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Episode 4: Wave Echo's Cave.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 80 posts
Thu 2 Nov 2017
at 04:33
  • msg #1

Episode 4: Wave Echo's Cave

The party make their way to Wave Echo Cave using Gundren's map and are unaccosted along their journey. Upon arrival they begin their journey inside unaware of any danger that they may face in the upcoming caverns.
This message was last edited by the GM at 04:34, Thu 02 Nov 2017.
Dungeon Master
GM, 81 posts
Thu 2 Nov 2017
at 04:35
  • msg #2

Episode 4: Wave Echo's Cave

The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies-sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week.
Og
NPC, 12 posts
Thu 2 Nov 2017
at 04:37
  • msg #3

Episode 4: Wave Echo's Cave

Og goes over to the body and while he's unsure has to assume this must be one of Gundren's brothers.  He says a quick prayer to Lathander and bows his head in contemplation before gathering his senses.
Taten
NPC, 8 posts
Thu 2 Nov 2017
at 04:41
  • msg #4

Episode 4: Wave Echo's Cave

Taten searches over the body and the surrounding area for any valuables and finds a pair of boots that look nicer than usual which he shows to the rest of the party.  Though some such as Og are a bit disgusted he's looting the body of what is likely Gundren's brother they all understand that every little bit is needed to survive while adventuring.
Yarabon
NPC, 5 posts
Thu 2 Nov 2017
at 04:41
  • msg #5

Episode 4: Wave Echo's Cave

Yarabon at Og's request picks up the body and carries it outside of the cave into a nice spot just outside of the cavern.
Xelael
NPC, 6 posts
Thu 2 Nov 2017
at 04:43
  • msg #6

Episode 4: Wave Echo's Cave

Xelael says a prayer to nature and specifically the great coasts that they may take this man and return him to the earth that the cycle may continue as is best for all things.
Dungeon Master
GM, 82 posts
Thu 2 Nov 2017
at 04:53
  • msg #7

Episode 4: Wave Echo's Cave

The party decides to travel a bit outside of the cave and spend the time to investigate the boots to learn what they are and if magical what they do. They find out after about 2 hours of identifying and testing them that they are Boots of Striding and Springing.  Group consensus is to give them to Og as it will speed up his ability to move with his little legs in his heavy armor.

They also identify a golden sun elf statuette that can answer one question from any person who carries it but after that it will no longer work for the user.
This message was last edited by the GM at 05:27, Fri 03 Nov 2017.
Dungeon Master
GM, 83 posts
Thu 2 Nov 2017
at 04:54
  • msg #8

Episode 4: Wave Echo's Cave

The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
Dungeon Master
GM, 84 posts
Thu 2 Nov 2017
at 04:56
  • msg #9

Episode 4: Wave Echo's Cave

Og pulls rope from his bag ties it off and uses it to easily get everybody down to the bottom of the pit. They get down there and find there are exits to the Northwest and to the East but after some deliberation the party decides they will head to the East.
This message was last edited by the GM at 04:29, Fri 03 Nov 2017.
Dungeon Master
GM, 85 posts
Fri 3 Nov 2017
at 04:33
  • msg #10

Episode 4: Wave Echo's Cave

Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Dungeon Master
GM, 86 posts
Fri 3 Nov 2017
at 04:35
  • msg #11

Episode 4: Wave Echo's Cave

The party begins investigating the room full of skeletons when they all hear flapping noises and are set upon by ten stirges seeking fresh blood.
Dungeon Master
GM, 87 posts
Fri 3 Nov 2017
at 05:19
  • msg #12

Episode 4: Wave Echo's Cave

The party is swarmed and Yarabon and Taten are drained of quite a bit of blood but with the healing of Xelael they are able to overcome it.  they stand in a four way intersection they can go north south or east, west is back whence they came.  They deliberate quietly while Xelael heals up the injured party members wounds.  The consensus ended up being that they should go down the eastern path.
This message was last edited by the GM at 05:04, Sat 04 Nov 2017.
Dungeon Master
GM, 88 posts
Sat 4 Nov 2017
at 05:05
  • msg #13

Episode 4: Wave Echo's Cave

Down the path they enter a large cavern where Dense carpets of weird fungi cover large sections of the floor. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Dungeon Master
GM, 89 posts
Sat 4 Nov 2017
at 05:11
  • msg #14

Episode 4: Wave Echo's Cave

As the party crosses this cave the seemingly harmless fungi release spores into the air along with a strange gas.  This gas gets into Yarabon and Og's lungs forcing them into puking fits followed by extreme abdominal pain, there is clearly blood in the vomit from the two whom are affected..  Taten and Xelael are able to get through the cavern without inhaling too many of the spores, and get to the other side seemingly unaffected.
Dungeon Master
GM, 90 posts
Sat 4 Nov 2017
at 05:32
  • msg #15

Re: Episode 4: Wave Echo's Cave

Dungeon Master:
As the party crosses this cave the seemingly harmless fungi release spores into the air along with a strange gas.  This gas gets into Yarabon and Og's lungs forcing them into puking fits followed by extreme abdominal pain, there is clearly blood in the vomit from the two whom are affected..  Taten and Xelael are able to get through the cavern without inhaling too many of the spores, and gets to the other side seemingly unaffected.



As the party heads down the only pathway left the exposure from the poison continues to linger heavily weakening Og and Yarabon
This message was last edited by the GM at 05:33, Sat 04 Nov 2017.
Dungeon Master
GM, 91 posts
Sat 4 Nov 2017
at 23:51
  • msg #16

Re: Episode 4: Wave Echo's Cave

The party progresses north from the fungus cave. Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons-many crushed under fallen debris-are scattered across the floor.The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you've seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched. The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.
Xelael
NPC, 7 posts
Sat 4 Nov 2017
at 23:54
  • msg #17

Re: Episode 4: Wave Echo's Cave

"I can sense a subtle aura of magic in this part of the cave.  It seems to be getting stronger the closer I get to the building up the stairs."
Dungeon Master
GM, 92 posts
Sat 4 Nov 2017
at 23:57
  • msg #18

Re: Episode 4: Wave Echo's Cave

The party decide not to enter the first building but instead enter the building up the stairs that gives off the magical aura.

This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area. Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you. "Hello," says a thick, burbling voice inside your head.
This message was last edited by the GM at 23:57, Sat 04 Nov 2017.
Dungeon Master
GM, 93 posts
Sun 5 Nov 2017
at 00:05
  • msg #19

Re: Episode 4: Wave Echo's Cave

The spherical creature says in your minds "Do not remove anything from this place or I will take action. Everything in this room is property of the human wizards and the miners who work in this place."
Dungeon Master
GM, 94 posts
Sun 5 Nov 2017
at 00:09
  • msg #20

Re: Episode 4: Wave Echo's Cave

The party investigates the fire keeping their hands off of anything while the floating spherical creature watches.  Xelael is the only one who through her past study knows that this is a Brazier of Green Flame.
Xelael
NPC, 8 posts
Sun 5 Nov 2017
at 00:10
  • msg #21

Re: Episode 4: Wave Echo's Cave

"This brazier is the source of the magic that suffuses the surrounding caverns.  Its weakened by this is definitely it."
Yarabon
NPC, 6 posts
Sun 5 Nov 2017
at 00:12
  • msg #22

Re: Episode 4: Wave Echo's Cave

Yarabon stares  at the spectator her weapon in hand. "What are you going to do eyeballs, theres nobody here the wizards and miners are dead and gone. So why don't you get out of our way and let us take what we need."
Dungeon Master
GM, 95 posts
Sun 5 Nov 2017
at 00:12
  • msg #23

Re: Episode 4: Wave Echo's Cave

The eye stalks on this creature begin to flare up with magic before Og jumps in front of Yarabon and begins to speak.
Og
NPC, 13 posts
Sun 5 Nov 2017
at 00:14
  • msg #24

Re: Episode 4: Wave Echo's Cave

"Please ignore her she's on edge and feeling sick from the fungus in the other room.  We don't want to hurt you or these things only to learn more about what happened here and where the Black Spider is at."
Dungeon Master
GM, 96 posts
Sun 5 Nov 2017
at 00:15
  • msg #25

Re: Episode 4: Wave Echo's Cave

The stalks lose some of their glow but two of the eye stalks follow yarabon while the rest stare at Og. It speaks again telepathically to all. "You lie the wizards and miners are just out right now but they will be back.  You should leave none of these things are yours."
Taten
NPC, 9 posts
Sun 5 Nov 2017
at 00:20
  • msg #26

Re: Episode 4: Wave Echo's Cave

Taten first enters the door to the north and finds it is a room that has been completely destroyed.  He then while looking around notices a breastplate and mace that look particularly nice.  Taten cannot resist and when he sees Og has it's attention he grabs the breastplate and mace and moves quickly out of the door.
Dungeon Master
GM, 97 posts
Sun 5 Nov 2017
at 00:25
  • msg #27

Re: Episode 4: Wave Echo's Cave

Og agrees that they should all leave and knowing what Taten had done they all agree and head for the door.  Just as Og walks out of the broken double doors you can hear in your heads. "STOLEN! You stole them!" the spectator comes floating out of the building enraged its stalks and central eye glowing with power
Dungeon Master
GM, 98 posts
Sun 5 Nov 2017
at 02:00
  • msg #28

Re: Episode 4: Wave Echo's Cave

After a rough battle using plenty of party resources they successfully defeat the spherical monstrosity and walk off with the items it was defending.  After recovering and catching their breath the party decides to investigate the other building they passed over originally.
Dungeon Master
GM, 99 posts
Sun 5 Nov 2017
at 02:03
  • msg #29

Re: Episode 4: Wave Echo's Cave

The doors leading into this area are cracked, their iron hinges partially melted but Taten and Yarabon together are able to combine their might and wrench the doors out of the way.

Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings-tables, chairs, bookshelves, beds-are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
Dungeon Master
GM, 100 posts
Sun 5 Nov 2017
at 02:07
  • msg #30

Re: Episode 4: Wave Echo's Cave

As Og enters the building first a spectral wraith of a robed figure appears and says in a threatening tone. "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!"
Og
NPC, 14 posts
Sun 5 Nov 2017
at 02:09
  • msg #31

Re: Episode 4: Wave Echo's Cave

Og gives a stern look back at Taten and holds up his hand towards the wraith.  "Please we do not come seeking your treasures we are merely investigating this cavern searching for the Black Spider"
Dungeon Master
GM, 101 posts
Sun 5 Nov 2017
at 02:11
  • msg #32

Re: Episode 4: Wave Echo's Cave

The wraith begins to hiss and take on a threatening visage when suddenly it stops and begins to speak. "What is this....the spectator...dead.  was this you?" As he says spectator he points towards the building to the north.
Og
NPC, 15 posts
Sun 5 Nov 2017
at 02:12
  • msg #33

Re: Episode 4: Wave Echo's Cave

Taten is about to start speaking when Og steps in clearly understanding the undead. "Yes, it attacked us and we slew it just a few minutes ago. For doing this will you let us go, we mean you no harm."
Taten
NPC, 10 posts
Sun 5 Nov 2017
at 02:13
  • msg #34

Re: Episode 4: Wave Echo's Cave

"Surely we deserve something, we helped you kill this thing."  Og growls under his breath and shoots Taten a glare but says nothing else.
Yarabon
NPC, 7 posts
Sun 5 Nov 2017
at 02:14
  • msg #35

Re: Episode 4: Wave Echo's Cave

"I agree we did risk our lives fighting that thing."
Xelael
NPC, 9 posts
Sun 5 Nov 2017
at 02:15
  • msg #36

Re: Episode 4: Wave Echo's Cave

Xelael begins asking all kinds of questions about what work it used to do and what magic it used etc... the wraith clearly starts to become annoyed but she doesn't seem to notice or care.
Dungeon Master
GM, 102 posts
Sun 5 Nov 2017
at 02:16
  • msg #37

Re: Episode 4: Wave Echo's Cave

"Take the coins...and gems.  Then leave my presence!"
Dungeon Master
GM, 103 posts
Sun 5 Nov 2017
at 02:21
  • msg #38

Re: Episode 4: Wave Echo's Cave

The party does as the wraith asks collecting all the coins and gems from his chest then leaving the room. They then head north to the building with the spectator and have a choice to either continue north or head west.  They decide it would be best if they head west. While they spend time deciding the poison fades from Og and Yarabon their bodies fully recovering from the foul fungi.
This message was last edited by the GM at 02:22, Sun 05 Nov 2017.
Dungeon Master
GM, 104 posts
Sun 5 Nov 2017
at 02:24
  • msg #39

Re: Episode 4: Wave Echo's Cave

A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.

More than a dozen withered corpses are scattered around the room. These slain dwarves and orcs are still wearing the remnants of their armor. Floating above them is a skull engulfed in green flame.

The flaming skull attacks as eight of the corpses rise of their own accord as soon as the party enters into the room.
This message was last edited by the GM at 02:26, Sun 05 Nov 2017.
Taten
NPC, 10 posts
Tue 14 Nov 2017
at 05:37
  • msg #40

Re: Episode 4: Wave Echo's Cave

The party nearly falls but Taten roars in a barbaric rage with an insane endurance his people are known for and he brings his glaive down upon the flame skull cracking it in half and dropping it dead to the floor.  Taten then slowly drags each party member out of the dungeon.  Xelael and Og broke ribs and Yarabon has a nasty facial scar but they are able to rest and recover overnight and with some magical healing they fix all glaring injuries.
This message was last edited by the player at 06:31, Tue 14 Nov 2017.
Dungeon Master
GM, 106 posts
Tue 14 Nov 2017
at 06:34
  • msg #41

Re: Episode 4: Wave Echo's Cave

The party returns to find the flameskull has been reborn.  They successfully defeat it with only moderate wounds but all agree they should avoid that room at all costs in the future.
Dungeon Master
GM, 107 posts
Thu 16 Nov 2017
at 05:53
  • msg #42

Re: Episode 4: Wave Echo's Cave

The party drops into and follows the dry channel to the east. Where A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast.
Dungeon Master
GM, 108 posts
Thu 16 Nov 2017
at 05:54
  • msg #43

Re: Episode 4: Wave Echo's Cave

The party decides to take a short rest as the noise will cover up their own noise and this place seems rather quiet.  They end up being right as they are avoided for the duration of their rest.
Dungeon Master
GM, 109 posts
Thu 16 Nov 2017
at 05:56
  • msg #44

Re: Episode 4: Wave Echo's Cave

As the only new directon to head is to the northwest the party gathers their belongings and heads that way weapons out and ready for any upcoming threats.
Dungeon Master
GM, 110 posts
Thu 16 Nov 2017
at 06:06
  • msg #45

Re: Episode 4: Wave Echo's Cave

This passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
Dungeon Master
GM, 111 posts
Thu 16 Nov 2017
at 06:13
  • msg #46

Re: Episode 4: Wave Echo's Cave

The party begins climbing down without a rope into the mostly barren streambed avoiding the stream that still exists.

A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.

The party sees bugbears and a drow along the other side and while they try to stay quiet the drow up on top hears their movement as Og and Yarabon quickly but not quietly get down into the barren streambed.

Taten and Xelael are still up above on the ledge when they hear many voices in a language they don't recognize and then the bugbears and drow attack
Dungeon Master
GM, 112 posts
Thu 23 Nov 2017
at 18:03
  • msg #47

Re: Episode 4: Wave Echo's Cave

The party easily dispatches the bugbears and a fleeing drow who turned into a strange polymorphed creature. Og recognizes this as a Doppleganger a beast that can transform into any other creature.

They gather their belongings and head up the other side and down a western passage and come to a set of double doors that turn north.

Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue's eyes. The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on the west side of the room between two pillars.

Two bugbears stand by the table, flanking a dark elf dressed in black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you. "It seems that I must deal with you myself. A pity it must end this way."
Dungeon Master
GM, 113 posts
Tue 28 Nov 2017
at 13:18
  • msg #48

Re: Episode 4: Wave Echo's Cave

A long hard fought battle ensues that nearly sees the party fall but with careful work and well timed strikes they destroy their foes and gain the rewards.

They gather the gems and belongings of Nezznar including a key and a special staff on his person that Xelael takes for her own.  She finds that it is a black spider staff which is better than her current scimitar but unfortunately cannot be put to its fullest use as the magic within it is arcane in nature and not druidic.

After the brawl the party spends the evening in here taking watches and with luck they avoid an enemy assault of any kind.  They then investigate the adjacent room which opens with the key that Nezznar had on his person.

Dusty draperies adorn the walls of this room, which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor.

Inside lies the last Rockseeker brother.  The party unbinds him and through healing magic and their own resting the dwarf awakens.  The party then with the aim to leave carefully retraces their steps avoiding the room with the flameskull having already encountered it's ability to regenerate. Along the way they are assaulted by 2 grick's but the party makes short work of them and the rest of their trip home to Phandalin is uneventful.

The party are welcomed as heroes.  As reward they are given 10% of the profits of the mine which is reopened which roughly rounds to about 500 gp each month. Sildar Hallwinter greets Og and proudly is able to present to him the next highest rank of their order a Redknife.  Along with this rank Og is presented with a new follower, a fellow folliwer of the Lord's Alliance of the Cloak rank. His name is Ooreek and he is of a race known as the Aarakocra.  The party meets with Og's new follower and begin getting to know each other.

A year passes in relative peace.  The party joins together their hard earned gold from adventuring and uses it to rebuild the Tresendar Manor and use it as a base of operations and up until now a home.
This message was last edited by the GM at 06:35, Mon 04 Dec 2017.
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