Stealth: Despite one noisy dwarf, none of the gargoyles move as the group closes in on the amphitheater.
Camp: The first thing the group encounters are three tents surround a smoldering campfire southeast of the amphitheater. A search of the camp reveals one empty bedroll in each tent. Tracks, eight pairs of medium size bipedal footprints and one wavy line, lead way from the camp to a tunnel at one of the ends of the amphitheater.
Sinkhole: In the center of the amphitheater is a massive sinkhole. Perhaps this is how the dragon enters?
Ordrar catches up with the group after everything remains quiet. He points at the wavy line "This would be dragon offspring maybe? There are snake-like monsters deep underground such as nagas and probably more on the surface. But we're talking dragons here. This entry should be enough for the giants.
Lets secure the area and move on."
He starts toward the ballistae "I will not disable them fully, just jam them. Maybe we could use them at some point against the dragon?"
Aremus: You don't hear any noise from the tunnel. If the group that made the tracks are still in present then they are much further inside.
Dren: You are able to determine that the wiggling track belongs to a Yuan-ti, evil cultists that worship snake gods and love a good human sacrifices. Some of them are made human snake hybrids through dark magic which likely explains the one tailed individual. Why they would be in a dragon's lair is a mystery.
Ordrar: None of the gargoyles move when you approach and are free to disable the siege weapons somehow.
"Well, my friends. I suggest that we follow in pursuit of these ne'er-do-wells and dispatch them in advance of the assault. What do you say?" suggested Aremus with much enthusiasm, in spite of the violence involved.
“I’m ready, but we’re sure ‘tis the dragon’s lair?” he wondered. “Those tracks are yuan’ti. An’ while they’re nasty buggers, they’re no’ usually known f’r consortin’ wi’ dragons.” He paused. “Well, black dragons, mebbe, in a swamp. But this is a blue, an’ a desert. No’ the place ye’d expect t’ find yuan’ti.”
Underground:Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a gaping hole in the ceiling that leads outside. The hole lets in bright sunlight during the day and dim moonlight at night. The light doesn't extend beyond the room.
Tracks: No doubt lymrith uses this hole to enter and exit her lair, as her enormous tracks can be seen coming and going from an even larger room to the north, from which chanting can be heard and torchlight seen.
Tunnels: You also notice passage ways on the east and west sides of the chamber.
After having a quick look down one of the tunnels while waving to Tranio to check the other side, Aremus silently indicated that they should proceed to follow the tracks toward the chanting to the north. Before they entered the larger room, he said a quiet prayer to Chauntea that his group would be the reapers and not the wheat.
Level 2 Bless spell - Aremus, Dren, Tranio, & Ordrar get a bonus 1d4 to attack rolls and saving throws until Aremus loses his concentration - I'll let you know if that happens. Try not to forget your Bless! Also don't forget that Aremus gave you a pep-talk that gives 12 temporary hit points.
“Chanting cannae be guid,” Dren murmured quietly as he followed the others into what was apparently an entrance cavern. He moved to check for any traps or other dangers or boons that might help in the coming fight.
Reaction: Deflect Missiles, Opportunity Attack, or Slow Fall -- Slow Fall (reduces falling damage by 45)
Conditions: Bless (10r; +1 Attacks and saves; Aremus)
Abilities to remember:
Fangs of Fire Snake (10’ reach)
Elemental Attunement (Minor effects)
Gong of the Summit (Shatter)
Slow Fall (5xL=45)
Unarmed strikes count as magical
Evasion (Dex saves, half damage on fail; no damage on success)
Stillness of Mind (Action: remove one charmed or frightened condition)
Move along vertical surfaces or liquids during movement
Purity of Mind: Immune to disease and poison
HP: 83+12 typ/83 HD: 10/10d8+2
Tranio - half-elf death cleric
Fistan - human wizard
Dren - dwarf monk
Bethany - human fighter
Aremus - half-elf paladin
Ordrar - dwarf eldritch knight