GM_Grandlounge |
The shimmer does look magical. You think that dungeneering or survival will would help you understand the purpose of the shimmer. You and notice a sense of pressure in your ears as you get closer to the water.
Zeltyieli Alikathesu |
Zeltyieli walks toward the water, cocking his head, "Do you think we might see fish swim by?"
Von-Dai Cress |
Knowledge (dungeoneering): 1d20 + 12 ⇒ (9) + 12 = 21
"We very well might. I believe that, we are already below the water line."
GM_Grandlounge |
This field prevents the water pressure from causing these lower chambers to flood. You determine that you are about 40ft below the surface based on the temperature and density of the water. This could be used as a quick means of escape for a good swimmer.
Von-Dai Cress |
Von-Dai says, "Hold on - Let's check that door, there."
C16 first, I think. Also, does anyone else want to roll a Perception check in this room?
GM_Grandlounge |
A spiral stair rises from the center of this otherwise empty chamber
leading up to a domed chamber some twenty feet above.
Everyone can give me a perception check in the room.
Von-Dai Cress |
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Von-Dai also casts detect magic. They'd already encountered one magical effect - he wanted to see if there were any more.
GM_Grandlounge |
Severus, you realize that the three permanent made of force. Von knows they are walls of force. They serve as windows that look out to the west across what is now Outcast Cove. The view is somewhat murky, and seaweed growing up from the sides of the tower serves as billowing curtains that sometimes block the view, but right now Sevrus can see the wreck of a ship named the Liza Star.
The rest of the group should continue rolling.
Zeltyieli Alikathesu |
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
GM_Grandlounge |
You both simultaneously locate 4 scrolls of water breathing.
Beyond the interesting magic and the scrolls, you find little else of interest in the room. Where do you go next?
Von-Dai Cress |
"You know, these scrolls will allow us to breathe underwater for 2 hours each. We could see if there's anything outside. I suspect that the magical field below allows for passage."
We wanna go walk around in the Varisian Gulf for a bit?
GM_Grandlounge |
Knowledge local or history for the ship.
Von the water looks pretty calm and would not be difficult to swim.
Hedrak |
"You know, these scrolls will allow us to breathe underwater for 2 hours each. We could see if there's anything outside. I suspect that the magical field below allows for passage."
We wanna go walk around in the Varisian Gulf for a bit?
"And why not? Investigating the area is also why we are here, no?"
I am ok with checking outside.
Knwowledge (History) on the Liza Star: 1d20 + 5 ⇒ (2) + 5 = 7
Zeltyieli Alikathesu |
Zeltyieli offers, "Maybe we want to keep those in case we need this as an emergency escape? In fact, that may be what this was made for in the first place..."
Von-Dai Cress |
Knowledge (local) Liza Star: 1d20 + 13 ⇒ (17) + 13 = 30
"Each scroll is good for up to 5 hours, that can be split among multiple people. We could use one for a quick hour long exploration, then save the other three just in case we need them."
GM_Grandlounge |
There is plenty more to explore on this floor without going outside. Von has likely been to the Liza Star it is a picked over wreck that is often fun for young magic users to explore. It is more landmark than anything.
GM_Grandlounge |
So, are you taking a peek outside using a scroll or continuing on searching for the shard. First side to three votes is a go.
Von-Dai Cress |
"Hedrak makes a good point. We should make sure it's safe if it is an emergency escape route."
It's obvious to anyone that Von-Dai isn't concerned about that, and merely wants to test if his theory about the magical field is correct.
I vote for taking a peek outside using the scroll.
GM_Grandlounge |
We got 2 for swimming. Will move ahead tomorrow with that plan if no one else chimes in.
GM_Grandlounge |
water/not water: 1d2 ⇒ 2
With the votes cast, you continue exploring. So you have a few directions you can go. There is a loud door with the crank (c8) that will have enemies behind it or back through the hall of flesh rapping (c18) to the unknow rooms to the south.
former glory. Remarkably well-preserved tapestries hang at the
back of alcoves above stone benches. Both depict a mountain
with a woman’s face carved into the peak above an immense
bridge that crosses the ocean below, while at the mountain’s
base rises a strange city. A single stone pillar stands in the
middle of the room, the image of a seven-pointed star with a
hole in its center carved into its north face. A brass portcullis
stands to the west, barring entry into a hallway leading beyond.
A line of pillars runs down the center of this hall, between
which lie the ruined remains of what was once an immense
magical laboratory. Crumbled tables, broken stone urns, rusted
cauldrons, and ancient fragments of broken glass lie scattered
throughout. The northern wall depicts a vast mural of armies of
deformed monsters and demons gathering on the shores of a
mountainous island. Above, a woman’s face has been carved into
the mountaintop, and an immense bridge arches out from just
below this woman’s face. Below the mountain, at the end of a side
view of a tangled network of caverns, lies a vast underground
vault in which an immense monstrosity of tentacles surrounds a
central fanged mouth; within the mouth glares an angry red eye.
Pick the room you want and let's keep exploring.
Von-Dai Cress |
C18.
Von-Dai looks through the remnants of the laboratory, trying to determine its purpose.
Knowledge (arcana): 1d20 + 14 ⇒ (19) + 14 = 33
That completed, he turned his attention to a study of the mural, trying to determine that which was depicted in it.
Knowledge (geography) to recognize the island: 1d20 + 12 ⇒ (3) + 12 = 15
Knowledge (history) for the face: 1d20 + 14 ⇒ (13) + 14 = 27
Knowledge (planes) for the tentacled monstrosity with the fanged mouth and red eye: 1d20 + 13 ⇒ (10) + 13 = 23
If Knowledge (dungeoneering) is more appropriate for that last check, subtract 1 from the roll.
GM_Grandlounge |
The mural on the northern wall depicts the armies of Bakrakhan on the shores of what is known today as Hollow Mountain. The monster is unfamiliar to even Von.
The face is an ancient depiction. Near the summit of the mountain, an enormous carving of a woman's face looks sternly towards the south, half of her visage rent away by an ancient apocalypse; she looks over the ruins of the bridge that, in ancient times, spanned from Rivenrake to Argavist Island.
GM_Grandlounge |
Hedrak and Sevrus take some time looking around the rooms. From the door to the south, you heard dripping echoing down the hallway.
GM_Grandlounge |
Two flights of steps descend into a wide pool of murky water in this room. Pillars carved to look like coiling tentacles support the vaulted roof, rising from the pool to the north and south.
The pool of water in the room is 10 feet deep. The tunnel at the far end of the room turns south and slopes downward, leading into the darkness.
In the room, there are three creatures that are seemingly unaware of you all. They look like bigger varients of the ranseur wielding sinspawn you saw earlier.
Von-Dai Cress |
”I believe we have several other rooms to explore on this level, yet.”
GM_Grandlounge |
I have provided a zoomed out map showing areas with uninspected rooms.