The aquamarine stone is fitted into the slot with a satisfying click. The driftglobe glows a bright blue - and after pressing your hands to the magical surface, you feel yourself whisked away to another room.
This room is identical to the first. Exactly identical. There's no rubble, but everything else is the same.
The first thing you notice, though, is icy cold water surrounding you on all sides, crushing your lungs and soaking you instantly. Glances above prove something about this room - there is no air to breathe.
The water is crystal-clear and, despite stinging your eyes, perfectly fine to see through. Three paintings on three different walls catch your attention - one of a blue-skinned humanoid wearing a turban, his waist swirling into air. The second is of a being only vaguely human in shape - formed by swirling shadow; half-formed shapes of screaming faces can be somewhat seen in its smoke. The third is of an animated suit of armor, driven by some orange force from within. Below each mural lies a set of levers, each turned down.
Under this one are three levers - each tipped with some stony material dyed in a certain color, turned downwards. One is green, the second vibrant yellow, and the third a shade of deep grey.
Under this one, a similar arrangement of levers lie, except their are eight; one red, another icy blue, the third sickly green, the fourth purple, the fifth violent pink, the sixth white, the seventh black, and the final one grey.
Under the third image, nine levers lie. One yellow, another grey, the third purple, the fourth blue, the fifth white, the sixth red, the seventh black, the eighth green, the ninth pink.
Already, oxygen tugs at your lungs - and there seems to be no escape.
We will be entering round-based turns here. You may hold your breath a number of rounds equal to 1 + your Constitution modifier. (NOTE: This is not 'minutes', as per traditional D&D rules. This is per round - oxygen consumption seems to be magically increased.)
This post has potentially manipulated dice roll results.
Avarice at first flails around in the water, but after a moment he finds his balance and tries to figure out what creatures are depicted. 1. Arcana: 13 General knowledge: 16 adviced by Vorax 2. Arcana: 18 General knowledge: 18 adviced by Vorax 3. Arcana: 26 General knowledge: 20 adviced by Vorax
Varan notices the handles, particularly those near the shadow painting, seem to match up with stones they have collected.
He spends this round swimming to that painting and preparing to - but not yet - lift the levers which correspond to the rooms they have already cleared... Red, sickly green, and purple.
Unless someone else clearly figures out something better, he will take that action next turn.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Mulligan looks around, panicked at first, then swims towards the genie looking painting. He could sure as hell use a wish right about now! He reaches his hands out to fling all the levers up, but pauses and looks around first... Seeing that Varan seems to have some goal other than panic, Mulligan will do his best to wait and see...
Wulgar swims over to the gray lever by the Djinni and points to the other two gray levers, indicating that he wants someone else to throw those as well. When the thumbs up sign is given, he activates the lever.
Unless someone else has a better idea & gestures to him.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
It works for Varan. He nods to Wulgar and goes for a gray lever.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Avarice, in his dabblings of arcane lore & theory, has stumbled upon hints of the final two creatures. The second is an Allip - essentially, when a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim’s psyche and overwhelming psychic agony. These are considered undead beings. The third, Avarice has seen in practice - advanced golems and enchanted suits of armor, these are created for a specific purpose. And are usually sentient.
Keyleth, Varan, and Wulgar each pull down on the three gray levers under each painting. Strangely enough, when the lever under the blue-skinned being is pulled, a satisfying click happens - but when the levers under both other paintings are flipped, a pulse of some horrid, bone-shaking force vibrates through the water; causing your limbs to whip around and your joints to feel as if they're being ripped from their sockets.
All of you must make two DC20 Constitution saving throws, taking 6 Thunder damage upon failing the first, and 4 Thunder damage on failing the second. Successes mean you take no damage. Keep in mind your perpetual +5 from Ragnar's Aura of Protection, as it applies here.
Gazinoth splutters! Con saves for the Gith: 22, 28
Ragnar, Gazinoth, and Mulligan each have actions to take.
This post has potentially manipulated dice roll results.
Varan CON saves: 21,
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
All of you must make these saving throws. The levers which trigger a harmful effect do not lock upwards and fall back down after being pulled.
Varan - I'm unsure how I missed this, but Varan recognizes the Helmed Horror in the third picture, but he knows such constructs cannot be harmed by poisons, negative energy, or force damage.
Mulligan reaches for the green lever along the third painting - and after lifting upwards, the water seems to curdle as streams of acid momentarily singe your skin and burn your eyes. Everyone must make DC 20 Dexterity saving throws to avoid the streams of acid leaking from the vents, taking 2 Acid damage on a failure.
Ragnar, reaches for the final lever attached to the Genie's painting and, figuring something should change if all options are depleted, lifts the yellow lever. A satisfying click follows - the painting fades from the stone entirely in a matter of seconds. The levers crumble into dust and ash, scattering across the ground below.
That leaves the other two paintings to deal with.
Gazinoth calms his instinctual panic to think. Arcana checks - 28, 27. Gazinoth gurgles out, using the last of his breath to point to the second painting - "Black. Purple. Blue."
This post has potentially manipulated dice roll results.
Keyleth Dex save: 25
Keyleth can't hold her breath anymore. It doesn't make sense--it's been less than a minute, and she may not be that sturdy, but she's not frail or delicate either. But her chest burns and her lungs plead for more and she has no choice but to exhale. "Quickly," she manages as her oxygen escapes her, becoming nothing but brief bubbles in the water.
This post has potentially manipulated dice roll results.
Mulligan Dex Save vs Acid: 15
Cursing, though trying to do it silently to conserve air, Mulligan does his best to dodge and jerk away from the acid... He hears some gurgling coming from Gazinoth but isn't quite sure what he heard. He does hear Keyleth and see that she is in distress though. He pushes off the wall and towards her, trying to gather her under an arm so as to keep her with him. He could maybe bring her back, but she'd likely just fall victim to the waters immediately again. Hopefully this doesn't last long and a few moments delay won't stop his healing words...
(I believe this is the 2nd or the 3 actions I will be conscious for...)
The aquamarine stone is fitted into the slot with a satisfying click. The driftglobe glows a bright blue - and after pressing your hands to the magical surface, you feel yourself whisked away to another room.
This room is identical to the first. Exactly identical. There's no rubble, but everything else is the same.
The first thing you notice, though, is icy cold water surrounding you on all sides, crushing your lungs and soaking you instantly. Glances above prove something about this room - there is no air to breathe.
The water is crystal-clear and, despite stinging your eyes, perfectly fine to see through. Three paintings on three different walls catch your attention - one of a blue-skinned humanoid wearing a turban, his waist swirling into air. The second is of a being only vaguely human in shape - formed by swirling shadow; half-formed shapes of screaming faces can be somewhat seen in its smoke. The third is of an animated suit of armor, driven by some orange force from within. Below each mural lies a set of levers, each turned down.

Under this one are three levers - each tipped with some stony material dyed in a certain color, turned downwards. One is green, the second vibrant yellow, and the third a shade of deep grey.
Under this one, a similar arrangement of levers lie, except their are eight; one red, another icy blue, the third sickly green, the fourth purple, the fifth violent pink, the sixth white, the seventh black, and the final one grey.
Under the third image, nine levers lie. One yellow, another grey, the third purple, the fourth blue, the fifth white, the sixth red, the seventh black, the eighth green, the ninth pink.
Already, oxygen tugs at your lungs - and there seems to be no escape.
We will be entering round-based turns here. You may hold your breath a number of rounds equal to 1 + your Constitution modifier. (NOTE: This is not 'minutes', as per traditional D&D rules. This is per round - oxygen consumption seems to be magically increased.)
Avarice at first flails around in the water, but after a moment he finds his balance and tries to figure out what creatures are depicted.
1. Arcana: 13 General knowledge: 16 adviced by Vorax
2. Arcana: 18 General knowledge: 18 adviced by Vorax
3. Arcana: 26 General knowledge: 20 adviced by Vorax
Varan notices the handles, particularly those near the shadow painting, seem to match up with stones they have collected.
He spends this round swimming to that painting and preparing to - but not yet - lift the levers which correspond to the rooms they have already cleared... Red, sickly green, and purple.
Unless someone else clearly figures out something better, he will take that action next turn.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Avarice doesn't stop Varan, but stays back in anticipation.
Keyleth isn't exactly the sturdiest. She's too busy trying to keep some oxygen in her lungs to object.
Mulligan looks around, panicked at first, then swims towards the genie looking painting. He could sure as hell use a wish right about now! He reaches his hands out to fling all the levers up, but pauses and looks around first... Seeing that Varan seems to have some goal other than panic, Mulligan will do his best to wait and see...
Wulgar swims over to the gray lever by the Djinni and points to the other two gray levers, indicating that he wants someone else to throw those as well. When the thumbs up sign is given, he activates the lever.
Unless someone else has a better idea & gestures to him.
A wizard is never late, nor is he early, he arrives precisely when he means to.
It works for Varan. He nods to Wulgar and goes for a gray lever.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Keyleth, though rapidly running out of breath-holding ability, manages to go for the third gray lever. She pulls it.
Avarice, in his dabblings of arcane lore & theory, has stumbled upon hints of the final two creatures. The second is an Allip - essentially, when a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim’s psyche and overwhelming psychic agony. These are considered undead beings. The third, Avarice has seen in practice - advanced golems and enchanted suits of armor, these are created for a specific purpose. And are usually sentient.
Keyleth, Varan, and Wulgar each pull down on the three gray levers under each painting. Strangely enough, when the lever under the blue-skinned being is pulled, a satisfying click happens - but when the levers under both other paintings are flipped, a pulse of some horrid, bone-shaking force vibrates through the water; causing your limbs to whip around and your joints to feel as if they're being ripped from their sockets.
All of you must make two DC20 Constitution saving throws, taking 6 Thunder damage upon failing the first, and 4 Thunder damage on failing the second. Successes mean you take no damage. Keep in mind your perpetual +5 from Ragnar's Aura of Protection, as it applies here.
Gazinoth splutters! Con saves for the Gith: 22, 28
Ragnar, Gazinoth, and Mulligan each have actions to take.
Wulgar con saves : 19, 30
A wizard is never late, nor is he early, he arrives precisely when he means to.
Avarice's Con saves: 12 5
Keyleth con saves: 15 9
Varan CON saves: 21,
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
(Oops. 2nd CON save: 30 )
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
All of us on the Con saves, I assume. Not just lever pullers?
Con1: 9
Con2: 25
Already down by the levels at the Djinn painting, Mulligan will pull the green one since the grey went ok but the other painting's levers didn't...
All of you must make these saving throws. The levers which trigger a harmful effect do not lock upwards and fall back down after being pulled.
Varan - I'm unsure how I missed this, but Varan recognizes the Helmed Horror in the third picture, but he knows such constructs cannot be harmed by poisons, negative energy, or force damage.
Mulligan reaches for the green lever along the third painting - and after lifting upwards, the water seems to curdle as streams of acid momentarily singe your skin and burn your eyes. Everyone must make DC 20 Dexterity saving throws to avoid the streams of acid leaking from the vents, taking 2 Acid damage on a failure.
Ragnar, reaches for the final lever attached to the Genie's painting and, figuring something should change if all options are depleted, lifts the yellow lever. A satisfying click follows - the painting fades from the stone entirely in a matter of seconds. The levers crumble into dust and ash, scattering across the ground below.
That leaves the other two paintings to deal with.
Gazinoth calms his instinctual panic to think. Arcana checks - 28, 27. Gazinoth gurgles out, using the last of his breath to point to the second painting - "Black. Purple. Blue."
Avarice Dex save: 11
Keyleth Dex save: 25
Keyleth can't hold her breath anymore. It doesn't make sense--it's been less than a minute, and she may not be that sturdy, but she's not frail or delicate either. But her chest burns and her lungs plead for more and she has no choice but to exhale. "Quickly," she manages as her oxygen escapes her, becoming nothing but brief bubbles in the water.
Mulligan Dex Save vs Acid: 15
Cursing, though trying to do it silently to conserve air, Mulligan does his best to dodge and jerk away from the acid... He hears some gurgling coming from Gazinoth but isn't quite sure what he heard. He does hear Keyleth and see that she is in distress though. He pushes off the wall and towards her, trying to gather her under an arm so as to keep her with him. He could maybe bring her back, but she'd likely just fall victim to the waters immediately again. Hopefully this doesn't last long and a few moments delay won't stop his healing words...
(I believe this is the 2nd or the 3 actions I will be conscious for...)