Khessa doesn't hear anything. As she opens the door she sees a long gallery with what you think could be the magic pool that was the source of Diderius’s power. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. The doors to the left bulge out noticeably from their frame (you've seen this before).
Khessa comments: "Varram hasn't made any friends here... It was quite a battle, judging by the blood and the fallen!"
The blonde arcane warrior recalls the futility of trying to open the other door she encountered earlier, which 'bulged out noticeably,' so she ignores it and for now ritual-casts Detect Magic to determine if the source of Diderius's power is still magical (or if there are other magical auras in the room—aside from the omnipresent aura of the lair).
"I wonder about how these pools are involved in Diderius power, and what happens if they are emptied. I could be able to Control their water but I'm uncertain about the outcome" Eric says looking at the pool.
In case an Arcana knowledge is applicable to guess it out, it would be 13
The room is silent, except for the soft echoes of your voices. The empty Pool lies like a sleeping eye in the center of the space, flanked by the ruins of what was once a place of power.
Khessa comments: "Varram hasn't made any friends here... It was quite a battle, judging by the blood and the fallen!"
The blonde arcane warrior recalls the futility of trying to open the other door she encountered earlier, which 'bulged out noticeably,' so she ignores it and for now ritual-casts Detect Magic to determine if the source of Diderius's power is still magical (or if there are other magical auras in the room—aside from the omnipresent aura of the lair).
As the magic slowly unfolds, Khessa sees the lair's omnipresent aura: old, dusty, and imbued with necromantic energy. But her attention is drawn to the pool itself. Though empty, it still radiates a faint, pulsating aura of Divination and Necromancy. It's as if the magic lies dormant, waiting to be activated.
Khessa's Detect Magic confirms that the pool is still connected to a source of magic, but it is incomplete. The sluice on the left wall, which they previously also saw in room the well, does indeed seem intended to fill the pool. The magic isn't gone, but dormant.
"I wonder about how these pools are involved in Diderius power, and what happens if they are emptied. I could be able to Control their water but I'm uncertain about the outcome" Eric says looking at the pool.
In case an Arcana knowledge is applicable to guess it out, it would be 13
With his Arcana knowledge, Eric can surmise that the pool is a ritual reservoir: a magical vessel that only reveals its full power when properly filled and activated. The aura suggests that water alone is not enough: it must be ritually charged.
What he doesn't know immediately, but what his intuition tells him, is that the pool has become hungry. Its magic has been altered by years of isolation and the influence of the lair. It now demands a personal sacrifice and you think maybe even a sentient being.
The room suddenly feels colder. The pool seems to draw her attention, as if aware of new visitors. The magic hasn't vanished… but it demands something in return.
Khessa notes in her Spellbook, with its spider-web-like cover the new arcane discoveries made about this necromancy-tainted source of knowledge. She shivers slightly when her beloved dwarf reveals the dark nature of the pool's 'hunger', but forces herself to focus on the main task: "OK, we shouldn't need the pool for now, so fortunately we don't have to 'sacrifice' anything... or anyone. Let's continue searching for Varram."
And with that, the blonde arcane warrior heads for the door on the right and attempts to open it — and to continue the search along that path.
The door opens with ease. You find a 20-foot-high chamber lit by braziers. A massive stone sarcophagus sits atop a stepped stone dais at center. The walls are decorated with life-sized frescoes showing the lost gods of Netheril and Anauria.
You all sense it would be disrespectful to disturb anything here: everything should remain as it is.
"I don't think so, Eric..." Khessa is wary of the possibility that the sarcophagus contains Diderus. "Given what we've read before and the effects that are permanently active in this place, I don't think it's likely that Diderus is completely dead."
"However," the blonde arcane warrior helps her beloved dwarf with his research [[ OOC: she Helps, hoping to give him Advantage ]], "Varram must have gone somewhere... There must be some path somewhere that we haven't yet discovered."
Khessa responds, in awe of the "encounter" (albeit indirect) with the powerful diviner who was good-hearted enough to help even the poor in exchange for humble offerings: "We will leave you to your rest, Diderus. You leave us to our dangers. And if upon our return we can seek your advice on a matter close to our hearts, so much the better."
With a chiming sound, a secret door opens to the east. Behind it you find a rough natural cavern. It is noticeably warmer here than in the crypt, and the air is uncomfortably humid. You notice a winch system (propably used to open the secret door), steep stairs to the south and 6 surprised Lizardfolk.
Khessa was ready for perril and charges the first luzardfolk in no time. The magical blade from Netheril slashes the enemy's scales before the reptilian creature even realizes what's happening.
[[ OOC: OK, probably the first time they post, Kriv and Zale can also declare whether they use HDs to regain HP or not. ]]
Once everyone is ready, Khessa leads the way, opening the only unexplored door in the room and setting out to find either Varram or the host.
Kriv uses 2 Barvarian hit dice to recover 10 + 2 = 12 hp + 2 Warlock hit dice for 11 hp. And he's back at full HP.
Player: Any Good Alignment // DM: Lawful Evil
Behind this door, you'll find a dark hallway that curves to the left. At the end of the hallway, you'll find another door.
Player: Any Good Alignment // DM: Lawful Evil
Khessa tries to eavesdrop and if she doesn't hear anything too suspicious she opens.
Perception: 15
Khessa doesn't hear anything. As she opens the door she sees a long gallery with what you think could be the magic pool that was the source of Diderius’s power. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. The doors to the left bulge out noticeably from their frame (you've seen this before).
Player: Any Good Alignment // DM: Lawful Evil
Khessa comments: "Varram hasn't made any friends here... It was quite a battle, judging by the blood and the fallen!"
The blonde arcane warrior recalls the futility of trying to open the other door she encountered earlier, which 'bulged out noticeably,' so she ignores it and for now ritual-casts Detect Magic to determine if the source of Diderius's power is still magical (or if there are other magical auras in the room—aside from the omnipresent aura of the lair).
"I wonder about how these pools are involved in Diderius power, and what happens if they are emptied. I could be able to Control their water but I'm uncertain about the outcome" Eric says looking at the pool.
In case an Arcana knowledge is applicable to guess it out, it would be 13
The room is silent, except for the soft echoes of your voices. The empty Pool lies like a sleeping eye in the center of the space, flanked by the ruins of what was once a place of power.
As the magic slowly unfolds, Khessa sees the lair's omnipresent aura: old, dusty, and imbued with necromantic energy. But her attention is drawn to the pool itself. Though empty, it still radiates a faint, pulsating aura of Divination and Necromancy. It's as if the magic lies dormant, waiting to be activated.
Khessa's Detect Magic confirms that the pool is still connected to a source of magic, but it is incomplete. The sluice on the left wall, which they previously also saw in room the well, does indeed seem intended to fill the pool. The magic isn't gone, but dormant.
With his Arcana knowledge, Eric can surmise that the pool is a ritual reservoir: a magical vessel that only reveals its full power when properly filled and activated. The aura suggests that water alone is not enough: it must be ritually charged.
What he doesn't know immediately, but what his intuition tells him, is that the pool has become hungry. Its magic has been altered by years of isolation and the influence of the lair. It now demands a personal sacrifice and you think maybe even a sentient being.
The room suddenly feels colder. The pool seems to draw her attention, as if aware of new visitors. The magic hasn't vanished… but it demands something in return.
Player: Any Good Alignment // DM: Lawful Evil
Khessa notes in her Spellbook, with its spider-web-like cover the new arcane discoveries made about this necromancy-tainted source of knowledge. She shivers slightly when her beloved dwarf reveals the dark nature of the pool's 'hunger', but forces herself to focus on the main task: "OK, we shouldn't need the pool for now, so fortunately we don't have to 'sacrifice' anything... or anyone. Let's continue searching for Varram."
And with that, the blonde arcane warrior heads for the door on the right and attempts to open it — and to continue the search along that path.
The door opens with ease. You find a 20-foot-high chamber lit by braziers. A massive stone sarcophagus sits atop a stepped stone dais at center. The walls are decorated with life-sized frescoes showing the lost gods of Netheril and Anauria.
You all sense it would be disrespectful to disturb anything here: everything should remain as it is.
Player: Any Good Alignment // DM: Lawful Evil
Eric takes a look, trying to identify the nature of the sarcophagus "could it be Diderus tomb itself?" he asks himself.
History check: 12
He also looks for signs of Varram's passage into the room
Perception: 15
"I don't think so, Eric..." Khessa is wary of the possibility that the sarcophagus contains Diderus. "Given what we've read before and the effects that are permanently active in this place, I don't think it's likely that Diderus is completely dead."
"However," the blonde arcane warrior helps her beloved dwarf with his research [[ OOC: she Helps, hoping to give him Advantage ]], "Varram must have gone somewhere... There must be some path somewhere that we haven't yet discovered."
Eric thinks this could be Diderius' tomb. As he moves closer to look for signs of Varam a deep, clear voice issues from the coffin, saying:
You approach Diderius in repose. I know what you seek.
Yuan-ti have taken the one called Varram beyond their portal in the eastern wall. Be prepared, for I shall open the way to peril.
Player: Any Good Alignment // DM: Lawful Evil
Khessa responds, in awe of the "encounter" (albeit indirect) with the powerful diviner who was good-hearted enough to help even the poor in exchange for humble offerings: "We will leave you to your rest, Diderus. You leave us to our dangers. And if upon our return we can seek your advice on a matter close to our hearts, so much the better."
Eric bends his head gently "I could not find better words Khessa" Eric says "We'll be ready"
With a chiming sound, a secret door opens to the east. Behind it you find a rough natural cavern. It is noticeably warmer here than in the crypt, and the air is uncomfortably humid. You notice a winch system (propably used to open the secret door), steep stairs to the south and 6 surprised Lizardfolk.
ROLL INITIATIVE!
And make your surprise attack.
Player: Any Good Alignment // DM: Lawful Evil
Khessa's Initiative: 10
Khessa's Multiattack:
Hazirawn 1st Attack: 26 Damage: 16 (magical slashing) + 6 (necrotic) = 22
Hazirawn 2nd Attack: 28 Damage: 17 (magical slashing) + 7 (necrotic) = 24
Khessa was ready for perril and charges the first luzardfolk in no time. The magical blade from Netheril slashes the enemy's scales before the reptilian creature even realizes what's happening.