
### Protocol A

![Sylph Caves](./static/img/dungeon.png)

1. Entrance. The tunnels to the north and south are sealed by twisted cords of vines thicker than you leg.

2. Lush cave. Vines and dense plants fill this cave. A small mossman rests here, its vines and leaves a bright, young green. It clutches a small copper pendant in its hand: a tree with a thick trunk and tangles of branches above and roots below.

3. Holding room. You find a bunch of lethargic bush brats. Their usually lush leaves look kind of wilted and covered with something that looks like strands of thin spidery silk. They resist all attempts at rescue.

4. Long hall. An elderly sylph attends a group of adolescent sylph huddled by a fire, bringing them soup and water. The sylph's mossy, leafy covering is thicker and more wild than younger sylphs, giving him a feral plantlike appearance. He wears a copper tree pendant.

5. Hatching Room. Full of plump silken cocoons attached to the walls. You see one crack open and a sylph crawl out.

Through observation, or speaking with the creatures in this cave, you might discover a secret. Read [Protocol J].
