
| GM Aarvid | 
 
	
 
                
                
              
            
            Goldur wades into the room and picks up the dark tome.
It is a heavy codex bound with cured skin. 
Heal check, linguistic check as it appears to be written in a dialect of undercommon, and oddly readable with darkvision.

|  Goldur Twinthunders | 
 
	
 
                
                
              
            
            Heal: 1d20 + 8 ⇒ (16) + 8 = 24
If it's been less than 20 minutes since we came in, I still have comprehend languages active.

|  Ruth Rubani | 
 
	
 
                
                
              
            
            Ruth knows undercommon and has a good Linguistics skill +7

| GM Aarvid | 
 
	
 
                
                
              
            
            Ruth is unable to see the book or the dwarf holding it for that matter due to the apparent magical darkness emanating from it.
The three of you cannot see where Goldur went or what he is doing.
Via his active spell (and darkvision) he is able to scan the title and first few pages.
Goldur is able to determine the tome is bound in cured dwarf skin. The Darklands Precepts appears to be a guide to proper forms of address and correspondence among drow noble families, with shorter chapters regarding drow demonology rituals and other, equally dangerous rites. The tome is written in Undercommon but designed for use only by drow who know Sakvroth, a form of Darklands sign language.

|  Goldur Twinthunders | 
 
	
 
                
                
              
            
            Goldur drops the tome and emerges from the magical darkness, sharing what he discovered with the group. "And I've no interest in perusing it any further. I'd burn it here and now, if the choice were mine to make. We can't outright destroy Society property, but who knows-- maybe the water will take it. Let's move on."
-Posted with Wayfinder

|  Meredith Une | 
 
	
 
                
                
              
            
            "Delightful folks, these Drow. I'll make sure to kick them extra hard one day."
Meredith heads Northeast.
Do I need a swim check?
Swim: 1d20 + 5 ⇒ (5) + 5 = 10

| GM Aarvid | 
 
	
 
                
                
              
            
            
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
Meredith forges ahead.
The door to this room is open, making the room a deep bog like the nearby corridors. The water’s surface is carpeted with maps made of silk, vellum, birch bark, and sundry other materials.

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith slowly walks through the waist high water. "Lots of maps in here... hopefully they are water resistant."
"Keep your eyes peeled for anything that could resemble a worm or a bird- I'm not good at these kinds of riddles."
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

| GM Aarvid | 
 
	
 
                
                
              
            
            Meredith notices one unusual item floating along the water’s surface: a silk map that portrays Tian Xia mashed into the side of Avistan to create a strange supercontinent. This artistic map is more than just an intellectual curiosity, for incorporated into its legend and place names are the means to use the map as a scroll of dimension door.
Otherwise, nothing else of interest beyond water.

|  Meredith Une | 
 
	
 
                
                
              
            
            "Interesting...looks like you can use it to travel quickly. But not through a tree or water though. This might be more up your alley, Ruth."
Meredith slops around the water. She's getting used to it. "Back to the main hall, then?"

|  Ruth Rubani | 
 
	
 
                
                
              
            
            Ruth takes the silk map from Meredith. "Wow, this is powerful magic. What a unique way to use it." Ruth stows the map in her pack for later and follows the rest of the group out to the main chamber wading thru the water with her large blade over her shoulder.

| GM Aarvid | 
 
	
 
                
                
              
            
            As you exit from the water filled chamber back into the main large oval hall, you hear splashing sounds different than the normal drips and not from the water draining through the stairs.
Make perception checks if/when you enter the room

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            Saldoc will see if he sneak into the area and figure out what the noise might be.
Stealth, if needed: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

| GM Aarvid | 
 
	
 
                
                
              
            
            As Saldoc sneaks into the room towards the noise, some small "worm" decides he looks tastey and tries to sample a bite of him.
bite: 1d20 + 10 ⇒ (8) + 10 = 18
bite damage: 1d3 ⇒ 2 
=== Round 1 ====
Saldoc sees a tiny, blurry blob of a worm shaped creature with blood dripping from its tiny mouth. The creature is hovering within Saldoc's space.
Advanced voidworm Tiny outsider (chaotic, extraplanar, protean, shapechanger)
1-Party goes (Movement is very limited in bog)
2-Flying tiny "Worm" goes

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            Will: 1d20 + 2 ⇒ (15) + 2 = 17
Ouch! I found something! Saldoc then tries to counter!
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 4 ⇒ (9) + 4 = 13 for Damage: 1d6 ⇒ 4
Confirm #1?: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
If I can get flanking from someone,
Sneak: 1d6 ⇒ 1
Sneak: 1d6 ⇒ 5

| GM Aarvid | 
 
	
 
                
                
              
            
            Sorry - no will save needed on the bite (my mistake)...ATM nobody is near you for flanking. And you have a 20% miss chance.
Saldoc slashes out at the creature with both blades.
1d100 ⇒ 32 hit
1d100 ⇒ 33 hit
The first blade cuts the strange creature and it lets out a strange outworldly hiss.

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith walks back 10 feet, then takes a running leap across the bog.
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
She pulls out her shield and peers at the splash.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

| GM Aarvid | 
 
	
 
                
                
              
            
            Meredith has to force her way through the water (40' movement cost) then runs forward (40' movement) and leaps to the top of the shelves.
When she pulls her shield she sees nothing splashing where there is a splashy noise. But sees a smallish shimmering worm floating above Saldoc.

|  Ruth Rubani | 
 
	
 
                
                
              
            
            Ruth wades thru the water to the main room extends her hand in a fist and shouts. "Yor!"
Telekinetic Fist 
Ranged Touch Attack: 1d20 + 4 ⇒ (3) + 4 = 7 
Force Damage: 1d4 + 1 ⇒ (2) + 1 = 3

|  Goldur Twinthunders | 
 
	
 
                
                
              
            
            "What's going on in there?" Goldur draws one of his hammers and wades in toward his allies.
-Posted with Wayfinder

| GM Aarvid | 
 
	
 
                
                
              
            
            Ruth and Goldur wade slowly forward, Ruth sending forth a punch of pure force, but it misses the flying worm.
As your eyes have problems tracking the movement of the strange creature, it seems to heal some of the injury incurred by Saldoc's blade. As it does it lashes out at the rogue once more, both with fangs and tail.
Hssssssss
bite: 1d20 + 10 ⇒ (15) + 10 = 25 for bite: 1d3 ⇒ 3
tail: 1d20 + 5 ⇒ (8) + 5 = 13 for tail: 1d3 ⇒ 2 WILL DC12
While the bite scores a hit, the tail fortunately misses.
Party up! Saldoc(-5), Flying Worm(-3, blurry)

|  Meredith Une | 
 
	
 
                
                
              
            
            "Saldoc!" Meredith pulls out her Cold Iron Scimitar and takes a swing at the worm. "Maybe this is the thing that ate the father?"
CI Scimitar: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

| GM Aarvid | 
 
	
 
                
                
              
            
            miss: 1d100 ⇒ 44
Meredith swings at the flying, obscured worm, her blade just barely hitting it but drawing ichor none the less.

|  Goldur Twinthunders | 
 
	
 
                
                
              
            
            "Small-looking pest... But sometimes, small things can cause quite a lot of damage."
Warhammer vs Saldoc's flying worm: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            If I can, I'll move into a flank to attack the worm but I'm not sure exactly where the thing is and where I can move to.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6 - Miss: 1d100 ⇒ 76
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 for Damage: 1d6 ⇒ 4 - Miss: 1d100 ⇒ 70
If I can flank, #1: 1d6 ⇒ 2
If I can flank, #2: 1d6 ⇒ 3

|  Ruth Rubani | 
 
	
 
                
                
              
            
            Ruth narrows her eyes trying to get a clear shot at the glowing worm. Saying a quick arcane word she sends a glob of acid that the it.
 Acid Splash  
Ranged Touch Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d3 ⇒ 3

| GM Aarvid | 
 
	
 
                
                
              
            
            Goldur brings his warhammer to bear and it strikes the small worm with a near fatal blow.
miss: 1d100 ⇒ 81
Saldoc slashes once more and finishes the creature.
* end combat *
In this end of the great hall, the deep water and waterlogged texts make recovering anything of value here particularly challenging,

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith pulls out her wand of cure light wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Satisfied he is alright, she peers into the water...
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
But fails to see anything important.
"Ugh. This just gets worse and worse. I should have asked the seas for guidance this morning..."

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            I don't what that was but thanks for helping me get rid of it.
Saldoc will ask for someone to use his wand of CLW: 2d8 + 2 ⇒ (1, 6) + 2 = 9 on him.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
What a mess.

|  Goldur Twinthunders | 
 
	
 
                
                
              
            
            Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"Hello, what have we here? I'm sure they won't want us to leave behind these scrolls."
Feel free to read the spoiler.

| GM Aarvid | 
 
	
 
                
                
              
            
            Water continues to rush down the spiral stairs. The strange splashing noises seem to have ended with the death of the flying worm creature.
A flooded corridor similar to the one you just exited beckons you forth.

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith hops off the bookshelf and walks through the bog. "Well, let's see what's down here..."

| GM Aarvid | 
 
	
 
                
                
              
            
            As Meredith pushes through the flooded rooms, she finds a closed with a dagger stuck into it, pinning a note.
(see map for new note)

|  Ruth Rubani | 
 
	
 
                
                
              
            
            Moving over to Goldur. "What do you have there? "
-------------------------------------
After talking with the dwarf Ruth moves up near Meredith and see the dagger in the door. "Well that does not bough well. Someone might have flooded the Archives on purpose."

| GM Aarvid | 
 
	
 
                
                
              
            
            You also see another door further to the south, which still appears to be closed and locked with a padlock.

|  Meredith Une | 
 
	
 
                
                
              
            
            "A padlock...Saldoc, do you have any skill at picking these? It's hard to swing a club when you're waist deep in water."

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            Yeah, I think I can handle it. Saldoc will check for traps before proceeding.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Take 10 for 19 on Disable Device.

| GM Aarvid | 
 
	
 
                
                
              
            
            Saldoc sloshes up to the door and notices that the door seems sealed against the water, despite pressure pushing against the door. The lock appears to be a bit tougher than Saldoc expected.
He would probably know that a take-10 is not good enough even for the most simple of locks.

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            If there is no threat about I'll take 20. If that isn't advised, we'll just have to roll for it.
DD: 1d20 + 9 ⇒ (18) + 9 = 27
Hopefully that does it.

| GM Aarvid | 
 
	
 
                
                
              
            
            Saldoc's extra effort pays off and the lock was only slightly more complex than he thought initially. The padlock comes off and the door should be able to open with shove.

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith sheathes her scimitar and helps open the door.
"Be ready for anything. I feel like...we're fish and something big is trying to lure us."

| GM Aarvid | 
 
	
 
                
                
              
            
            Had to make a minor change to map positioning to match description.
As Saldoc and Meredith push the door open, water from the corridor begins to rush into the room rising quickly and approaching the previously dry lower shelves of this room. On a happy note, as the water floods this room, the water level in the corridor starts to lower.
You suspect the ancient books and scrolls on the lowest shelves will be ruined in seconds without quick action.

|  Saldoc Tisbane | 
 
	
 
                
                
              
            
            Saldoc acts quickly in an attempt to save the books and scrolls. He'll try to spot any dangers along the way as he does so.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

| GM Aarvid | 
 
	
 
                
                
              
            
            What does Saldoc attempt? There are many more scrolls and books near the water than he can lift/carry in the few seconds. Is he blocking water? Closing door from inside? Drinking quickly (lol)?

|  Meredith Une | 
 
	
 
                
                
              
            
            Meredith will hustle the party in and then try to quickly close the door behind them.
Str Check: 1d20 + 2 ⇒ (1) + 2 = 3
Instead, she almost slips and falls, flailing against the door.
 
	
 
     
    