Beneath the bustling streets of Waterdeep, within the dimly lit bowels of a natural cave system, the adventurers reminisced about a past escapade, chuckling at the memory of Bhakris Edge and Bartholemeow’s attempt at dwarven singing—an endeavor that was as cacophonous as the clash of swords. Their laughter echoed through the chamber, mingling with the faint glow and the rhythmic sway of plants that moved as if caressed by an unseen breeze.
Thalmiir Brukur, the grizzled dwarf with deep ties to the earth, squinted his eyes, trying to sense the elusive breeze. Alas, luck was not on his side, and he grunted in stubborn denial, convinced everything was as it should be, despite his companions’ raised eyebrows.
The group mused over the swaying vegetation. Was it a natural underground breeze, or something else? Thalmiir, eager to show his earthy prowess, brandished his axe, ready to carve a path through the greenery. The chamber they now stood before was a curious meld of nature and craft, the wild growth spilling into the remnants of a constructed space.
Thalmiir’s axe swung, but the stubborn vegetation simply sprang back, unharmed. Pebblesong and Bartholemeow, the druid and the feline bard, joined forces. Pebblesong, with a keen understanding of nature, identified the swaying plants as bloodweed—a carnivorous species known for its hunger for flesh. She cautioned against hasty contact, and with Bartholemeow’s agile movements, they found a safe passage through the roots, though it required the grace of a dancer to evade the bloodweed’s slicing embrace.
As they progressed, the filtered light from above hinted at an open pit or a covered well, fueling speculation about their subterranean whereabouts. Pebblesong, the dwarf raised by firbolgs, danced through the bloodweed with acrobatic flair, while Thalmiir, ever the pragmatist, employed a grappling hook in an attempt to clear the path. His first try was modestly successful, but with a forceful yank, the second cleared a way.
The adventurers faced a gap in their path, and with the help of a rope, they crossed it cautiously. A large stone served as an anchor for the knotted rope, tied with sufficient skill but without the confidence of expertise. The knot held, albeit with the dubious assurance it might not last, and the party traversed the gap with guidance from their comrades.
A fleeting thought about a prior transformation into a giant spider by Waer’dara, the drow warlock with arachnid affinity, sparked a brief discussion. Could such a form spin a web to aid them now? Pebblesong, ever observant, spotted a grate above, allowing light to seep through—a covered well. Her knowledge of the city above unveiled their position beneath the streets of Waterdeep, turning the well into a grim marker, likely a hidden receptacle of the dead.
The rampant growth of bloodweed suggested a grim possibility—it was fed by more than just soil. A search ensued, and amidst the dangerous flora, a humanoid bone was discovered. The adventurers speculated on its origin and the fate of those missing from Waterdeep, a sobering reminder of their quest.
They ventured deeper, their path marked by footprints that wove through the twisting tunnels. The complexity of the cave system grew, and at every junction, they were met with arrows etched into the stone—confusing markings that only compounded their uncertainty.
Pebblesong, with her natural insight, surmised that these arrows were left by someone lost, desperate to record their wanderings. The paths least marked, they reasoned, were likely the correct passage, for the one who was lost would not have returned to mark it again.
A group survival check led them to discover more than just arrows. Dwarvish writing adorned the wall, a message from someone named Carahan Coalsmith of the Duergar clan. “You are here to destroy it. Don’t fail,” it read, igniting a debate—was it the Urn or the Orb they were meant to destroy? The message was fresh and unweathered, a recent plea etched in stone.
As Bartholemeow composed a song of their journey, with Hat adding whimsical flourishes, the group pondered the possibility of mind-confusing magic. Detect Magic revealed no enchantment on the writing, yet further down, Waer’dara found another message, “It makes you forget,” cementing the notion of memory-warping forces at play.
The party continued, piecing together the cryptic messages. Bartholemeow found a repeating message, while tally marks beside some arrows suggested a counting of crossings. Bhakris uncovered a dramatic note, “People you love died for this. Destroy it. Egg. Kaerhan Kole,” adding to the mystery of their predecessors’ fate.
The adventurers followed the trail’s end to a chamber, where the ceiling was obscured by a vast webwork of silk, with cocoons that might hold the constables they sought. They hesitated, aware of the potential dangers of disturbing such a lair. As they deliberated, Thalmiir signaled for caution—a hand sign that not all might recognize. Waer’dara, entranced by the web’s beauty, was reminded by Thalmiir of their duty to rescue those ensnared.
Perception checks were called for, and Bhakris, with his sharp eyes, spotted a giant spider lying in wait. The creature was poised to strike, granting it the advantage of surprise over all but the observant earth genasi.
As the session closed, the group was left in suspense, wondering how Waer’dara would deal with the imminent threat from a creature so close to her patron. They shared a sense of enjoyment and eagerness to see how the tangled threads of their adventure would unravel in the caves beneath Waterdeep.
Key Events
- The session began with the party reminiscing about a previous attempt at dwarven singing by Bhakris Edge and Bartholemeow, which did not go well.
- The party encountered a chamber ahead of them with a faint light and plants or roots swaying as if in a breeze.
- The chamber was part of a natural cave system, distinct from the constructed areas they had left behind.
- Thalmiir Brukur made a perception check to sense the breeze but rolled a natural one, humorously indicating everything was normal for him.
- The party discussed the swaying vegetation and whether it indicated a natural underground breeze, which is common in caves.
- Thalmiir, feeling challenged about his earthiness, prepared to chop through the vegetation with his axe.
- As the party approached the chamber, they noticed that it transitioned from natural to constructed.
- Thalmiir’s axe attack on the vegetation was not very effective, only causing the plants to bounce back into place.
- Pebblesong and Bartholemeow worked together to find a path through the vegetation, with Pebblesong rolling a successful nature check and identifying the plant as bloodweed, a carnivorous plant.
- Pebblesong warned the party about the dangers of the bloodweed, advising them to be cautious and not to just bat the plants around.
- Bartholemeow successfully found a path through the roots, requiring agility and care to avoid being cut by the bloodweed.
- The party noticed filtered light from above, suggesting an open pit or similar feature, and speculated about their location beneath the city.
- Pebblesong attempted to follow Bartholemeow’s path through the roots, opting for an acrobatics check and successfully navigating the bloodweed.
- Thalmiir, hearing the roots were chewy, attempted to use a grappling hook and rope to clear a path through the vegetation but was only partially successful.
- Thalmiir’s second attempt to pull the rope back through the roots was more successful, managing to pull some of the vines aside and potentially creating a clearer path.
- The party is navigating a gap, with a rope being used to assist in crossing.
- A place to tie off the rope is found among large stones.
- The knot tying skill is confirmed to be associated with the Survival skill.
- The character tying the knot does not have advantage due to not having read a relevant book.
- The knot is tied successfully, but a Survival check (DC 10) is failed, indicating the knot may not hold over time.
- The party is able to cross the gap without additional checks due to the rope and guidance from party members.
- There is a discussion about whether anyone is currently in giant spider form, referencing a previous encounter and the ability to spin webs.
- Pebblesong looks up while navigating the area and sees filtered light through a grate, suggesting a covered well.
- Pebblesong deduces the location of the well in the city based on previous knowledge and the current position.
- The party considers the well as a potential entry or exit point, as well as a place to dispose of bodies.
- The overgrowth of bloodweed in the area suggests it may be fed by something, possibly corpses.
- A search for skeletons is initiated, with the character using a shield and quarterstaff to avoid getting cut by the bloodweed.
- A humanoid bone is found, indicating the presence of at least one body in the area.
- The party speculates about the origin of the bone and the possibility of reporting the find to authorities.
- The party is reminded that they are searching for missing people, and they discuss the evidence found so far.
- The search for more bones continues, with additional Survival and Perception checks made.
- More bones are found, but no complete corpse or pile of bones is discovered.
- The party moves on, back into a natural section of the cave, noting the well’s collapse and the age of the erosion.
- The party continues to follow footprints, which occasionally become less visible, but they remain confident in their path.
- The tunnel becomes more twisty with more branches, but most are dead ends.
- Occasional footprints are found, keeping the party on track as they navigate the increasingly complex tunnel system.
- The complexity of the cave system the party is navigating is increasing, causing doubts about whether to proceed or try another path.
- The party is asked to make perception checks to discern the correct path.
- Pebblesong opts to use a survival check to determine which paths are more well-trodden.
- The party notices that the paths are marked with arrows at junctions, but the arrows point in multiple directions, causing confusion.
- Pebblesong, with a keen insight, deduces that the arrows are the result of someone who was lost and trying to leave notes for themselves.
- The party observes that some paths have fewer arrows, suggesting that the path with the least number of arrows might be the correct one since the lost individual did not return to mark it again.
- A group survival check is made to navigate the warren, with a DC of 12. The party succeeds, noticing more than just arrows, including what appears to be writing.
- Pebblesong, who is casting Detect Magic, spots Dwarvish writing on the wall but cannot read it.
- Thalmiir, a dwarf, is called over to translate the message, which is signed by Carahan Coalsmith, a name associated with a Duergar clan.
- The message reads, “You are here to destroy it. Don’t fail,” leading to speculation about whether it refers to the Urn or the Orb.
- The writing is fresh, with no signs of weathering or overgrowth, indicating it is a recent message.
- The party discusses the possibility of magic that confuses the mind, as the arrows and messages suggest someone was trying to remember their path or purpose.
- While waiting for Detect Magic to complete, Bartholomew composes a song about their journey, with some assistance from Hat.
- Detect Magic reveals no magical presence related to the writing or in the ambient environment.
- The party moves on, with Detect Magic still active for 10 minutes, and Waer’dara finds more writing with the same signature, stating, “It makes you forget.”
- This confirms the theory that the individual who left the messages was struggling with memory loss.
- Thalmiir considers what could cause memory loss, thinking of creatures or magical artifacts, but nothing concrete comes to mind.
- The party continues onward, with each member taking turns finding messages and uncovering their meanings.
- Bartholomew rolled a four and found a message identical to one discovered earlier, though in a different location, suggesting they haven’t doubled back.
- Tally marks have been noticed next to some of the arrows found along the way.
- Bhakris discovered a message with eight tallies, reading: “Tally the times you cross this point. Signed, Kaerhan Kole.”
- Pebblesong found a message stating: “The arrows show where I’ve been. Signed, Kaerhan Kole.” Pebblesong remarked that this was already known.
- A joke was made about who would roll for Dan, with the conclusion that his brother should do it.
- Dan rolled a nine, finding a message similar to a previous one but more dramatic, reading: “People you love died for this. Destroy it. Egg. Kaerhan Kole.”
- The group discussed that Kaerhan Kole was not a name they had heard before entering the collapsed area and that the original adventuring party sent to destroy the impediment was of some renown.
- It was noted that time has passed since the original party was sent, and whatever they were sent to destroy was seen as a major obstacle to finding the Urn of Chauntea.
- Thalmiir encountered a message with a name he didn’t recognize, reading: “Trust [name]. He remembers. Kaerhan Kole Smith.” The name’s literal translation was akin to “the special stone inside your head is fertilizer or maybe is shit.”
- The name did not fit any known dwarven clan and was either very old, made up, or possibly a Duergar name.
- The group speculated that the name might be a creative way to write down the names of non-dwarves or important individuals.
- The group decided to follow the trail to its end, using a group intelligence check to navigate the more circuitous path.
- Bartholomew was still puzzled by the puzzle but agreed to follow the group.
- The group succeeded in finding the trail’s end, with one detour that led to another message from Kaerhan Kole, reminding himself of his own name.
- The group discussed the lack of messages about how to destroy the impediment and the possibility that the original party might not have known how to do so.
- The group entered a new zone with a different geological makeup, indicating they were on a more straightforward path.
- They found clear footprints indicating the constables had also passed this way and had not doubled back.
- The group approached a chamber with a ceiling full of cobwebs and several large cocoons, possibly containing humanoids.
- The group pondered the size of the constables and whether the cocoons matched the size of the beings they were following.
- The group reflected on whether they had noticed the race of the constables when they first encountered them.
- The party is observing a cave entrance with cocoons hanging from a massive web.
- The group is trying to identify the size of the creatures in the cocoons, speculating they could be a gnome and a goliath, a halfling and a kin, or possibly air bogs or furbolgs, though there is uncertainty.
- The ceiling height is difficult to determine due to the extensive webbing, with some cocoons hanging low enough to reach from the floor, while others are higher up.
- Thalmiir signals the group to hold position, though it’s unclear if everyone recognizes the hand sign.
- Thalmiir and Waer’dara discuss the possibility of alerting whatever is in the webs by touching the cocoons, with Waer’dara explaining that spiders can sense vibrations in their webs, but it’s not a magical detection.
- Waer’dara admires the beauty of the webs and questions the need to disturb them, but is reminded by Thalmiir that people are trapped and need to be rescued.
- The GM calls for perception checks, with disadvantages for those preoccupied with the cocoons or with poor vision.
- Bhakris rolls a 20, Pebblesong a 14, and the rest of the party rolls poorly.
- Bhakris, using his keen observation, spots a giant spider waiting in ambush in an indentation in the floor.
- The spider will get a surprise round against everyone except Bhakris when the game resumes.
- The session ends with anticipation of how Waer’dara will react to the hostile spider, hinting at possible animal handling checks.
- The group expresses enjoyment of the session and looks forward to continuing the adventure.