Securing the Tunnels in Soldiers of the Sword Coast | World Anvil

Securing the Tunnels

Operation Parameters

    
Date 1492 DR, 3 Eleint
Soldiers
  • Tavvok
  • Falyer
  • Dyne
  • Aceso
  • Klarion
Status
Casualties None
 
 

Operation Details

  With the danger from below growing increasingly more prevalent, it’s clear we need to maintain something of a beach head. We need volunteers to head down there and see what we’re dealing with in the immediate area. If it’s a threat to the camp, kill it. While you’re down there, do everyone a favor and map out the route to anything important you may find. Please see LT. Silvern for more information.   Lt. Silvern:
  • the most immediate tunnels aren't all that dangerous
  • ignore the ooze; they are really slow; will try to eat armor
  • if see anything resembling a large female spider (or anything similar) -- RUN
  • below the Underjim
  • - several tunnels generally straight through - burrowing creature; Jims dealt with larger pray - go past straight section - go between that intervening tunnels (about 1 mile long) - if reach way station; gone too far   Entry: - massive ladder; then staging room; various tunnels to way-station - will not being going through the Underjim - if you find anything that is too strong; keep note of it. - keep track of the tunnels   Underground Access Guide:   ========================  
  • entrance is over here -- tent just left (west) of the command room
  • go down the stairs
  • there is a staging room
  • standard JIM password will unlock door
  • > 100 feet ladder
  • bring evidence of what you kill
  • don't worry too much about noise; don't make a HUGE noise that will echo
  • producing light so you can see is good; make sure to check since some creatures hunt by light and some don't
  • 10 x 10 room with a ladder in the middle
  • lit room at the bottom
  • people who are below average strength will need frequent breaks
  • When we get to the bottom, there is a 10 x 10 room that is plain
  • say the standard Jim password, and the door flings open
  • pull the door closed; it should be easy
  • see a cave full of bones
  •   Mission:   Bone Room - mushrooms look a weird; don't look like any fungus that grows on the surface - nothing is moving - numerous bones from numerous creatures (something super dangerous must be in tunnels right around here... the Jims)   Went straight across room     2nd Room - Post Bone Room
  • immediate ladder down
  • mushrooms are blue here
  • a platform, then a second latter down
  • another platform, then a third ladder down
  • at the bottom of the latter, there is a small under cropping... with a minor amount of foliage
  • 15 feet, 35 feet, 10 feet (going west)   3rd Room - The Crystal/Gem rooms
  • last time ooze where there; sucking on the crystals/gems
  • do not touch the crystals... some of them explode (based on was told by previous groups)
  • saw a transparency... pinkish / purplish light pulses from them... causes bad headache.
  • not harassed any further once we walked past
  • NOTE: not looking at the crystals or ignoring them doesn't seem to help... either...
  • SEE COMMENTS AT END FROM LT. SILVERN
  • - next group should destroy the any crystal/gem (disguised ooze) that develops this psychic power. It is an ooze that has disguised/       4th Room
  • gems take on a darker color (red)
  • as you come into the room you will take a short L before coming to a t-intersection.
  • south is a pit; straight is a path with some debris
  • we went straight through the difficult terrain, clearing a little bit of a path by moving a rock
  • leads to the center of the room with a path going north-east; a potential dead-end in the center-south-west; one path/exit going south
  • nothing dangerous has taken residence
  • going south there is a path east; and one west
  • east is a cliff
  • we went west, which then turned north
  • you will come to t intersection
  • - LEFT leads goes along for about a quarter mile   - north leads to a dead end (turns east). Leads to an area of disturbed earth... which apparently was where they picked mushrooms during the last mission   5th Room
  • south is the way station
  • we are heading west towards a large boulder; covered in OLD webs
  • we didn't hear any chittering; might faintly hear some vaguely wet noise... faint and wet... far away
  • at the boulder, there is a north path, and a south-west path
  •   BOTTOM FLOOR   1. NORTH: - this leads to a T intersection that goes west and east     1.1 EAST: - While Falyer was standing at the back of the group, a BLAST of wind pushed Falyer - used firebolt and bonfire to clear web - Tavvok lead to what seemed to be a dead end with a large boulder in the middle - above the boulder is a large hole in the ceiling   1.2 WEST: - cavern opens massively, more verticality - underground garden of sorts; lights from a ball coming out of a plant/fern in the middle; things growing around it - looking up, there is an opening on the upper south side of the call of this cavern - bone fragments scattered about...   - Klarion steps into the water, and sinks 1 foot into the vicious mud - almost like a coral underneath under this plant - takes another step, and both his feet get stuck... can't get out; Tavvok pulls him out, but is missing a boot. - Aceso used shape water to lift boot - Aceso uses water to dump a column of water onto the light ball, and nothing happens     1.2.1 South-East Wall Upper Entrance: - See 2.2.1.1.1.2       2. SOUTH-WEST: - leads to a south path, and a west path   2.1 SOUTH: - mostly just water; pool where water comes up - the banks look pretty clean; no debris     2.2 WEST:   2.2.1 HOLE IN ROOF BEFORE CAVERN: - snake like creature w/ beak and tentacles comes down and GRABS him by the head (engulfs entire head), and he is pulled up into the hole in the ceiling - just before the spider webs at the entrance to the cavern (going west), there is a hole in the roof on the north side of the thin path - creature has tentacles that attack, along with the obvious bite attack (Klarion's head inside)   2.2.1.1 SECOND FLOOR ABOVE HOLE: - Snake like creature climbs up 15 feet up wall, and into burrow; Klarion unconscious and hanging... - Tavvok pulls it out of the wall; no longer grappled - all the flesh darkens in the light, and then turns to Ash.   - 2.2.1.1.1 SOUTH-WEST - horse shoe turning north - wet sound; probably something eating dinner - heading north, see a trickle of fresh blood behind rock - There are a TON of bones in this area - several rocks, with a horizontal one at the back that something is behind   - Dyne sneaks closer... apex predator similar to the snake creature we just fought. - wet noise stops - This is a dead end, nest of this apex creature   - Tavvok runs in, and ATTACKS! - Had battle scars on it from killing the whatever creature it   - seem to be ambush creatures   - 2.2.1.1.1 NORTH: - come up to boulder that splits into a Y   2.2.1.1.1.1 NORTH-WEST: - LEADS to 1.2(.1)   2.2.1.1.1.2 NORTH: - wide circular chasm (was above rock) - see 1.1   - path curves east then south - get to a choke point - a nest of something... bones all over, open to a small den of some sort.   - a lot of stalagmites around; no holes above - one of the stalagmites looks a little odd - it was outside of the den, in-between the rocks   - coming out of the stones... another alpha and standard snake creature appears   Alpha Grick - it seems that blades just slide along the body....   2.2.2 Open Cavern - north is a pool, again deep with nothing present - south side of cavern is another choke point   - there are 3 dead Gricks, including an alpha Grick - there is a GIANT hat in the center that is UNTOUCHED   - worms/grubs come out of Grick and jump at you... borrows into Klarion (Rot Grub) - he pushes a torch into his leg; takes 1 fire damage himself, this little grub is sticking out of his leg... limp.   - Klarion used bon fire, and the worms started SWARMING from the body   - moved bonfire to the choke point to block them just in case.   FIRE IS SUPER EFFECITVE ON THESE grubs/parasites...     On the return trip:
  • Klarion falls off the ladder...
  • MAKE SURE TO CLOSE THE DAMN DOOR.
  •   Creature Remains:
  • 2x Grick Alpha Beak; 2 feet long
  • 2x Grick Break
  • Piece of Stalagmites (apparently was a Grick also)
  • Silvern told:
  • told they are called Grick
  • ambush predators
  • NEVER GO BACK TO THE PLACE WITH THE GRUBS
  • - they go far the heart... prefers to kill the living prey it infests -- Rot Grub   Silvern:
  • lived in the middle dark
  • pours us all a drink... mushroom based whisky
  • if you collect some clippings from the "light orb plant", you can grow it in mud (it's natural habitat) … which it then bio-illuminates.
  • told Tavvok to check out what the hat is, before you put it on... but it is magic...
  • about the crystal that flashed pink... could be an ooze...
  • - when they develop this psychic power (headache)…   The next team that goes into the underdark should destroy the psychic ooze!  
  • if you don't find anything in the first 100 or 200 feet, then there is no point in clearing farther... everything moves and shifts over time.
  •   Medical Notes:   ------------   Aceso would note that the Grick bites carry significant infections or germs in their beaks... make sure to have the wounds cleaned... or they will fester.     ALSO MAKE SURE TO CLOSE THE DAMN DOOR.