Fast forward, up the stairs (pictured bottom right)...
Dimensions and Terrain. This square room is roughly
35 feet on each side, with irregular alcoves and a short
passageway that connects to area 6 and another passage
back to the eastern shore in part 1.
Lighting. Complete darkness.
From inside this room, a metal lever near the door can be pulled to open the door and bypass the magical seal. (You saw this door from the outside.)
Stone Tablet. In the south alcove is a stone tablet inscribed with a diagram and instructions in ancient Draconic.
(DC17 investigation)
The Elders’ Sarcophagi.
These stone coffins are decorated with lines of translucent green stones. The lid of each sarcophagus can be removed by any character with a Strength score of 14 or higher.
<this module allows players to rez at the end. @rob88scps2 has stated that he wished to take over a pregen for now. I suggest he enters through that door>
(LOL, sorry, thought we still needed a tank of sorts.)
The door opens slowly, and you see a shadowy, short-statured figure with drawn longsword staring at you warily. When he realizes you are not cultists, a long sigh escapes him, and you realize he was holding his breath.
A male halfling with sunburnt skin, long brown hair and a wispy moustache enters the room. "At last! I've been stranded here for a long time, looking for a way out. I was able to defeat the neogi and free their slaves, but that access tower was guarded by a shadow dragon, which I see you have defeated. Excellent! I am Amri Thistlebrick, of the Harpers, and I place myself at your service."
From the looks of it, Amri is a fighter, former soldier, and knows his way around a longsword.
(LOL, sorry, thought we still needed a tank of sorts.)
The door opens slowly, and you see a shadowy, short-statured figure with drawn longsword staring at you warily. When he realizes you are not cultists, a long sigh escapes him, and you realize he was holding his breath.
A male halfling with sunburnt skin, long brown hair and a wispy moustache enters the room. "At last! I've been stranded here for a long time, looking for a way out. I was able to defeat the neogi and free their slaves, but that access tower was guarded by a shadow dragon, which I see you have defeated. Excellent! I am Amri Thistlebrick, of the Harpers, and I place myself at your service."
From the looks of it, Amri is a fighter, former soldier, and knows his way around a longsword.
“Hello shorty how is it your not driven mad by this place”
"Hello, uh, large... lizard... person? It probably helps that I was a bit mad to start with. So, clearly you are strangers here, as am I. I'm sure you have a very interesting tale to tell about how you came to be here, but I have learned in this place to keep moving."
Observing the others more closely, he states, "Oh my, I see you are injured. It is difficult to regain strength in this place. Here, please accept these potion of healing (greater) to help with that." (He gives each of you one potion).
"So, what is your mission here? And do you have a plan to return home?"
Sam is great full for the potion “right so we can this way” pointing to the way they came “we been tasked by the harpers to learn as much as we can about this place and also collect any relics from here you what about the way you came in”
Noticing the stone tablet, Amri says, "Well this looks like something we should learn about... can anyone read this? I'm afraid intellectual pursuits are not my forte." He glances at the man who looks like a scholar of some sort. "Do you think we should open these sarcophagi?"
It had a diagram and instructions in ancient Draconic on how to access area 5’s equivalent on the Astral Plane. A character who studies the tablet can make a DC 17 Intelligence (Investigation) check. Characters who can read Draconic have advantage on the check. On a success, the characters learn a living Humanoid must enter each sarcophagus in the room and once the lid is closed, they must all concentrate until they’re transported to the Astral Plane. The tablet also contains a note that the sarcophagi provide a type of concealing protection against creatures native to the Astral Plane.
Forget the requirements, uf you dint know Draconic or yoi fail the check, you just miss content. How us that fun? It's not. So there you go.
<I'm not going to force your PCs to open the sacrophagi, but there's definitely story coming tent there. I won't promise they'll live, but your PCs won't perma-die, and if your wise, you won't really be in any danger at any rate.>
Tetrevess says “ why thank you for the potion! I am injured, and we cannot rest here. I am Tetrevess the wizard. Nice to meet you. “. He drinks the potion. He also uses healing word on himself, and looks much better, still a bit drained of color and weak.
He then studies the tablets:
28 investigation with advantage from
knowing draconic
”this is interesting.. it’s a way to reach the astral plane. I was just there not long ago.. I think.. but anyhow.. it says a living Humanoid must enter each sarcophagus in the room and once the lid is closed, they must all concentrate until they’re transported to the Astral Plane. The tablet also contains a note that the sarcophagi provide a type of concealing protection against creatures native to the Astral Plane.“ Tetrevess says.
Right. Gonna need a str check or just skip it as I'm sure with time and the help action you'd succeed (I find a crowbar most helpful in these situations).
The illusion also reveals the following information:
• Xorvintroth was an ancient city of learning and enlightenment located on Toril’s twin planet Abeir.
Originally one planet, Abeir-Toril was split in two by the Overgod, Ao.
• Xorvintroth was ruled by the Inquest, a group of dragonborn artificers.
• Other cities were revealed briefly in the illusion with their names whispered in the character’s mind:
Darastraghoros (“Before Dragons”), Iejirioth (“Holy Blood”), Iskirthos (“Secret Star”), Kethendyr (“Great Gem”), Mrithnannon (“One with the Moon”), Osvithien (“Sanctuary”), and Vorelrasvym (“Beautiful Treasure”).
I'm just presuming you can figure out the draconic.
Not much else happening in this room so...
Fast forward, up the stairs (pictured bottom right)...
Dimensions and Terrain. This square room is roughly
35 feet on each side, with irregular alcoves and a short
passageway that connects to area 6 and another passage
back to the eastern shore in part 1.
Lighting. Complete darkness.
From inside this room, a metal lever near the door can be pulled to open the door and bypass the magical seal. (You saw this door from the outside.)
Stone Tablet. In the south alcove is a stone tablet inscribed with a diagram and instructions in ancient Draconic.
(DC17 investigation)
The Elders’ Sarcophagi.
These stone coffins are decorated with lines of translucent green stones. The lid of each sarcophagus can be removed by any character with a Strength score of 14 or higher.
<this module allows players to rez at the end. @rob88scps2 has stated that he wished to take over a pregen for now. I suggest he enters through that door>
Sam will open the door and toss a crowbar (had it since lost lab and not used it once) to see if anything happens/activates
(Hey all, I will enter with the new char shortly, just been super busy last 3 days. Hopefully get something up tonight.)
No worries
(also me secretly PLZ be a life domain cleric)
(LOL, sorry, thought we still needed a tank of sorts.)
The door opens slowly, and you see a shadowy, short-statured figure with drawn longsword staring at you warily. When he realizes you are not cultists, a long sigh escapes him, and you realize he was holding his breath.
A male halfling with sunburnt skin, long brown hair and a wispy moustache enters the room. "At last! I've been stranded here for a long time, looking for a way out. I was able to defeat the neogi and free their slaves, but that access tower was guarded by a shadow dragon, which I see you have defeated. Excellent! I am Amri Thistlebrick, of the Harpers, and I place myself at your service."
From the looks of it, Amri is a fighter, former soldier, and knows his way around a longsword.
<Excellent. So, about those sarcophagi and tablet?...>
“Hello shorty how is it your not driven mad by this place”
"Hello, uh, large... lizard... person? It probably helps that I was a bit mad to start with. So, clearly you are strangers here, as am I. I'm sure you have a very interesting tale to tell about how you came to be here, but I have learned in this place to keep moving."
Observing the others more closely, he states, "Oh my, I see you are injured. It is difficult to regain strength in this place. Here, please accept these potion of healing (greater) to help with that." (He gives each of you one potion).
"So, what is your mission here? And do you have a plan to return home?"
Sam is great full for the potion “right so we can this way” pointing to the way they came “we been tasked by the harpers to learn as much as we can about this place and also collect any relics from here you what about the way you came in”
Noticing the stone tablet, Amri says, "Well this looks like something we should learn about... can anyone read this? I'm afraid intellectual pursuits are not my forte." He glances at the man who looks like a scholar of some sort. "Do you think we should open these sarcophagi?"
I think you should read the plaque first.
It had a diagram and instructions in ancient Draconic on how to access area 5’s equivalent on the Astral Plane. A character who studies the tablet can make a DC 17 Intelligence (Investigation) check. Characters who can read Draconic have advantage on the check. On a success, the characters learn a living Humanoid must enter each sarcophagus in the room and once the lid is closed, they must all concentrate until they’re transported to the Astral Plane. The tablet also contains a note that the sarcophagi provide a type of concealing protection against creatures native to the Astral Plane.
Forget the requirements, uf you dint know Draconic or yoi fail the check, you just miss content. How us that fun? It's not. So there you go.
<I'm not going to force your PCs to open the sacrophagi, but there's definitely story coming tent there. I won't promise they'll live, but your PCs won't perma-die, and if your wise, you won't really be in any danger at any rate.>
Tetrevess says “ why thank you for the potion! I am injured, and we cannot rest here. I am Tetrevess the wizard. Nice to meet you. “. He drinks the potion. He also uses healing word on himself, and looks much better, still a bit drained of color and weak.
He then studies the tablets:
28 investigation with advantage from
knowing draconic
”this is interesting.. it’s a way to reach the astral plane. I was just there not long ago.. I think.. but anyhow.. it says a living Humanoid must enter each sarcophagus in the room and once the lid is closed, they must all concentrate until they’re transported to the Astral Plane. The tablet also contains a note that the sarcophagi provide a type of concealing protection against creatures native to the Astral Plane.“ Tetrevess says.
<note there are 4 sarcophagi, but if you open three snd do the spiel it works, maybe the one you dont ooen has a living humanoid?!>
Edit: also, @Tesservett: Vallana is up in the other thread.
Investigation 21
Right. Gonna need a str check or just skip it as I'm sure with time and the help action you'd succeed (I find a crowbar most helpful in these situations).
So, opening the sarcophagi?
Right let’s hop in
strength 12