ooc: that's most of you so moving on...
After healing up and cleaning off as best you can, you advance towards the entrance. Stepping down under the overhang you find relief from the rain and can clearly see the large hole and the cavern beyond. While not well lit there is enough diffused light from outside that you can see well enough inside.
There are several small tunnels going off either side of the cavern, and a larger tunnel on the opposite end. Around the edges of the cavern are many signs of habitation by the troglodytes: crude tools, broken weapons, makeshift beds, etc. However, there are no troglodytes in sight. In the center of the cavern is a loose pile of coins, likely the behir's hoard.
With no enemies in sight, you cautiously enter the cavern when a searing pain strikes at the very soul of your being:
[sblock=Charlarn, Rinaldo, Planus]
Take 46 damage. Will save DC 21 for half damage (23). Let me know if anyone has Spell Resistance.[/sblock]
[sblock=Hogarth, Tenebryn]
Take 25 damage. Will save DC 21 for half damage (12). Let me know if anyone has Spell Resistance.[/sblock]
[sblock=Ashnar]Lucky you, you take no damage and feel no pain. (You see your companions recoil in pain, though.) You do, however, feel a slight tingle letting you know that you have entered some spells area of influence.[/sblock]
[sblock=Spellcraft DC 26]Things are starting to make sense. The damage, the teleporting issues, you've just entered an area guarded by a
Forbiddance spell. Something seems a little off, though.
[sblock=Examine spell with Detect Magic]I need to point out an oog issue here. The original DM had the
Forbiddance in here, but I think he mis-remembered a few things about how this spell works when putting this together. So, to fix things, assume that this is a customized version of Forbiddance with a couple of minor changes.
A) Unless I have grossly underestimated the size of this adventure, there is no way a normal
Forbiddance could cover all the area it does. So assume this has been Enlarged or otherwise expanded to cover the rest of the dungeon. Basically, from this point on, the
Forbiddance will be in effect.
B) When casting Forbiddance, one can create a password to prevent people from taking damage when entering. The original DM was under the impression that the password bypassed the
Teleport restriction, so we're going to say that's how this particular version works. You know there's a password that allows
Teleportation, but you don't know what it is.
That's all I can think of on this. If you have any questions, let me know.[/sblock][/sblock]