Don’t Disturb the Crawler
Much like in the kobold lair, there were bones scattered around, but these bones looked picked over, as if one thing had done the killing and another thing the eating. Halflings have a special sense for danger, and that sense was tingling. You slip into the darkness and quietly move about a hundred paces, then stop and listen. Beneath the usual sounds of water dripping and the occasional stirge call, there is the shuffling of chiton on stone. You slide back into the shadows and wait; your infravision picks up a tentacled mass moving closer: it’s a carrion crawler.
You quickly move back to the group, calling them all over and explaining your plan.
“First, everyone take off your boots. If you are wearing chain or plate armor, that comes off too. Now, throw your cloaks in this bag and put the equipment in on top of it. If we play our cards right, we will walk by that crawler, leaving him to peacefully dwell and for us to continue.” You hand the bag to the barbarian and start towards the crawler’s path, pulling out some kobold copper and throwing it in the opposite direction. You are amazed at how quietly a group can move when they need to. In no time, you are on the way out of the cavern. When you look back, the crawler is still there, tentacles waving, as if telling you goodbye.
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The cave divides into three tunnels:
The first tunnel veers to the left. From deep within the cave you hear the sound of a woman laughing hysterically.
The tunnel in the middle opens on an enormous staircase leading high into darkness.
The last tunnel veers to the right. From deep within the cave you hear the sound of many voices all speaking at once in various tones and languages.
Do you choose to travel down the tunnel to the left, in the middle, or to the right?