
The World's Most Interesting GM |

So, any plans for moving forward? Feel free to discuss here in-character, or out-of-character in discussion.

Tchezze Tchirock |

Boomer is only thinking that they need to confront the other Virml with this Virml in tow.

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Wrong alias! Boomer is only thinking that they need to confront the other Virml with this Virml in tow.

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"I don't think we've searched the whole place yet. Let us leave him here while we search. If he goes back up now he might meet the fox and who knows what the fox will do to keep his secret."

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Finally giving up, Vozzik rejoins the group saying to Virml "Not great, Virml, not great. But the thtars have more in thtore for uth tonight, I think! What do you thay, will you help us thet thingth right? We thould find Master Thaine and Mistress Dralneen and confront thith impothter who thtole your appearanth and abandoned you with that tooth-thtealing monthter!"

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"oooh, but what'f this one gets found again? We do need to explore this place more... dark archive we take him with?"

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Vozzik looks at Hoo with some skepticism "We have found hothtile creatureth in every room of thith pit tho far, do you really think we thould bring Virml, in hith thtate, into combat? I think we thould try and return this fox to 'Goldie' and thtop the water; that wath our tathk, wath it not? After the water ith thtopped we can clear out the retht of the plathe without having to wade through this muck."

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"Where do we go next? I think I saw a door to the left before entering this room. Should we try there?

Virml |

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Vozzik looks at Hoo with some skepticism "We have found hothtile creatureth in every room of thith pit tho far, do you really think we thould bring Virml, in hith thtate, into combat?"
In response to Vozzik's statement, Zahd ceases his grumbling and yells, almost like a petulant child, "No! No they weren't hostile! They've all been passive and diplomatic until we attacked them, we're the aggressors!"

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"I agree. We sh...sh.should go left. Well, our ri...ight now." Boomer hefts his earth breaker onto his shoulder.

The World's Most Interesting GM |

Xavier and Vozzik take time to do their things. Zahd, assuming Xavier beseeches Cayden on your behalf to protect you from evil, you may make another Will save v DC 17 (with a +2 morale bonus from the spell).
With their preparation complete, Stefan leads the party down the submerged hall, that ends in a sturdy-looking locked door.

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Learning from the last time Stefan cautiously puts his ear to the door to try and see if he can hear anything from the other side.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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C'mon...
Will save: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Well then.
Zahd grumbles his way along with the party.

The World's Most Interesting GM |

Learning from the last time Stefan cautiously puts his ear to the door to try and see if he can hear anything from the other side.
It is as quiet library on the other side.

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"With e...verything we've seen here, I'm n...n..not sure we can rely on a hearing a quiet r..r..r..space. Be on guard." He holds his earth breaker forward.

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With his shield up to block anything coming his way Stefan opens the door wide, enters the room and moves to the side.

The World's Most Interesting GM |

Reaching beneath the waterline Stefan tries the knob.
It appears to be locked.

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Boomer checks his bag and does not find what he is looking for, "Uhhh. D...does anyone have some t...t...ools that I could borrow to try and open this?"

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Swim: 1d20 + 0 ⇒ (13) + 0 = 13
The floating I'm assuming I still have to make swim checks and stuff halfling chuckles. "I mean, you do have that hammer."

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Boomer laughs a little, "Might be ha..hard to pick a l...l..lock with it though."

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"Shall we bash the door down?" Stefan says as he grips his sword a little harder.

The World's Most Interesting GM |

The floating I'm assuming I still have to make swim checks and stuff halfling chuckles. "I mean, you do have that hammer."
You do, unless someone wants to carry Xavier though it would probably slow them down. I'm guessing that Xavier (and his equipment) adds about 50 lbs to someone's encumbrance.
The door is wood, but if the previous door is any indication it is probably well-made, and sturdy.

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"N...not sure I can break it easily. I'll t..t..ry without the t..tools I guess." Boomer sets down his earth breaker and attempts to use what he has to attempt to open this lock.
Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21
Really wish I had tools

The World's Most Interesting GM |

The submerged lock remains stubborn.
The DC to open a lock depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Modifiers: If you do not have a set of thieves’ tools, these DCs increase by 10.
This lock appears to Boomer to be in the "Meh" range of locksmith hardware. All the typical Disable Device rules apply.

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"Well, then, if no one has any tools, I think our only option is to break it down."

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Boomer shrugs, picks up his earth breaker. He focuses his energy into the weapon and tries slamming it into the floor.
Scorching weapon
Break it down!: 1d20 + 3 ⇒ (13) + 3 = 16
B damage + 1 F damage: 2d6 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9

The World's Most Interesting GM |

Quick note: the 1 fire damage is going to get halved to 0 because you are hitting an inanimate object that isn't particularly vulnerable to heat-based energy damage. Boomer woulc recognize this before using it so if it is a limited use ability, he can save it if he likes.
Switching places with Stefan, Boomer brings his hammer to bear upon the door. It takes him three, overhead swings to batter it down and into what appears to have been a mostly dry room with shelves of thick dusty tomes.
Under the pressure of the five feet of water outside the largest part of the door is propelled into the room like a cork exploding from a wine bottle, slamming into the first shelf. Likewise, the sudden tide shoves at the party forward.
This has no game effect on the party aside from Xavier, who if he is still in the water, gets shunted into the first shelf in the room unless he makes a DC 15 swim check, or somebody that is within reach of him takes a standard action to arrest his tumble.
We are sort of in rounds here, so lemme know what your PC plans to do.

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Swim: 1d20 + 0 ⇒ (15) + 0 = 15
Xavier very narrowly avoids slamming into the shelf, and then starts to make his way in to take a look around.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

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With the door now open Stefan searches the room and the shelves for anything of note, weapons ready for action.

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Hoo half dashes and half trudges as far into the room as she can, also trying to get the lay of the area.
perception: 1d20 + 8 ⇒ (3) + 8 = 11

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After seeing how their entrance into this room caused once-safe books to be now water-logged, Zahd clenches both of his fists in anger, but calms himself down before proceeding to also scan about the room.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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Boomer holds steady, using his earth breaker to brace himself as the water rushes into the once dry room. As the torrent settles, he enters the room and looks about.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6

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Vozzik will hang back in the corridor for the moment, commiserating with/keeping an eye on Virml, but he does reload another of his handful of remaining Cold Iron bolts into his Hand Crossbow.

The World's Most Interesting GM |

The wall of basement water rushes into the room, shoving the party forward, and submerging the bottom two shelves of books in the room. This has the effect of lowering (at least temporarily) the overall water-level to something more manageable.
The basement water level is now considered to be the equivalent of a shallow bog and only a couple of feet deep.
Hoo, and Zahd come upon a book with a suspiciously familiar, fat, tentacled, fish silhouette embossed upon the spine.
The book is a traveler's dictionary for visitors to the First World, translating the Common Taldane into Sylvan and back.

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Hoo grabs the translation book and holds it above her head.
"This room's viry big! Anything else in here? Other than this book of feyspeak?"

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Boomer agrees with Hoo and moves through the room checking it out. "I'll look."
Perception: 1d20 + 3 ⇒ (12) + 3 = 15

The World's Most Interesting GM |

A cursory glance at the chamber reveals it to be filled with a large number of dictionary-style reference books. Many of them are quite large and heavy.

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Stefan takes a closer look at the books, keeping in mind the task he was given. Perception: 1d20 + 5 ⇒ (15) + 5 = 20

The World's Most Interesting GM |

The dictionaries in the formerly-locked 'dicthinarium' (as Virml called it) stoically remain dictionaries. Many seem to be in different languages--or perhaps were written by people who did not know how to read or write, but could somehow still maintain proper page formatting.
If you are worried about missing something, and given that there are not likely too many mimics in the library, the party members could just take a couple of minutes per 5-foot-cube of space, and check every inch of it, by Taking 20 a whole lot. You could divide the task so that it would take less time.

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Boomer sees Stefan and the others pouring over the dicthinarium and follows suite.
Perception; Take 20: 20 + 3 = 23

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"I don't believe there's much here of use for us; perhaps we should make our exit? Less violently than we made our entrance?"