Nemien leads the party through the back door into his workshop area, then to the back door that leads straight out into 'Dead Dog Alley'.
"The entrance is about ten yards away, in the middle of that jumble of stones," he says, pointing out through the door across the overgrown square full of weeds and refuse. There is a small mound of big grey stone blocks in the middle of the courtyard, covered in grass and undergrowth.
"Oh, and please, when they capture you, don't mention my name," he pleads.
"Although they've told me they have someone down there with the skills and equipment to pry any secret from anyone," he adds in a mutter.
As Celene heads out the door he clasps her hand against his hest. "
Young miss! Please don't go down there with these fools and get eaten by that dragon. I don't know how they are making you do this, but stay with me and we can make sweet music together. Or at least sweet stuffed animals!"
After that fond farewell, the party heads over to the pile of stones and quickly locates a hole in the middle. Looking down they can just see the surface of the water below in the dim light filtering down from the hole - it looks to be about
30' down to the underground lake. There isn't enough light to see anything other than the area directly below them and the adjacent surroundings. The air from the cavern below is cool and moist, and only the sound of slowly dropping water can be heard.
There is also a thick rope handing from an iron spike hammered into a big flagstone, and stretching all the way to the surface of the water.
OOC: I haven't made a map for this. Due to limited light you can just see one 5' square in full light and then the surround 9 5' squares in dim light. He are the rules for diving into the water (assuming it is deep enough to break your fall like Nemein said the thieves did), or you can climb down on the rope.
quote:
Falling/Diving into Water: If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.