The area is 20 feet long and 10 feet wide. The wall on the left side is curved and has five narrow alcoves, each 5 feet long, 3 feet wide, and 8 feet tall.
Lighting. Complete darkness.
Smells. A rotting smell wafts from the alcoves.
Stone Door. A thick stone door with a large green crystal embedded in it stands at the south wall, 5 feet away from the stairs at the entrance.
Given light sources and darkvision, you'd figure out that there are 5 areas spread out befire you that remain dark, despite your toech and dagger and darkvision. Magical darkness covers these areas.
Let me know if you have a means to penetrate the magical darkness. Alternatively, if you whter one of the alcoves you can make a DC15 investigation check to see what's there.
Tetrevess helps Sam out of the portable hole and we take it for the group, with the contents. He translates the sign- but doesn’t understand it any more than anyone else. “Prepare for undead, I suppose.” He says.
Yes, apparently Angus can see within the 5 alcoves.
The ceiling of each alcove is covered with bloodstained, 1-inch metal spikes. Each alcove has a depression to stand in.
• Each alcove is empty except for the south one, which contains a well-perforated neogi corpse.
• At the end of each alcove is a steel lever. The levers are rusty and look might they be difficult to pull. The levers are similar in appearance and likely need to all be pulled at the same time
<And, yes I'm sure the module gives you all that detail. They also iffer this:>
Short or Long Rests
Resting while inside the dark-purple energy dome won’t work.
Feel free to paint the picture to your players that, during this part, the Tenebrous Creed’s leaders are in the Supreme Forge and have taken the necessary steps to prevent people like the adventurers or the Thayans getting in their way as they summon Father Llymic. Additionally, the Far Realm’s influence is strong in this area and further prevents the necessary relaxation.
A creature that takes a short or long rest must succeed on a DC 16 Wisdom saving throw or take 3 (1d6) psychic damage for every hour spent resting and gain the They’re in the Dark flaw.
The south one is technically the one on the left, but I'd understand if you refer to it as west. I'd suggest using clock directions, from out heading this woukd be the 9 o'clock alcove with the neogi corpse.
Sam after being told not to go into the hole will see if he can close it and put it into his backpack
“right then soo this, smell of death and magical darkness ok” Sam will light up his flame toung and investigate
10
Sam still csnt see anything. Also his flametongue produces no light in the alcoves.
Also Also he has to squeeze to enter.
Also also also... hrs impaled by the spikes in the ceiling make a DC 18 Dexterity saving throw, taking 20 piercing damage on a failed save, or half as much damage on a successful one. The metal spikes retract into the ceiling after 6 seconds.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
(The metal levers... we have to pass under the spikes to get to them? and they all have to be pulled at the same time? Well, there's only three of us, so that's not gonna work...)
Sam after being told not to go into the hole will see if he can close it and put it into his backpack
“right then soo this, smell of death and magical darkness ok” Sam will light up his flame toung and investigate
10
Sam still csnt see anything. Also his flametongue produces no light in the alcoves.
Also Also he has to squeeze to enter.
Also also also... hrs impaled by the spikes in the ceiling make a DC 18 Dexterity saving throw, taking 25 piercing damage on a failed save, or half as much damage on a successful one. The metal spikes retract into the ceiling after 6 seconds.
(The metal levers... we have to pass under the spikes to get to them? and they all have to be pulled at the same time? Well, there's only three of us, so that's not gonna work...)
< It will. The shape is designed to look like a hand, so there are 5 fingers. I guess that means it's architects also hand 5 fingers. Breaking the fourth wall here: however many players are in this session, that's how many it needs to be. The designers acknowledge this caveat but i cant really lampshade this mechanical quirk, so there it is.>
Angus assists Sam in retreating. "I can see metal spikes in the ceiling of each alcove. Sorry, Sam, I should have spoken up before you charged in. I think if we trigger the spikes somehow, that while they are resetting we can dash through and throw those steel levers. Not sure what that will do, but it seems like the designers of this place went to some length to protect whatever lies beyond.... So, what do you think?"
Seriously, it is the canonical way in. There were two other pretty obvious side doors on the shore you passed to take this one, but this is how you open this way. Success is guaranteed as long ad you all do it, it's just a matter 9f complications. It's D&D so there is always another way, but you'd basically hsve to figure it out yourself and make it happen, which would be great 👍
That's really it from here. You git 3 doors. 2 unmarked. One with stairs says "Inquest"
"Can anyone read this? Looks like it might be Draconic. I think we should try this door first."
I just assumed someone could read draconic. One DnD seems like jt would be more rare. Anyway...
Tetrevess can read Draconic.
The area is 20 feet long and 10 feet wide. The wall on the left side is curved and has five narrow alcoves, each 5 feet long, 3 feet wide, and 8 feet tall.
Lighting. Complete darkness.
Smells. A rotting smell wafts from the alcoves.
Stone Door. A thick stone door with a large green crystal embedded in it stands at the south wall, 5 feet away from the stairs at the entrance.
Given light sources and darkvision, you'd figure out that there are 5 areas spread out befire you that remain dark, despite your toech and dagger and darkvision. Magical darkness covers these areas.
Let me know if you have a means to penetrate the magical darkness. Alternatively, if you whter one of the alcoves you can make a DC15 investigation check to see what's there.
Tetrevess helps Sam out of the portable hole and we take it for the group, with the contents. He translates the sign- but doesn’t understand it any more than anyone else. “Prepare for undead, I suppose.” He says.
<why? Does "inquest" make you think of undead?>
Technically a spoiler, I guess
This entrance is a puzzle of sorts. So, puzzle puzzle about if you want to get in this way.
(Does blindsight see through magical darkness?)
(probably more the rotting smell and the darkness made him think of undead...)
Sam after being told not to go into the hole will see if he can close it and put it into his backpack
“right then soo this, smell of death and magical darkness ok” Sam will light up his flame toung and investigate
10
Yes, apparently Angus can see within the 5 alcoves.
The ceiling of each alcove is covered with bloodstained, 1-inch metal spikes. Each alcove has a depression to stand in.
• Each alcove is empty except for the south one, which contains a well-perforated neogi corpse.
• At the end of each alcove is a steel lever. The levers are rusty and look might they be difficult to pull. The levers are similar in appearance and likely need to all be pulled at the same time
<And, yes I'm sure the module gives you all that detail. They also iffer this:>
Short or Long Rests
Resting while inside the dark-purple energy dome won’t work.
Feel free to paint the picture to your players that, during this part, the Tenebrous Creed’s leaders are in the Supreme Forge and have taken the necessary steps to prevent people like the adventurers or the Thayans getting in their way as they summon Father Llymic. Additionally, the Far Realm’s influence is strong in this area and further prevents the necessary relaxation.
A creature that takes a short or long rest must succeed on a DC 16 Wisdom saving throw or take 3 (1d6) psychic damage for every hour spent resting and gain the They’re in the Dark flaw.
The south one is technically the one on the left, but I'd understand if you refer to it as west. I'd suggest using clock directions, from out heading this woukd be the 9 o'clock alcove with the neogi corpse.
Sam still csnt see anything. Also his flametongue produces no light in the alcoves.
Also Also he has to squeeze to enter.
Also also also... hrs impaled by the spikes in the ceiling make a DC 18 Dexterity saving throw, taking 20 piercing damage on a failed save, or half as much damage on a successful one. The metal spikes retract into the ceiling after 6 seconds.
While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws.
(The metal levers... we have to pass under the spikes to get to them? and they all have to be pulled at the same time? Well, there's only three of us, so that's not gonna work...)
Dex save 20
Sam will get out of that bit as soon the spikes come back up
< It will. The shape is designed to look like a hand, so there are 5 fingers. I guess that means it's architects also hand 5 fingers. Breaking the fourth wall here: however many players are in this session, that's how many it needs to be. The designers acknowledge this caveat but i cant really lampshade this mechanical quirk, so there it is.>
Angus assists Sam in retreating. "I can see metal spikes in the ceiling of each alcove. Sorry, Sam, I should have spoken up before you charged in. I think if we trigger the spikes somehow, that while they are resetting we can dash through and throw those steel levers. Not sure what that will do, but it seems like the designers of this place went to some length to protect whatever lies beyond.... So, what do you think?"
Anyone pulling a lever, make an Athletics check.
Edit: "this is the way"
Seriously, it is the canonical way in. There were two other pretty obvious side doors on the shore you passed to take this one, but this is how you open this way. Success is guaranteed as long ad you all do it, it's just a matter 9f complications. It's D&D so there is always another way, but you'd basically hsve to figure it out yourself and make it happen, which would be great 👍