When Pisgah and Canti arrive at the eastern door he sheaths the longsword, strings the longbow, and yells back to Nikk and ArdneK, "We are in position. Opening the door in 3, 2, 1..." Pisgah then throws the door open and steps back as he knocks an arrow and looks for the skull floating around in the air. When he fires the arrow, he'll aim just off from the skull making sure not to aim at the doorway on the west wall.
Canti looks at Pisgah for a second, clearly surprised by his casual choice of topic as they march toward another battle. But she recovers, her face softening. "It's Bwibble, dear," she says with a smile. And while Canti generally talks and acts younger than her white hair and lined skin would indicate, this sentence is said very grandmotherly. "He's a scientist. Works a lot with magic crystals. You might have noticed that I've used a special arrow or two. These are of his making. I also have a few other gadgets that he's put together." The closer they get to the door, the more distracted she gets. "I - uh. I'm doing research," she says, getting her bow ready. "We should probably pick this up later," she says, almost whispering.
[I don't think it will be necessary. Your positioning is good and the gelatinous cube isn't able to move very fast. In addition, your approach surprises it.]
The adventurers are able to storm the room, arrows and bullets flying, spells blasting. The huge ooze is a lumbering, slow target. And as Pisgah said, the skull floating in the middle of it gives the party a point to target. It seems to still digest some lasting parts of the xanathar group and is slow to react to the intrusion. Chunks of slime fly in all direction as it gets pummeled into a formless pulp.
The cube shape is lost and the ooze spreads lifeless across the floor. The dwarven skull sinks to the ground as the sole undigested object.
Now that you get a better look at the room, you see that it is completely spotless, free of debris and dust. The walls are carved with frescoes depicting horrific cyclopean cities of black stone submerged beneath raging seas.
At the west end of the room, there is a fifth door with the same properties as the four you've entered this room from: metal with a wave motif and forming an airtight seal.
The party gains an additional 100 XP for taking out the gelatinous cube.
" I think we should. First though, I am curious what is happening with the skull, why it didn't dissolve in the ooze, and what it might know about this room. Nikk can you talk to the skull without using up your magic for the day? We could wait till the next time we are going to take a long rest. If we need to wait then I say let's pop open the door and see what is on the other side. Maybe throw a lighted torch in the room in case there is another ooze? "
Assuming Nikk is absorbed in something magic related, Pisgah walks over to the door and looks it over to see if there is anything different about this door than the others. Looking for anything that may indicate some sort of trap is set on the door.
The door looks just like the ones Pisgah has seen before. Due to its construction, it does not offer up any sort of keyhole or gaps. The surface is slightly rusty and the handle doesn't look like it has been used in a while. No traps seem to be present.
Pisgah pushes down the door handle. He immediately feels an immense pressure from the other side. Before he can react, the door slams his hand to the side and crashes into the wall, releasing a huge amount of water from within the room. It was filled to the very top, releasing it all into your adventuring party.
Everyone within 20 feet of the door has to make a DC 12 Strength Saving throw. On a failure, you get swept away with the flood, taking 5 bludgeoning damage. According to the marching order, this means that Rico and Steel are exempt from this.
The water rushes out, quickly draining the room it originated from, filling the gelatinous cube room room to a depth of half an inch. Swept in with the water is the putrid, rotting corpse of a human wizard in green and purple robes.
Once the water has settled, you see the contents of the once flooded room: overturned tables, books soaked in salt water and a crack in the wall that is continuously emitting a fountain of water.
Nikkitch realizes that there is an aura of conjuration magic within the crack that the water is coming from.
As Pisgah cracks the door open he feels the immense pressure and barely has time to think "Crap, this is going to be bad." as the door is slammed open and a wall of water slams into his shield, knocking him off his feet and rolling him across the floor. Tumbling end over end in the torrent, he feels both his shield and longsword ripped from his hands before his head slams into the wall opposite the door. Trying to blink his eyes into focus he sees Rico and Steel standing just at the waters edge. He tries to call out for the others but is choked by the water filling his mouth and nostrils.
The water coming from the wall is certainly high pressure, but not directly dangerous. It seems like a certainty that it will eventually fill up both rooms, but it's going to take a few days. Other than the wizard skeleton, who doesn't seem inclined to move, there is no hint of another creature here.
Pisgah stands up. "Sorry about that guys. Is everyone okay? And does anyone see my sword? " Pisgah slogs through the water to retrieve his shield then moves on to look for his sword before rolling the body of the wizard over to search him.
"Once we are done with the room with the water, perhaps we should close the door again? Only we know the cube is gone so this room could be useful for us if we need to hold up, plus its clean!" says ArdneK.
He'll give the water room a quick look. Perception: 23
Pisgah finds a couple of items on the corpse of the wizard: a glass wand with an intricate pattern reminiscent of seashells, a pouch of components which are mostly rotted away but has a pearl (worth 120 gp) still remaining, and two silver rings (worth 10 gp each) on either hand.
ArdneK spies what looks like a sort of pipe or stick buried in the wall, which seems to be the source of the water fountain. Other than that, the rooms contents have been throughly soaked and thus been made useless.
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When Pisgah and Canti arrive at the eastern door he sheaths the longsword, strings the longbow, and yells back to Nikk and ArdneK, "We are in position. Opening the door in 3, 2, 1..." Pisgah then throws the door open and steps back as he knocks an arrow and looks for the skull floating around in the air. When he fires the arrow, he'll aim just off from the skull making sure not to aim at the doorway on the west wall.
ArdneK will start blasting as soon as the door is open.
[Do you want attack/damage rolls for this?]
Canti looks at Pisgah for a second, clearly surprised by his casual choice of topic as they march toward another battle. But she recovers, her face softening. "It's Bwibble, dear," she says with a smile. And while Canti generally talks and acts younger than her white hair and lined skin would indicate, this sentence is said very grandmotherly. "He's a scientist. Works a lot with magic crystals. You might have noticed that I've used a special arrow or two. These are of his making. I also have a few other gadgets that he's put together." The closer they get to the door, the more distracted she gets. "I - uh. I'm doing research," she says, getting her bow ready. "We should probably pick this up later," she says, almost whispering.
Quietly, "You bet. " as two arrows fly into the room.
Attack 1: 16 to hit for 7 dmg piercing
Attack 2: 9 to hit for 5 dmg piercing
[I don't think it will be necessary. Your positioning is good and the gelatinous cube isn't able to move very fast. In addition, your approach surprises it.]
The adventurers are able to storm the room, arrows and bullets flying, spells blasting. The huge ooze is a lumbering, slow target. And as Pisgah said, the skull floating in the middle of it gives the party a point to target. It seems to still digest some lasting parts of the xanathar group and is slow to react to the intrusion. Chunks of slime fly in all direction as it gets pummeled into a formless pulp.
The cube shape is lost and the ooze spreads lifeless across the floor. The dwarven skull sinks to the ground as the sole undigested object.
Now that you get a better look at the room, you see that it is completely spotless, free of debris and dust. The walls are carved with frescoes depicting horrific cyclopean cities of black stone submerged beneath raging seas.
At the west end of the room, there is a fifth door with the same properties as the four you've entered this room from: metal with a wave motif and forming an airtight seal.
The party gains an additional 100 XP for taking out the gelatinous cube.
Rico will send Steel in to retrieve the skull, just in case the remains are dangerous...
Steel has no problems picking up the skull. The skeletal remains are clearly still magical, detectable by Nikkitch, but don't affect the construct.
"Since we cleaned the room, should we check out that last door then?"
" I think we should. First though, I am curious what is happening with the skull, why it didn't dissolve in the ooze, and what it might know about this room. Nikk can you talk to the skull without using up your magic for the day? We could wait till the next time we are going to take a long rest. If we need to wait then I say let's pop open the door and see what is on the other side. Maybe throw a lighted torch in the room in case there is another ooze? "
Assuming Nikk is absorbed in something magic related, Pisgah walks over to the door and looks it over to see if there is anything different about this door than the others. Looking for anything that may indicate some sort of trap is set on the door.
INVESTIGATION roll of 13
The door looks just like the ones Pisgah has seen before. Due to its construction, it does not offer up any sort of keyhole or gaps. The surface is slightly rusty and the handle doesn't look like it has been used in a while. No traps seem to be present.
Pisgah will pull his shield in place, draw his longsword, and open the door as he warns the others to be ready.
Pisgah pushes down the door handle. He immediately feels an immense pressure from the other side. Before he can react, the door slams his hand to the side and crashes into the wall, releasing a huge amount of water from within the room. It was filled to the very top, releasing it all into your adventuring party.
Everyone within 20 feet of the door has to make a DC 12 Strength Saving throw. On a failure, you get swept away with the flood, taking 5 bludgeoning damage. According to the marching order, this means that Rico and Steel are exempt from this.
The water rushes out, quickly draining the room it originated from, filling the gelatinous cube room room to a depth of half an inch. Swept in with the water is the putrid, rotting corpse of a human wizard in green and purple robes.
Once the water has settled, you see the contents of the once flooded room: overturned tables, books soaked in salt water and a crack in the wall that is continuously emitting a fountain of water.
Nikkitch realizes that there is an aura of conjuration magic within the crack that the water is coming from.
STR save rolled a NAT 1 for 7 total...
As Pisgah cracks the door open he feels the immense pressure and barely has time to think "Crap, this is going to be bad." as the door is slammed open and a wall of water slams into his shield, knocking him off his feet and rolling him across the floor. Tumbling end over end in the torrent, he feels both his shield and longsword ripped from his hands before his head slams into the wall opposite the door. Trying to blink his eyes into focus he sees Rico and Steel standing just at the waters edge. He tries to call out for the others but is choked by the water filling his mouth and nostrils.
Always trying to stay alert, ArdneK tries to run with the current of water, able to stay on his feet.
Str Save: 12
Rico gets into position to shoot into the room if there is something hostile in there. She sends Steel up to protect Pisgah if he needs protection.
The water coming from the wall is certainly high pressure, but not directly dangerous. It seems like a certainty that it will eventually fill up both rooms, but it's going to take a few days. Other than the wizard skeleton, who doesn't seem inclined to move, there is no hint of another creature here.
Pisgah stands up. "Sorry about that guys. Is everyone okay? And does anyone see my sword? " Pisgah slogs through the water to retrieve his shield then moves on to look for his sword before rolling the body of the wizard over to search him.
INVESTIGATION roll of 21 on a NAT 20!
"Once we are done with the room with the water, perhaps we should close the door again? Only we know the cube is gone so this room could be useful for us if we need to hold up, plus its clean!" says ArdneK.
He'll give the water room a quick look. Perception: 23
Pisgah finds a couple of items on the corpse of the wizard: a glass wand with an intricate pattern reminiscent of seashells, a pouch of components which are mostly rotted away but has a pearl (worth 120 gp) still remaining, and two silver rings (worth 10 gp each) on either hand.
ArdneK spies what looks like a sort of pipe or stick buried in the wall, which seems to be the source of the water fountain. Other than that, the rooms contents have been throughly soaked and thus been made useless.