"Good thing nothing ever happens here. I don't even know why we have to be here."
"It's your fault we were the ones left here, you know."
And at that the bickering continues.
We should go out bickering, how did you get us lost, nonsense like that. Think it'll work?
"Eh, it looks like we have plenty of time anyway. Aha! Here it is."
He produces two vials of purple swirling liquid.
"It's Deepshade. We could spray them and send them down to Dream's land for an hour. They'll even wake up before their party comes back, and be too embarrassed to admit they fell asleep. Best if they don't see our faces at all, so I agree it's you two little ones who are best fit to it."
Edit: Just checked. I have two in total, assuming Felix gave the potion back before leaving.
1) I am good with two vials. Let's go!
2) Remember: It is absolutely dark. No one outside Yoci has darkvision. You can fumble your way towards them (which could help with the distraction), but you will throw/spray the vials with Disadvantage unless you have Darkfighter or you have some kind of light that will let you see them. If you have light, then it will be a Standard roll. You may use Focus.
As an aside, I find it kinda interesting that pretty much the only standard player heritage (in the official book, anyway) that has Darkvision is Dwarf.
How does the potion work? Do we pour it on them? Throw it? Break it? I assume it's not an aerosol can. Is the opening of the vial large enough to toss it in their face like a you see in movies?
Pausing to think.
Maybe we can make a noise and have them come in here. We can encircle them and chloroform them.
Rolls
Stealth in darkness - (1d6)
(2) = 2
"What was that!?" says one of the guards.
"I don't know, but we'd better check it out," replies the other guard.
With that, you hear them deliberately advancing down the corridor to your position ...
Then give me some Standard Test rolls from whoever is throwing/spraying the vials. Depending on the success of the first rolls, these might become Disadvantaged, but this keeps the options all open.