You all pass through the Shadow Weave and notice the whispers of departed souls share secrets with about the next dungeon.
The Temple of The Amber God Lore:
In the prehistoric times of Tyraa, when aboleths ruled and there were no true gods, their was a race of people called the Amber Men. These people had bodies that looked like they were made of amber, with long flowing hair like honey or tree sap. They had incredible strength, having natural lifespans of centuries, and the ability to turn their body amorphous and gooey like tree sap, or hard as a rock, making themselves shine like topaz. The Amber Men are recorded as being peaceful, apart from one, a cruel and unruly Amber Man by the name of Kyrajin. Kyrajin was aware of his race's strength and used that to oppress others, ruling over the common races like humans, elves, and dwarves like a false deity, until eventually the true gods came and killed him for his heresy and evil. It is thought that the entire Amber Men population was wiped out in this ancient conflict.
The Temple of The Amber God is an ancient, prehistoric place of worship dedicated to Kyrajiin. It was originally in land, but millennia of erosion and rising sea levels mean that in the modern day, it's on a cliff, and is flooded with sea water. It would have been completely destroyed if not for the Blood Archivist's conservation efforts, and now is the fourth level of the 100 Dungeons.
You emerge in a chamber flooded with water, beneath the surface. You knew this was coming so instinctively kick to the top, only a few feet from where you appeared. The water is cold, but not entirely unpleasant. You'll definitely suffer no ill effects from staying in the water for too long. Looking around the chamber, you see that it's enormous, 35 feet by 35 feet, and carved directly into the soft rock walls. There are four exits, two against the back wall going west (W1) and east (E1), and two further up the chamber, also going west (W2) and east (E2). You'll have to swim under the water's surface and back up again to go through the doorways.
Bilyur gracefully dives back under into the salty water, and swims through the doorway to find a room 35 feet long and 15 feet wide, with exits to the north and west. Peeking below the water's surface to get a better look at the room, you see that it's empty, effectively just a corridor, though you do just barely hear that from somewhere within the room there's a draining, sucking noise like the water is flowing away.
Sly almost blows out all the air in surprise at the filled room. 'Azuth preserve me, this is horrendous'
She swims to the surface. "I shan't be of much help here. Nearly all of my abilities require me to be able to clearly enunciate. I'll try to help from to the surface if possible."
How high is the waters surface? If possible, Sly would cast mage hand to open the door to the north of the one that Bilyur opened.
Eggo Lass treads water and takes a look around. Water. Salty. Fish? Sushi? she wonders. "Similar for me." she says to Sly. "Suppose I should get out my crossbow."
She swims over to follow Bilyur and then takes a look at the door to the North. "If the water is draining, I would not want to be caught in a waterfall."
Sorry, I should have been more specific, there are no doors, just empty frames and archways you can swim straight through. The room is 15 feet high, and the water is up to a height of 10 feet, so high enough that you can't stand at the bottom but shallow enough that you'll always be able to resurface for air within a turn. The exits are regular doorframe size, but let's say you expend 2.5 feet of movement swimming down to it and 2.5 feet of movement to swim back up and out of it (5 feet in total) for sake of simplicity.
I suppose she'd be looking at the general architecture to see what kind of chambers they are. And on the lookout for any hostile predators or potential sushi-material. And yep, Nof the doorway that Bilyur went through.
Sly peeks through the archway into the northern room to get a better look. The room is 25 feet by 25 feet, and is empty aside from a huge wooden structure in the centre of the room. The structure is wooden, and the wood is black, either from decay or intentional. It has a base and two arms reaching up out of the water, attached with a bar with a little silver bell hanging down, a rope hanging down from the bell that you can pull to ring it. An iron plaque is attached to one of the wooden arms of the bell's frame, with one inscription in what looks to be Orc, and another in poorly translated Common. From the doorway and through the water you can't quite read what it says yet.
[Deleted my last post since it was redundant as all the questions had been answered, the two doors go to the same place, and Eggo Lass wouldn't find anything from searching the doorway]
I suppose she'd be looking at the general architecture to see what kind of chambers they are. And on the lookout for any hostile predators or potential sushi-material. And yep, Nof the doorway that Bilyur went through.
The chambers look to be hand carved with rudimentary tools, and there is no animal presence. It seems all the creatures in the water are accustomed to regular adventuring traffic and have either left or are very good at hiding.
You spot that beneath the water's surface in the South-Eastern corner of the room, there seems to be a circular crack around a segment the wall where the water is flowing into. You get the inpression that the fracture runs deep and since it's circular, the segment of stone wall could possibly even be removed.
There's nothing in the room you're currently in to tie a rope, though you could tie a rope to the side of the wooden bell frame in the northern room. (50 feet would reach from the bell frame to the southern most wall)
"Lets," Hugh says with a smile and steps through the portal, rapier drawn, ready to react.
Eggo Lass follows, wand in hand.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Bilyur spins his quarterstaff blankly, and follows through the shadow weave, prepared for anything.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
(Awesome, I'll post the intro and map later tonight as I'm a little busy today, but should be able to post that later on!)
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
You all pass through the Shadow Weave and notice the whispers of departed souls share secrets with about the next dungeon.
The Temple of The Amber God
Lore:
In the prehistoric times of Tyraa, when aboleths ruled and there were no true gods, their was a race of people called the Amber Men. These people had bodies that looked like they were made of amber, with long flowing hair like honey or tree sap. They had incredible strength, having natural lifespans of centuries, and the ability to turn their body amorphous and gooey like tree sap, or hard as a rock, making themselves shine like topaz. The Amber Men are recorded as being peaceful, apart from one, a cruel and unruly Amber Man by the name of Kyrajin. Kyrajin was aware of his race's strength and used that to oppress others, ruling over the common races like humans, elves, and dwarves like a false deity, until eventually the true gods came and killed him for his heresy and evil. It is thought that the entire Amber Men population was wiped out in this ancient conflict.
The Temple of The Amber God is an ancient, prehistoric place of worship dedicated to Kyrajiin. It was originally in land, but millennia of erosion and rising sea levels mean that in the modern day, it's on a cliff, and is flooded with sea water. It would have been completely destroyed if not for the Blood Archivist's conservation efforts, and now is the fourth level of the 100 Dungeons.
You emerge in a chamber flooded with water, beneath the surface. You knew this was coming so instinctively kick to the top, only a few feet from where you appeared. The water is cold, but not entirely unpleasant. You'll definitely suffer no ill effects from staying in the water for too long. Looking around the chamber, you see that it's enormous, 35 feet by 35 feet, and carved directly into the soft rock walls. There are four exits, two against the back wall going west (W1) and east (E1), and two further up the chamber, also going west (W2) and east (E2). You'll have to swim under the water's surface and back up again to go through the doorways.


Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Bilyur dashes to the one on the back west wall, swimming under the water and towards the exit.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Bilyur gracefully dives back under into the salty water, and swims through the doorway to find a room 35 feet long and 15 feet wide, with exits to the north and west. Peeking below the water's surface to get a better look at the room, you see that it's empty, effectively just a corridor, though you do just barely hear that from somewhere within the room there's a draining, sucking noise like the water is flowing away.

Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly almost blows out all the air in surprise at the filled room. 'Azuth preserve me, this is horrendous'
She swims to the surface. "I shan't be of much help here. Nearly all of my abilities require me to be able to clearly enunciate. I'll try to help from to the surface if possible."
How high is the waters surface? If possible, Sly would cast mage hand to open the door to the north of the one that Bilyur opened.
Eggo Lass treads water and takes a look around. Water. Salty. Fish? Sushi? she wonders. "Similar for me." she says to Sly. "Suppose I should get out my crossbow."
She swims over to follow Bilyur and then takes a look at the door to the North. "If the water is draining, I would not want to be caught in a waterfall."
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Sorry, I should have been more specific, there are no doors, just empty frames and archways you can swim straight through. The room is 15 feet high, and the water is up to a height of 10 feet, so high enough that you can't stand at the bottom but shallow enough that you'll always be able to resurface for air within a turn. The exits are regular doorframe size, but let's say you expend 2.5 feet of movement swimming down to it and 2.5 feet of movement to swim back up and out of it (5 feet in total) for sake of simplicity.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
[Oh alright!]
Sly will dive to peek through the archway to the north of the one that Bilyur and Eggo are looking into.
I suppose she'd be looking at the general architecture to see what kind of chambers they are. And on the lookout for any hostile predators or potential sushi-material. And yep, Nof the doorway that Bilyur went through.
Perception: 8+3 = 11
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Sly peeks through the archway into the northern room to get a better look. The room is 25 feet by 25 feet, and is empty aside from a huge wooden structure in the centre of the room. The structure is wooden, and the wood is black, either from decay or intentional. It has a base and two arms reaching up out of the water, attached with a bar with a little silver bell hanging down, a rope hanging down from the bell that you can pull to ring it. An iron plaque is attached to one of the wooden arms of the bell's frame, with one inscription in what looks to be Orc, and another in poorly translated Common. From the doorway and through the water you can't quite read what it says yet.

[Deleted my last post since it was redundant as all the questions had been answered, the two doors go to the same place, and Eggo Lass wouldn't find anything from searching the doorway]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
The chambers look to be hand carved with rudimentary tools, and there is no animal presence. It seems all the creatures in the water are accustomed to regular adventuring traffic and have either left or are very good at hiding.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Bilyur will continue to swim forward cautiously, investigating the sucking noise.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Make an Investigation check to try and discern the source.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
10.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
You spot that beneath the water's surface in the South-Eastern corner of the room, there seems to be a circular crack around a segment the wall where the water is flowing into. You get the inpression that the fracture runs deep and since it's circular, the segment of stone wall could possibly even be removed.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Is there anywhere I could tie a rope? Perception: 19.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
There's nothing in the room you're currently in to tie a rope, though you could tie a rope to the side of the wooden bell frame in the northern room. (50 feet would reach from the bell frame to the southern most wall)
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!