Investigating the Waystation in Soldiers of the Sword Coast | World Anvil

Investigating the Waystation

Operation Parameters

    
Date 1492 DR, 10 Eleasis
Soldiers
  • Ayula
  • Tempest
  • HALe
  • ?
  • ?
Status
Casualties None
 
 

Operation Details

Here’s what we learned:   Before descending into the Underdark, LT will offer you rings. If you are rendered unconscious, the ring will ensure your death. This will keep you from whatever horrors the creatures of the underdark will inflict on you if you’re captured alive.   The Jim tent has a ladder that goes 100+ feet down. When you enter the room with the door in it, you need to say the password “Marmaduke” to open the door. Be sure to close it after, as the door has a lot of protection magic on it.   Do not repeat the password once you are through the door for obvious reasons.   Right outside the door is the bone room. Typically the in the underdark if you enter a room with picked clean bones, it’s a sign that something big and scary was about. However in this case, the big scary things were the Jims, so don’t worry about it.   After this area, we have the tunnels. The tunnels have various cliff sides with ladders. It is my opinion that we should install pulley systems or maybe makeshift dumb elevators or ramps to help move heavy things up the cliff sides, as the cliffs are increasingly steep and bringing back heavy items-like bodies-proved to be difficult.   In these caves, fairly harmless creatures appear.   If the cave is covered by a dark mist, then you’ve likely encountered blood mist. Blood mist are these floating veins full of blood, and they completely cover you in blood if you fight them, however they are easy to kill. They do try to engulf you and merge with your own veins though. We are unsure what they do if they succeed in this. Perhaps bring someone with prestidigitation to clean up the party in this event. If you run into a bunch of tiny grey/black oozes eating crystals, don’t worry, these things are acidic, but fairly harmless. Their acid could eat your armor, and they are hunters that spawn in large packs. You cant kill them, because they’ll just reform and they are not so hurt by fire. Your best bet is to run-they’re very slow-and they’ll forget about chasing you the second they realize you’re faster than them. They’d almost be cute if they weren’t trying to eat you, and the LT said they wouldn’t make great pets sadly.   Also, do not pick the glowing mushrooms in the caves. They are glowing with evocation magic, and while that could mean healing, it probably means they’re explosive. You’ve been warned.   Oh, and it is very important that you whisper and don’t make loud noises. Go at everything with stealth.   After the caves you get to the way station. This is not a safe and secure area. Upstairs, there are a lot of spiders and something big and spider like has made the wreckage it’s den. LT said a lot of spiders in a destroyed place is a sign of Lolth servants. Lolth is a chaotic, probably evil goddess who rules over the underdark. Her servants shouldn’t be trifled with. There’s a barn by the waystation that was empty, although it was made to house Cave Lizards, giant lizards used for riding. Perhaps we could find and tame some to use in place of horses for the underdark or even the over world if we could swing it.   East of the waystation, we found tracks and more evidence of the spider like Lolth servant leading off. We contacted LT and he told us not to follow them. To the North, we found evidence that some survivors of the fire rode off on the cave lizards to escape. To the West we found a long, empty cave that seemed to stretch onward for at least 1300 feet with nothing in particular in that direction.   To the south, we found a caved in mine shaft that would take about an hour to excavate. We were carrying a body at the time, so we didn’t have time to stick around.   We also found two sets of footprints, also down the southern path. The footprints belonged to a dwarf and a very injured Kobold. We followed them to the deserted docks where the last party encountered mind flayers and a dragon. The dwarf footprints lead to the south, and a kobold footprints, along with a trail of blood lead to a little cave to the west, there we found Waldo, very hurt, and unconscious. I remembered the rings, and how it was better to be dead than unconscious in the underdark.   We healed him a little, and, with difficulty brought him back to the camp.   He appears to be in a coma and extremely hurt.   We restrained him and he’s in the medical tent now. Neither the LT or or the Druid know what’s wrong with him. It’s not a poison, or a disease, and if it’s magic it’s suppressed. Could be a curse, maybe extreme exhaustion or a parasite. We don’t know. He had several battles before he became this way. We will have to wait and see.   The underdark is survivable if you’re quiet and smart. Consider all your options and go with the knowledge I an my party have provided. Take notes and provide us with more information as time goes on.   =============     Follow-up From Aceso's Medical Report on Waldo:   From the previous mission:   Szeth bravely stepped up to the front line and did his best to pour on the hurt while I supported from behind. We tried our best to help Waldo, Szeth casting a powerful shield spell on him. Private Fuckup bravely fought for us to the end. He was grappled by a mind flayer before I fell to the combined psychic blasts from the mind flayers and a sonic roar from the dragon. The psychic blasts seemed to even pass through walls as I had attempted to engage from full cover. I miraculously awoke moments later to see Private Fuckups body, Szeth no where in sight, and Waldo retreating. I ran. Waldo was downed by another psychic blast and I paused to bring him back up with a quick heal. The mind flayers were too close to him though and he was downed again... I hated leaving him but there was nothing I could do. The mind flayers were now close enough that I'd be caught too if I healed him again. I... left him lying on the floor with the mind flayers.   Quick notes from Aceso:   Druid: Puzzled, it's quite strange.   Take a look -- she do her usual thing and try several weird concoctions. Unclear why he's unconscious.
  • No Magic;
  • unconscious for no known reason.
  • Give him time.
  • Is he starting to heal? Largest wounds have closed (healed through magical means where is that wound -- in his stomach.   Medical Check:   obvious he was in multiple battles in the last day injuries from multiple different sources few sword blows, few stabs, few animalistic claws -- how is he alive.   heart beat is rather faint.
  • breathing is a little shallow
  • no head injuries (minor cuts on his face)
  • At one point -- healed scar right in the center of his chest; likely a mortal.     Long trail of blood; bloody footsteps initially (down to docks, dwarven footprints vanish.) -> smear of blood was on the wall. Clutched a wall with bloody hand prints. -> only the kobold footprints were bloody; while the dwarf wasn't. Dwarf wasn't in the party.   Guessing he walked into a smaller cavern -- that had a water supply.   ---   Waldo had different equipment on him.
  • Change of clothes (not made for a kobold -- made for a dwarf)
  • small hammer of dwarfish make.
  • beard was horribly destroyed.
  • =============   Update:
  • Seems that Waldo woke up at some point in the field hospital
  • Ayula lost her memories, and Waldo was gone
  • wearing different clothes than what he on in camp (dwarven sized)
  • the dwarven hammer found on him (which is from a military supplier out of dwarven home; which isn't his father mark)
  • The results from detect magic, detect poison & disease (nothing), and the positive result on detect good and evil. (Either was one, or something in him)
  • he was polymorphed into a deer by some means
  • MJR Rem killed Waldo (as a deer), and disposed of his body