(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).
This post has potentially manipulated dice roll results.
<Good enuff.>
following the instructions on the tablet, you climb into the sarcophagi and once in, you must make a DC 15 Constitution saving throw. On a failed save, you receive a horrific vision and take 24 psychic damage. On a successz you are transported to area 5’s counterpart on the Astral Plane, as per the astral projection spell, bypassing Xorvintroth’s wards against planar travel and teleportation. Characters with psionic powers have advantage on the saving throw.
Succeed or fail:
You see a dead version of yourself wearing bright but tattered, yellow-and-black robes and with insects crawling across its skin. It floats above you, staring at you with bloodshot eyes. It starts wailing and shaking, thrashing into you as it tries to escape the confines of the sarcophagus.
...
You find the room filled with artifacts, mechanisms, unassembled mechanical parts, and worktables littered with scrolls that contain information about these inventions. Each of you has acrown of green crystals hovering slightly above their heads and a silver cord linking back to the sarcophagus theyarrived in. The characters also see four elderly dragonborn (ghosts) wearing robes embroidered with constellationsand arcane symbols. They all wear heavy, metal necklaces, each with a different medallion attached to it. Like you, each dragonborn has a green crown hovering above its head. Thus might look familiar to Tetrevess.
At the south of the room, where you found the stone tablet, an astral dreadnought patiently waits to devour planar travelers, believing somebody will soon come to collect the artifacts in this room. The astral dreadnought can’t sense a creature that has a green crown hovering over its head.
<Sorry for the save or suck. This is an NPC RP encounter. I'm telling you so you're not too nervous to talk to the elders. Also exploration here. Youre still in the room with the sarcophagi, just the astral equivalent. I swear it doesn't mention anything about the dead you or how you get out if the sarcophagus, so just, you know, narrate it if you want, or whatever.>
Sam looks at the 4 other dragon born “cousins what has happened here” looking at the Dragonborn then looking at the items then back at the asteral drednought then talks to the Dragonborn “the world serpent will give you salvation when your peaceful end, what we’re you trying to accomplish and I will do it in your name and honor”
One of the astral dragonborn replies: "Traveler, your presence speaks to your intellect, but your ignorance suggests you are foreign to Xorvintroth. I am Ukthet, or rather I was.
Now we are just spectral echoes. The Far Realm’s influence trapped an aspect of the originals in the Astral Plane, prompting the scholars of Xorvintroth to move our corpses and still-living brains to a different location
The Inquest, including we, the elders, made many inventions to improve the citizens of Xorvintroth’s quality of life and to protect them from invaders."
“Ukthet I am samogri the primus tryannus, champion of the world serpent, I am from the island of Chult so I am not native to these land do you know what’s happens outside the astral plane”
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
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
<Good enuff.>
following the instructions on the tablet, you climb into the sarcophagi and once in, you must make a DC 15 Constitution saving throw. On a failed save, you receive a horrific vision and take 24 psychic damage. On a successz you are transported to area 5’s counterpart on the Astral Plane, as per the astral projection spell, bypassing Xorvintroth’s wards against planar travel and teleportation. Characters with psionic powers have advantage on the saving throw.
Succeed or fail:
You see a dead version of yourself wearing bright but tattered, yellow-and-black robes and with insects crawling across its skin. It floats above you, staring at you with bloodshot eyes. It starts wailing and shaking, thrashing into you as it tries to escape the confines of the sarcophagus.
...
You find the room filled with artifacts, mechanisms, unassembled mechanical parts, and worktables littered with scrolls that contain information about these inventions. Each of you has acrown of green crystals hovering slightly above their heads and a silver cord linking back to the sarcophagus theyarrived in. The characters also see four elderly dragonborn (ghosts) wearing robes embroidered with constellationsand arcane symbols. They all wear heavy, metal necklaces, each with a different medallion attached to it. Like you, each dragonborn has a green crown hovering above its head. Thus might look familiar to Tetrevess.
At the south of the room, where you found the stone tablet, an astral dreadnought patiently waits to devour planar travelers, believing somebody will soon come to collect the artifacts in this room. The astral dreadnought can’t sense a creature that has a green crown hovering over its head.
<Sorry for the save or suck. This is an NPC RP encounter. I'm telling you so you're not too nervous to talk to the elders. Also exploration here. Youre still in the room with the sarcophagi, just the astral equivalent. I swear it doesn't mention anything about the dead you or how you get out if the sarcophagus, so just, you know, narrate it if you want, or whatever.>
Con save 19
Sam looks at the 4 other dragon born “cousins what has happened here” looking at the Dragonborn then looking at the items then back at the asteral drednought then talks to the Dragonborn “the world serpent will give you salvation when your peaceful end, what we’re you trying to accomplish and I will do it in your name and honor”
One of the astral dragonborn replies: "Traveler, your presence speaks to your intellect, but your ignorance suggests you are foreign to Xorvintroth. I am Ukthet, or rather I was.
Now we are just spectral echoes. The Far Realm’s influence trapped an aspect of the originals in the Astral Plane, prompting the scholars of Xorvintroth to move our corpses and still-living brains to a different location
The Inquest, including we, the elders, made many inventions to improve the citizens of Xorvintroth’s quality of life and to protect them from invaders."
“Ukthet I am samogri the primus tryannus, champion of the world serpent, I am from the island of Chult so I am not native to these land do you know what’s happens outside the astral plane”