
GM Parrot |
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The party parts from their host and his host, voyaging north from Aragnak's Island, now renamed Nest Island. As Aragnak now claims all islands, the old name no longer made much sense.
They, perhaps getting a bit soft and not fancying the depths of the Forest of Hope, take the hobgoblins' boat, Kolvio and the Red Dragon having departed to ply their smuggler's trade. The Foothills of the Dungeon of Graves are only a day's sailing away, so you spend your All Souls on the restless sea. A drizzling rain falls and a cold wind warns of the impending winter's chill.
Wandering Sea Monster Check Dawn: 1d10 ⇒ 9
Wandering Sea Monster Check Noon: 1d10 ⇒ 9
Wandering Sea Monster Check Afternoon: 1d10 ⇒ 7
Wandering Sea Monster Check Twilight: 1d10 ⇒ 3
Wandering Sea Monster Check Midnight: 1d10 ⇒ 7
Wandering Sea Monster Check Deep Night: 1d10 ⇒ 7
Arrive at high or low tide? 1 high 2 low: 1d2 ⇒ 1
The moon's obsessive grip pulls even the mighty ocean closer to the shore, and the famous tides of Rivenrake allow the Draconic Navy to drop you off close to the shore, the shallow-keeled shore-patrol vessel scudding over the reefs without incident as the light rises on the second day of Novampire. The light, not the sun: the misting rain continues to fall.
The captain offers to send a party of Draconic Marines with you: six hobgoblins armed with glaives and longbows. They could prove invaluable, or they might be a liability.
A short jaunt through the foothills and you'll be there:
Wandering Foothill Monster Check Noon: 1d10 ⇒ 7
You peer down into the sunken graveyard, scanning for movement:
Graveyard Check: 1d20 ⇒ 14
All seems quiet. You note that the gargoyle statues you defeated once before have been repaired and loom over the mausoleum. Following Tragershen's plan, you give them a wide berth and enter the rotten old crypt and its narrow tunnel into the depths.
Level 2 check: 1d20 ⇒ 17
You wonder how long your preternatural luck will hold... the place is quiet as a tomb. A normal tomb.
The eyes
Anzath underground: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
The aids
Lolly and Bedlam auto-assist for +4
Aurora and Nico: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Terapin: 1d20 + 5 ⇒ (12) + 5 = 17
Tragershen: 1d20 + 8 ⇒ (10) + 8 = 18
No traps, but a sturdy lock bars your progress.
Disable Device: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
The fell Dragonmother and her evil co-conspirator make quick work of the lock that would bar their assault on the demons that would dare to challenge the authority of the Red!

GM Parrot |

The party descends the staircase to a short tunnel.
From Da Book:
The tunnel opens into a huge cavern, with dozens of rat tunnels along
the walls and ceiling. The roof of the cave is too high to see, and bats
swarm about in torchlight. The way is rocky, and the PCs hear running
water in the cave, somewhere out in the distance. In glowing green letters
above the tunnel exit is inscribed, “Beware of Purple Worms! Spiegel the
Arch Mage"
Do you proceed?
Remind me who is carrying a light source when y'all have a chance. And let me know if you take the Draconic Marines. The party also includes Tam Blindarrow, who won't consent to being left behind. I think that's it for NPCs (Nico is no longer an NPC), but remind me if I'm forgetting that Ippolit and Molotov have been here the whole time or something.
Also, is everything you need cleared from the Loot Sheet? I think if you add Tragershen's calculated shares to your individual treasuries, I can clear the Loot Sheet for this delve, but remind me if there's unclaimed, unsold loot on it... sorry, accounting is never the most fun part.

Tragershen |

Tragershen: Will get you there! Might be some stuff to attack you along the way.
No problem! I just didn’t want things to get held up if you needed decisions from us on how we were going to approach, get in, and where we were going to go. And I have what I need off the loot sheet, so it can be a clean slate when everyone else is ready too
When they approach Rappan Athuk, Tragershen will cast mage armor on himself.
When they go down the dirt hole to get back into the delve, Trag will pull out his ioun torch and set it orbiting himself so that he can have both hands free when climbing down. When they reach the mushroom cave, he’ll get his staff back out.
Cool image!
Does Tragershen know who Spiegel the Mage is/was? Knowledge (history) 1d20 + 14 ⇒ (11) + 14 = 25. Does Tragershen know as much about purple worms as his player does? Knowledge (dungeoneering) 1d20 + 14 ⇒ (2) + 14 = 16.

Anzath |

What does Anzath know about Purple Wormz: 1d20 + 10 ⇒ (12) + 10 = 22

Bedlam Bottomland |

Bedlam is seen writing something down in his journal. He mutters as he writes,
The Authority of The Red began dere 'pproach ta da Dungeon ov Graves! Da Parrot done did find un fine pic fer us ta see! Now, wees be s'ploring frum da Cave ov S'rooms!
Bedlam then puts away the journal; and the Alchemist begins drinking!
Vermin Repellent
Antiplague
Antitoxin
Alchemical grease
Deodorizing Agent
Scent cloak
Focus chew
Garlic tablets
The Dwarf then allow up to 2 folks an Alchemical Allocation moment?
Bedlam straightens his Burning Blood Red Breastplate. His midnight black claws glints in his bright burning blue eyes. The Dwarf-draconic Hulk grins at his party.
We be back ta da Dungeon! Time fer sum guud ol' non-ethically done s'ploring ta be doing!
The Alchemist stretches his draconic wings a bit, before pulling then in to walk toward the warning entrance.
Knowledge (arcana) (Int): 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25

GM Parrot |

The image is from da book! Great illustrations.
The party searches its memories and remembers:
Purple worms are gargantuan monsters that can swim through earth and stone. They are capable of swallowing a humanoid whole, and to make matters worse, they have poisonous stings.
Spiegel was a mage interested in magic architecture (an ArchMage judging by the sign he wrote). He disappeared in Rappan Ahthuk in times of legend. Some say that he was enslaved by Orcus or the drow and used to construct the walls of the legendary city of Ques Querax on the marches of the Underdark.

Tragershen |

"Give me a few minutes and I will try to 'scout' ahead."
Tragershen casts two spells in succession. Then he sits cross-legged and begins casting a much longer spell. When that third spell is complete, he gestures towards the room, holding his hand aloft. His fingers push this way and that, seeming to manipulate something unseen.
Trag will cast darkvision and extended see invisible on himself. Then he'll cast arcane eye and start to scan the cavern. He'll follow the wall to the right, staying close to ground level and noting any exits. If he makes a full circuit of the room before the spell expires, he'll try criss-crossing the floor of the cavern a couple of times, maybe going up towards the roof as well.
Edit: The spell lasts eight minutes and travels 30' a round (300' a minute). If he has duration, he'll also send it down a promising looking exit.

Bedlam Bottomland |

Bedlam begins doing exercises. The Alchemist starts his second set when Trag does some wizard stuff.
Be un guud idea.
The dwarf instead studies the entrance more while they wait.
Perception: 1d20 + 14 ⇒ (3) + 14 = 17 +2 stone cunning

Anzath |

Anzath becomes interested at the mention of Drow, and she seems impressed by Bedlam's transformations.
She warns her comrades of the dangers of purple vormz, "Stay off ground if you kan."

GM Parrot |

Perception Tragershen: 1d20 + 8 ⇒ (7) + 8 = 15
Something: 1d20 + 8 ⇒ (4) + 8 = 12
Tragershen's Eye roves around the cavern. There's a raging underground river dividing you from the larger section, but the eye passes over it without issue. Sticking to the main cave, he circumnavigates it before the spell runs out. The circumference of the irregular cave ranges between 100 and 150 feet at different points.
I'm going to post the book's map, but this is a case where the book's description of the space doesn't match the dimensions of the map: we're supposed to be in a huge underground cavern inhabited by multiple Purple Worms, so the book's is just too small. Maybe their tunnels are underground...
He counts twelve exits, plus the two holes where the river enters.
As he sweeps across the cave, he notices huge piles of Purple Worm poop. Around the edges, dire rats nibble impressive fungi.
There's a towering, cliff-sided hill in the center of the cavern. Trag gives it a look, but he doesn't notice anything worth mentioning.
Before is spell expires, he peers into various side tunnels, managing to scout two before the end of the magic:
roll a 1!: 1d14 ⇒ 91d14 ⇒ 12
He follows a few winding passages, but finds nothing but rats down the first. He hurls the eye downriver, following the ferocious torrent at full speed. As the spell ends, he catches a glimpse across the river a distance downstream.
Bedlam approves of the archway--doorway. It looks well-built and solid. Big enough for a horse, too small for a Purple Worm, perfect for the job.

Tragershen |

Tragershen narrates what he sees as the spell runs its course. At the end, he sketches a map for them to examine as they figure out their course of action.
"Unless there is regular traffic through here, I imagine the purple worms have to roam for enough food to sustain them. There may not be any here at the moment. I have prepared a spell that could levitate one of us, but that is all I have prepared at the moment. Perhaps we just go, ready for trouble?"

Anzath |

Kn. Local on Ques Querax?: 1d20 + 6 ⇒ (1) + 6 = 7
Kn. Geography on Ques Querax?: 1d20 + 11 ⇒ (6) + 11 = 17

Bedlam Bottomland |

Bedlam stands straight at the mentioning of the purple worms have to roam for enough food to sustain them . The Alchemist digs into his haversack; procuring a few smokesticks. He then waves at those after he drinks an Invisibility Extract.
Me gonna block dem holes while you folks cross. See ye on da otter side!
The Invisible flying dwarf then flies to the biggest openings and tosses a Smokestick down it. He then repeats this until Parrot tries to eat him!
Vermin Repellent
Antiplague
Antitoxin
Alchemical grease
Deodorizing Agent
Scent cloak
Perception: 1d20 + 14 ⇒ (17) + 14 = 31 (+2 stone)

GM Parrot |

Anzath has heard about Ques Querax, Gateway to the Deeps, from her drow captors long ago. But she can't remember much about it except that it is down, down, down... waaay down.
Bedlam starts tossing smokesticks into side passages and wormholes. Most of them sputter and smoulder in place. Some drive the occasional rat from its burrow and into the sand. Bedlam notes that one of the entrances has air currents that pull the smoke deeper into the darkness.
Hmm: 1d20 ⇒ 201d20 ⇒ 20
Back to back 20s!!! On a wandering monster check. Sigh.
The rats scamper away from the smoke and scrabble at the cavern walls, seeming terrified to remain on the sand for more than a second or two.
All this is across the underground river except for one hole to the party's left/to the east.

Anzath |

If we are moving along the walls, I have 2 potions of Spider Climb for those of is who cannot fly. Not that purple worms can't burrow out of walls and ceilings... And if Bedlam allows, we can use them without using them up.

Anzath |

GM, is it safe to assume this is the river we sent the pooze down and Adelie scouted down?

Terapin |

She warns her comrades of the dangers of purple vormz, "Stay off ground if you kan."
Terapin, who has been riding on the back of his flying turtle anyway, unconsciously raises his feet away from the turtle's sides like an infant avoiding grass. He's going to summon an Unseen Servant to wait by the door and clomp heavily (or as heavily as it can, which is not very) along the opposite side of the cavern whenever his companions are ready to cross. (Assuming we left the hobgoblins up at the entrance, yes?) When he was growing up, he used to play The Floor Is Lava in other people's houses all the time, and as a gnome, he feels a natural kinship for burrowing animals, but he somehow thinks the purple worms might not feel the same way.

Anzath |

So, if we’re at 1 on the map, let’s hug the wall to our left, send Terapin’s decoy westward, and head towards those eastern tunnels? Who can and cannot fly at this point?

GM Parrot |

Yes, I think you left the hobgobs to their doom ahem to guard the entrance to the tunnel.
Terapin and Nico can fly all the time. Bedlam has flying at CL mins/day. Tragershen has the Fly spell, but doesn't have it prepared today. Lolly always seems to go airborne when he needs to, but I can't remember if it's potions or if he's got Boots or something. Tam has never flown before. Aurora seems mostly to travel by foot or boat. And I think you're still a ground-pounder, Anz?

Anzath |

Yes. I thought more peeps got flying abilities from Aragnak's gifts. I can give Aurora and Trag the potions of Spider Climb if they want, and if Bedlam allows, they can use them without consuming them. Keep our squishies safe.

GM Parrot |

The ceiling of the cave is high and um cavernous, probably between 50-100 feet. It looks more or less how you'd expect an old cave to look. No obvious monsters, no poorly hidden traps, certainly no suggestion that you're actually in an enormous mouth already...
...I kid, but that last bit is actually a pretty good idea, isn't it?

Anzath |

One of my proudest GM moments involved a rickety rope bridge across a bottomless gorge in the Underdark, with several cave fishers nesting in alcoves above the bridge. So many miraculous escapes from near death in one session, one of those sessions where all the players walked away from the table smiling and laughing and congratulating each other... good times.
Back to the situation at hand... I forgot I also bought a single potion of Fly. I'll let Aurora use it along with Bedlam's Alchemical Allocation, and Anzath will have to trust in her own careful footing.

GM Parrot |

Gonna get this wagon train rolling! Bots for Lol and Aur for now...
Lolly nods at Tam and the rest. The party takes to the air and the cavern walls, sending the Unseen Servant thumper to the west.
Just checking on something: 1d20 ⇒ 141d20 ⇒ 1
For the first half-hour, nothing much happens. The party picks its way along the walls and whooshes through the air. The flyers land at the smoky mouths of the tunnels to the east.
Do the flyers wait for the climbers, or would you like to scout them immediately and thus save more fly time? It will take the climbers three minutes to reach the mouth of the first cave to the east, climbing carefully but without risk of falling for damage (it's a gentle slope).

Terapin |

Terapin would like to help, but I think he’s the only Small character in the party, yes? He’ll just wait for them. When the thumper begins getting close he’ll turn it around and sent it back the way it came.

GM Parrot |

The party rendezvouses at the east tunnels. The first gets narrow and constricted very quickly. By the stench, you're in rat tunnels again. Poking your head in the next tunnel tells the same story. While you can stand in the mouth and see down it a ways, it gets narrow and tiny very soon.
Do you continue down the tunnels, or do you find a way to cross the river?

Tragershen |

"I think we'll need to cross the river."
If Bedlam can fly the two clerics across, then I think it'll be pretty easy for us to keep looking for a way out of here that isn't a rat tunnel or a drowning hazard.

Anzath |

So I can hold onto the potion of fly but used spiderclimb? If so, should be able to climb over the river.

Bedlam Bottomland |

Bedlam's Taxi and Ferry Service has begun humbly in the Dungeon of Graves. The founder of Bedlam's Taxi and Ferry Service was none other than a simple Alchemist who was in the wrong place at the right time...
Bedlam begrudgingly (as a good dwarf is expected to be) ferries both clerics across the roaring river that runs ravenously through the Dungeon of Graves!
Be keep'n yer eyes open just un case sum big fish comes flying ay yee!

Terapin |

Terapin floats up to adopt a position above the river, approximately halfway between the ceiling and the floor, and peers over the rim of his turtle's shell, readying summons to send down assistance should anything happen to his friends during the crossing. He'll also pull out his fishing pole, just in case. GM Parrot can Terapin have a fishing pole? I didn't include it in advance because cost and weight is so low but I feel like he'd have one in the saddlebags. And a pipe. And possibly a butterfly net.

GM Parrot |

So I can hold onto the potion of fly but used spiderclimb? If so, should be able to climb over the river.
If Anz would have downed the potion to stick with the flyers, then it is consumed, digested, and irretrievable (but you may still have a bit of fly time left). If you think she would have waited to see what happened before drinking, then you can keep the potion, but in the future if you ask "wait i can haz drank that thar posh and friends r no ded because i can halp yez?," I will say "no." And either way, consider having Beddy brew you up a few next time you have a chance, because they are relatively cheap and useful and there's no need to hoard them (except when you learn you just have one...).
Bedlam and the rest work together to get safely across the river while the thumper thumps and Terapin fishes. Bedlam, working quickly, is rewarded by the warm and fuzzy feeling of seeing the party gathered on the far bank of an underground river in a worm zone.
Elapsed Fly Time: 03:30. Keep track of your totals, potion users and Bedlams and anyone whose fly has a time/day limit! You all may keep up your policy of sticking together and clinging to the walls. This wise policy will slow you down considerably, and flyers on limited fly will have to consider the best use of their airtime... let me know if you'd rather split up for a blitz flight through the side tunnels or whatnot.
You are now to the east of the #2 on the map, sticking close to the walls of the cave. The thumper/servant can follow you, Pin, as long as you never let it farther than 105 ft (25+5xlevel) away.

Terapin |

The thumper/servant can follow you, Pin, as long as you never let it farther than 105 ft (25+5xlevel) away.
Fantastic! Terapin's thumper stays parallel with the group, but always against the opposite wall (or as close to the opposite wall as 100ish feet can get him).
It occurs to me that an Unseen Servant can drag a lot more than it can lift. Anybody have a hundred pounds of jangly garbage it could more effectively thump with? Maybe a burlap sack of Bedlam grenades that would give a worm some terrible heartburn? Just a thought.

Anzath |

I'm asking because I offered it to Aurora and there was no reply, and I guess Bedlam ferried her anyways. I just want to be on the same page. By my tally, Anzath drank Spiderclimb with Bedlam's Alchemical Allocation and is bouldering around the walls of the cavern. Fly has gone unused because Bedlam made it a moot point.

Anzath |
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Anzath checks the ground for signs of recent worm activity.
Perception: 1d20 + 16 ⇒ (20) + 16 = 36
Survival: 1d20 + 14 ⇒ (1) + 14 = 15
Haha. Wow.

GM Parrot |

Hoping our missing players return (I have permission to bot Aurora), and also Luzi has killed yet another laptop due to her propensity for spilling coffee. Aragnak is based loosely on Luzi and Penelope, my birds... that wild egg-lust thing he did is about what happens when Penelope lays (sterile) eggs.

GM Parrot |

Sorry for the delay! I hope our prodigal players return soon.
Anzath takes a piercing look around. She sees many signs of recent worm activity, some obvious, some more subtle. In the center of the cave, she sees almost-obscured signs of a struggle between a purple worm and some unknown opponent.
The thumper thumps away on the sand in the distance. The party remains on the far shore of the underground river. Where next?

Anzath |

"Lookz like vormz have eaten recently... Ve may have more time."
Spider Climb has worn out by now. Might as well go to the next tunnel over.

GM Parrot |

The party starts poking around the tunnels of the south.
Anzath's tunnel quickly peters out, but Tragershen's tunnel is bigger, more open, and... it ends with a stone door carved with a grimacing face of Orcus.
Perception w/aids, fudged a bit because I'm not on my laptop...: 1d20 + 17 + 6 ⇒ (2) + 17 + 6 = 25
There aren't any visible traps.

Bedlam Bottomland |

Bedlam stares at the door long and hard. The dwarf then shakes his head.
Be un trap 'ere! Just be know'n dat dis stupid face be hav'n un trap!
The stubborn dwarf continues to look real hard at the door.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20 +2 stonecunning
Bedlam then shakes his head again.
Nope, just be me paranoia agin.
He opens it.....