
Fistep |

Why not instead of wondering around like a bunch of yokels at a country fair, we mark each exit with an identifier and go through each series of these button things and then we can draw a small map and figure out our next step

Ferrous Grimgond |

Excellent idea for an sword wielding knuckle dragger.Ferrous says with a laugh.
I was going to propose leaving a person here at this exit and attempting to return again by pushing the same button but your idea is superior. Anyone have some chalk? We should mark the side where we pushed the button 1. and then I would suggest pushing 5 to confirm that there are 8 different doors. If my theory is correct door 5 is at the other end. Pushing a button brings you to that door exit. Marking this end 1 and pushing 5 and if we see our mark at the far end this theory is confirmed.

![]() |

10:20 AM, Day 4
TIER 3 MAP updated.
1d6 ⇒ 4
1d6 ⇒ 2
Ferrous asks around but nobody in the party has any chalk. Zynazyr does have some ink though, and drops placed on the floor will become fairly permanent if allowed to dry. Zynazyr makes a small mark on the floor outside the door, and the party falls back and Ferrous presses the fifth button.
The same rumbling noises are heard as the turntable turns. Sure enough, when the doors are opened, the turntable is seen to be in the reverse position as it was last time. Ferrous' hunch is correct.
Since you have come up with a system for mapping the turntable, I am expediting this to allow us to move forward.
The party decides to continue pressing buttons and marking exits. They do not enter any of the passages besides looking out and marking the entrances.
Button #6 appears to reveal the northbound corridor that the party reached when travelling with Orocrinos.
Button #7 reveals the passage with the Madaruan Statues, as expected.
Button #8 reveals a small chamber with a passage leading out; a portcullis bars access to the passage.
Button #1 reveals a passage curving to the right as you have already seen.
Button #2 reveals what appears to be the southbound passage that you originally arrived by with Orocrinos.
Button #3 reveals the passage to the Magi's area.
Button #4 reveals a strange passage. After 10' the passage widens and a large silver pentagram is inscribed on the floor. At the 20' mark the floor drops away into a dark pit. The edge of the pit and the walls nearby are marked with gouges that look suspiciously like claw marks, and a foul stench rises from the pit.
Button #5 reveals an angled passage that you have already seen.
We can forget about the "unknown direction" map as you have mapped everything. The party gains 100 XP for figuring out the turntable. I'm giving Fistep and Ferrous 25 bonus XP each for coming up with the system for doing so.
So now what?
* Hallway #1: curving to the right?
* Hallway #4: the scary pit?
* Hallway #5: angled passage?
* Hallway #6: northern main hallway?
* Hallway #7: Madaruan statues?
* Hallway #8: portcullis?
* or go back one of the ways you came?

Fistep |

I suspect the passage with the portcullis leads up to
[b]Based on what we see, I believe the route we followed with Orocrinos is the main hall. he says trying to recall what the magi had said. So do we try and descend lower and find the city, or do we go down here further along 1, 5 or 7?
He gestures with his shield in the direction of 4, this one I'd avoid.

Ferrous Grimgond |

I suggest trying 5. And then after we explore one we can cross the bridge to 1. Also that's where this contraption is currently located. It's a marvelous thing this bridge.
Should we add in the exp now like I did or hold on to adding it until we rest again? Fistep I believe you leveled.

![]() |

10:30 AM, Day 4
TIER 3 MAP updated.
The party sets the turntable to #5 and after the turntable grinds its way to its destination the party emerges into the corridor.
The narrow angled passage comes out on a corridor going west; turns out the eastern end had a wall that was not visible before. The passage goes a short ways before turning north. Around the corner the party can see that the passage turns east again after 2 feet and there is another of those narrow passages.
Part way along the passage on the north wall both Brathas and Ferrous notice a strange seam. On closer inspection this is revealed to be a secret door. They are able to figure out how to open it, and nobody detects any traps, nor can any noise be heard on the other side.
What next?
* Open the secret door and explore beyond?
* Continue up the passageway?
* Return to the turntable and try another direction?
* Something else?
Should we add in the exp now like I did or hold on to adding it until we rest again? Fistep I believe you leveled.
@ Ferrous: XP will be "cashed out" when the party camps next, but Fistep will definitely level up at that point, and you and Zynazyr are also pretty close. Note that XP that is shared between party members is only shared between those who survive, so if someone dies the numbers change.

![]() |

10:40 AM, Day 4
TIER 3 MAP updated.
Opening the chamber reveals a small 20' x 20' room. The room looks empty except for a large wicker basket in the middle of the room. There is a strong-looking iron door in the opposite wall.
A quick search of the room reveals no secret doors or traps. No noise can be heard beyond the iron door.
What next?
* Open the basket?
* Open the iron door?
* Return to the corridor and head north?
* Something else?

![]() |

Walia pokes the basket with his quarterstaff to see if anything is in there alive.
When the basket is agitated, Ana and Brathas can hear a faint hissing coming from within.

Zynazyr |

Zynazyr also keeps his distance from the basket. At Wallia's suggestion, he shakes his head. "No, I don't see the need for that right now. Who knows, we may need a basket of snakes sometime in the future. Let's see what is behind the door," he says as he waits for Brathas to check it.

Anastoria |

"Door," Ana says. "We are fairly certain that the basket contains snakes. It could be very useful if thrown at an enemy."

Brathas |

Did you already have us do a basic check of the door? If so, we can take a turn for a second check. I'm happy to do that.
I also see no reason to bother the snakes

![]() |

10:50 AM, Day 4
TIER 3 MAP updated.
How big is the basket?
The basket is a little over 2' wide, and maybe 1.5' high. You would need two hands to carry it.
Brathas and the others make a more thorough inspection of the door. It is not locked, and nobody can find any traps. Like the doors to the turntable, this door slides along a track into the wall to the left. It is heavy and takes some force to open.
Beyond, a small chamber is revealed. There is a narrow passage for 10', and then it widens to a 10' wide and 20' deep chamber. The walls here are bare stone, except for a 3' x 4' metal panel in the east wall near the end of the chamber. The floor and walls here are slightly damp.
I'm putting the plate on the map as a secret door, though it is clearly visible from this side.
What next?
* Open the basket?
* Enter the small chamber?
* Return to the corridor and head north?
* Something else?

Brathas |

"I agree, into the next room."
As he is searching, Brathas will take particular care to look for the source of the damp walls and floor. A drip from overheard? Water slowly seeping from one of the walls?

![]() |

11:00 AM, Day 4
TIER 3 MAP updated.
The party carefully enters the room.
About half way towards the back, Ferrous stops suddenly and halts Fistep who is beside him.
There is some kind of plate in the floor running right across the middle of the chamber. It is about 3' across and runs all the way from the east wall to the west.
The party stops and looks around, but can see no other signs of anything suspicious. No hidden compartments, trap doors, or suspicious looking holes.
Marking the pressure plate in yellow on the map.
What next?
* Step on the plate and walk across?
* Step back and trigger the plate with something long (like Wallia's quarterstaff)?
* Jump over the plate or bypass it somehow?
* Try to disarm the plate?
* Fall back to the corridor?
* Something else?

Zynazyr |

How high off of the floor is the metal panel in the wall?
Zynazyr looks around the room, concerned about the plate in the floor and the damp walls and floor. "It doesn't look like that panel in the wall is a door, although it could be the end of a pipe. One that possibly brings in water if we step on the plate. I think we should go back out and see where the hallway takes us."

Brathas |

"If you are right, Zynazyr, is this hidden chamber a secret fountain? We're looking for a source of water, right? I would be willing to hop over the plate and examine the panel more closely."
How difficult would it be for Brathas to jump a 3-foot panel -- seems easy enough.

![]() |

How high off of the floor is the metal panel in the wall?
About three feet. So the top of the panel is 7' up. The metal panel is also recessed in the wall by about 2 inches.
How difficult would it be for Brathas to jump a 3-foot panel -- seems easy enough.
For a character without metal armor on, very easy - no roll will be required for Brathas and Zynazyr. Someone at medium encumbrance or heavier would have to make a DEX roll, but it will still be pretty easy. Such a roll could be avoided by removing one's gear.
So:
* Zynazyr has suggested returning to the main hallway for now. Presumably you would then follow the corridor to the north-west.
* Brathas has suggested he get across the floor plate and examine the metal panel on the far side.
Any votes for these? Or other suggestions?

![]() |

We haven't heard from Ferrous but it sounds like we have three votes for Brathas investigating versus two votes for falling back, and Wallia doesn't seem particularly committed to that since he rolled randomly to decide. So we will go ahead with Brathas' plan.
Brathas easily leaps across the plate and begins investigating the area on the other side. He finds no other evidence of traps or secret compartments.
The metal plate seems to be some kind of door or portal. There is a handle at the bottom and it appears to slide upwards, like a dumbwaiter.
Carefully Brathas slides the panel upwards. Beyond is a trap door made of wood, though it looks like plaster covers the other side of the trapdoor. The bottom edge of the wood panel is moldy, possibly a sign of exposure to moisture. The hinges are at the top and it swings outwards.
Brathas carefully pushes the trapdoor open. Beyond he can see a mid-sized chamber.
This room is filled with shelves. Most of these are empty, but some contain old crates. The shelves are covered with dust and a vile-looking yellow fungus that grows in large, thick clusters.
1d6 ⇒ 5
The room seems quiet. There is a door in the middle of the north wall.
TIER 3 MAP updated.
What next?
* Try to enter the fungus room?
* Try to deal with the fungus without entering the room?
* Trigger the floor plate?
* Try to disarm the plate?
* Fall back to the corridor to the south?
* Something else?

Brathas |

"I know nothing about this fungus or what kind of poison fumes it might produce if we burn it. Do any of you know anything about it? I would say we go back to the corridor to the south."

![]() |

The rest of the party will only have your description of the fungus to go on if they don't see it themselves. So the issue there is also who is crossing the floor plate to have a look.

Brathas |

Brathas will describe the fungus as best he can, answering any questions from those who might know something.
"Zynazyr, I think you would be able to cross easily. You are also more learned than I -- would you care to take a look at this?"

Ferrous Grimgond |

Aye be careful lads. Best not to disturb it. It sounds like it be the yellow mold. Dangerous stuff releasing a toxic spore cloud to destroy your lungs when disturb. Best dealt with by burning it out. We would need alot of oil and a torch to do that though. And anything flammable in the room would be consumed as well.
Ferrous calls over to Brathas as he puts a hand up to stop Zynazyr.

Zynazyr |

Zynazyr starts to move towards Brathas when Ferrous stops him. "Thank you, Ferrous. My knowledge of creatures is limited. It sounds like we have little to gain from entering that room as the fire needed to destroy the mold will destroy anything in the crates too. Hopefully, we will be able to find a way around. Let's see where the hallway takes us."

Ferrous Grimgond |

Of course anything of metal would probably be fine after the fire. So any metal weapons or armor would be free for the taking after cooling. It would take a lot of oil to cover that much ground.

![]() |

Sorry was I not supposed to read it?
@ Wallia: Spoilers marked for a specific player show information that their character knows or observes but nobody else does. Usually that player will share their knowledge in-character as Ferrous did, so it's not a big deal that you read it, but yes, you shouldn't read spoiler tags addressed to other players.
"My knowledge of creatures is limited."
FYI Each character class has a variety of things I assume it knows about. When it comes to creatures that live underground, Ferrous is the most likely to know about them, being a dwarf. But there are lots of creature types that Zynazyr will know more about, including most magic-using creatures.
-----
So: Zynazyr has proposed returning to the hallway, and presumably exploring to the north-west. What do others want to do?
* Agree with Zynazyr and return to the hallway?
* Try to burn out the fungus room?
* Try to disable the pressure plate?
* Activate the pressure plate to see what happens?
* Do something with the basket?
* Something else?

![]() |

11:10 AM, Day 4
TIER 3 MAP updated.
The party returns to the hallway, leaving the damp chamber and the basket behind.
The hallway turns to the north, and then there turns to another narrow passage to the west. The narrow section runs for 10' and widens again. It runs for another 20' before ending, but there is a door in the north wall.
The door is battered and the latch is broken; the door seems slightly ajar. No traps are detected, so the party slowly pushes the door open.
The room seems to be a ruined ritual chamber of some kind. Tattered tapestries hang from the walls. The far end of the room is lost in darkness.
You cover the light for a moment to allow Ferrous' infravision to work. He can see that the far wall is 40' to the north. There is some sort of table in the center close to the far wall (perhaps an altar).
To the left of the table he can make out the shape of a long, sinuous creature. It has four legs and large flaps of skin on its sides between its legs, and is about 6' long. It seems cooler than a warm-blooded creature.
1d6 ⇒ 4
The creature is not surprised.
The creature sees the light from the beetle glands. It hisses and jumps up on the altar.
Init. Ana: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Init. Brathas: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Init. Ferrous: 2d6 ⇒ (2, 2) = 4
Init. Fistep: 2d6 ⇒ (5, 6) = 11
Init. Wallia: 2d6 ⇒ (6, 3) = 9
Init. Zynazyr: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Init. Monster: 2d6 ⇒ (4, 4) = 8
1d6 ⇒ 6
Round 1 Initiative:
Block 1: Ana, Brathas, Fistep, Wallia, Zynazyr
Block 2: the creature
Block 3: Ferrous
Everyone but Ferrous is up. Note that right now the encounter can likely be avoided if you just close the door, though obviously you won't get to search the room afterwards.
TACTICAL MAP updated.
The orange circle is the radius of light from the beetle glands. I am assuming that Zynazyr is holding them as he has hands free. The creature is in darkness and cannot be seen at the moment but you are fairly cretain where it is.

Anastoria |

Ana has her battle axe at the ready, but does not enter the room yet. She wants to see what the consensus of the group is before charging in.