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IC: Dichotomy's Age of Worms Redux, Part V(b)

Kushnak waits patiently while Erdolliel searches.

After a moment he says quietly to Nethezar, "I would think these sewers should be relatively patterned. We should be able to keep track of where we've been and where we haven't if we're careful and assuming we don't need to exit quickly. I have some chalk. I believe we could use some marking system."

[sblock=oc]I'm not sure what the environment is like down here. How wide are the tunnels? Is it really wet? relatively dry? I think we can mark the sides of the tunnels with a system that should be relatively easy to decipher if it turns out to be that way. Probably easiest to go with intersection markings indicating the original direction of entry and some mark for the direction(s) exited and for 'closed' loops some kind of symbol to indicate that. It should be non-obvious to the casual observer that there's some value to the marks but that should be easy as long as we settle on something. (mostly i just want to try really hard to avoid getting lost, since that seems likely)[/sblock]
 

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Erdolliel slips away and begins to explore. Nethezar nods in response to Kushnak. "While I am, of course, not actually an engineer, I'd guess that these tunnels were likely built over time, like the city itself. So there may not be a complete pattern, but they certainly won't be erratic. The chalk is a good idea. I suppose we should look for this 'Beggar's Gold' fungus."

Erdolliel's examination of the area nearby shows that there are many tunnels. They are, predominantly, 10 feet wide and fairly uniform. Nearly all of the tunnels have some amount of water in them. Some are just a small trickle, the majority have a least a couple inches of standing water, and in portions the water is a couple feet deep. The elf, however, doesn't notice any tunnel denizens. At least not close by.
[sblock=OOC]I think that answers your questions, yes?[/sblock]
 

"Nethezar's right, we should try to find this creature." And the elf starts looking for the fungus.[sblock=oc]Does she have to do a search check for this? she will if she does +16 start at the junction closest to the forge if possible. Did that dwarven sense of underground places transfer with the magic abilities? :)[/sblock]
 

[sblock=OOC]It would actually be a survival check to look for the fungus. Though there are some bonuses due to the particular circumstances here. 'S'okay?[/sblock]
 

[sblock=oc]square[/sblock]

"Agreed, lets proceed carefully. I can help look possibly."

[sblock=oc]Not sure if you have ranks in survival, but my wisdom mod is pretty good. I'll give it a shot, or assist as appropriate.[/sblock]
 

With Nethezar's "everburning morningstar" providing light, the trio systematically explores the sewers, mapping their way while looking for "beggar's gold." After about an hour, Erdolliel spots a passage with a mark on the wall; it is the same mark as the mark that was on the fake-Allustan doppelganger's forehead. Heading in that direction, and continuing with precision mapping and doubling back, the trio finds what they seek after only one more hour.

Off to the north of one of the tunnels, the trio sees a large hole that seems to break into natural caves. Peering inside, a short tunnel leads to a chamber about twenty feet high. Patches of phosphorescent fungus light the large underground chamber, which is littered with huge swaths of bright yellow fungus and toadstools of various sizes, some gigantic.
 

Erdolliel cautiously investigates the room.[sblock=oc]Spot +13 Listen +13 Hide +15 Move Silently +15 Search +16 Hide, move into the room, search before I step anywhere, and try to get a good view of the room. Let's start at the E side of the opening and move N, N, E, E, NE, NE, E, E. That should get her to the edge of the picture on the middle square without any fungus.[/sblock]
 

"Take caution, the fungus is likely dangerous in some way. Even if that wasn't mentioned in our discussions...."

Kushnak waits on the near side of the fungus for a report from Erdolliel.

[sblock=oc]Move as close to the fungus as possible without actually being 'in' it.[/sblock]
 

Erdolliel cautiously makes her way across the yellow fungus, avoiding any of the toadstools. Kushnak and Nethezar follow, staying out of the yellow fungus.

However, once Erdolliel's about halfway in, some of the yellow fungus abruptly explodes, spraying spores that cover the elf's face and get into her lungs.

At the same time, the light from Nethezar's "everburning morningstar" touches some of the toadstools, and the things start making an unnatural shrieking sound. The sound is certainly loud enough to be audible from an extreme distance away, as it echos off the cavern walls.

[sblock=OOC]Erdolliel: Fort save, 5+ fail, 6 Constitution damage
The shriekers don't do anything other than make noise. They are the numbered things.

For the moment, we aren't in combat per se, since the shriekers don't do anything. But it may help to explain actions in turn-based increments, in case anything changes.[/sblock]
 

Erdolliel starts coughing from the poison and moves back to the others. "This aught to silence the lot of them..." She mumbles before making some motions and mumbling some more. [sblock=oc]Move SW, W, NW and cast fireball centering it on #4 (which should make the fireball include #1 without including any of us). Int check +4 for identifying and knowing anything about the fungus, or maybe a survival check +2 if that seems smarter...[/sblock]
 
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