That's awesome!My PCs infiltrated the Castle posing as cultists and managed to poison the cultists' food with diarrhea-inducing berries juice.
They were therefore asked to catalogue and bring part of the hoard down in the basement. There, our wizard left his pseudodragon familiar hiding for Borngrey to speak the password. Then, the same night, they stole a bunch of treasure and managed to sneak into the caves, where they destroyed Pharblex and his bullywugs.
They also buried them, via magic, making them difficult to find them.
Therefore, they left, via Draezir password, going to the hunting lodge.
I'd say the obvious assumption is that Pharblex and his pals stole the treasure and either took the teleportation circle or (more likely) disappeared into the swamp. So the castle might be wasting some of their energy and personnel on searching for the fugitives in the swamp, and there's probably renewed suspicion among those who remain. The treasure room is heavily guarded around the clock, anyone leaving is searched, etc. To cover all their bases, they'd send a message to the Hunting Lodge and/or Parnast, advising them to be on the lookout for suspicious bullywugs carrying treasure.How should they behave, once they get that some of the treasure has been stolen and some bullywugs, including Pharblex, have disappeared?
That's left up to the DM. It never came up in my game, but if it had, I'd probably have said yes, it works both ways, because logically Borngrey goes back and forth on a regular basis. I don't see any reason to prevent the PCs from going back to Naerytar if they want to, but if you did want to keep them from doing that, you could always say that there's a different password to work it in the other direction.Also: Is Naerytar/Hunting Lodge teleportation circle two ways?
I mean: via Draezir password (or something else) can my PCs go from the Hunting Lodge back to Castle Naerytar?
I don't think they can, but, I'm asking out of curiosity, and can't find any reference on the sourcebook.
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