Sieghart, you find no sign of a hidden threat nor passage. You do however catch the almkst imperceptable glint of a metallic object amongst the splinters of broken crates. Walking over to inspect what it is, you find it to be an old tarnished key. The only reason there was a glint to see was due to it impacting the wall from the eldritch blast, creating a scuff. It's a simple design with a single wide tooth on the stem with a looped hand piece.
Arlo, you apprach each cube mechanism and remove the gems from the tops, shutting them down. You don't think you can destroy the bathtub like body chamber, as they look like large rectangular prisms made of stone with a deep trough carved out for the bodies growing within. You can however rip the tubes out connecting the tubs to the powering mechanism. Doing so causes the green liquid drain across the floor, which was once a bright fluorescence but is now a deep dull green due to the gem being removed.
With all gems removed and tubs drained you notice the passage on the left side of the room has a similar, but weaker green arua flowing out.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
The green liquid drains across the floor revealing the bodies of five individuals that appear to be "healing", or stitching back together by the arcane powers that once infused in the slimy bath.
Moving on to the next room you see a similar setup, but the figures in the tubs are clearly in an earlier stage. Skeletons lie at the bottom of the vibrant green liquid with tendons and deep muscle tissue in the process of growing. Along the wall directly to your left is a closed wooden door and at the far right is another open passage. If you go to give it a quick look, you'll see a stone slab in the center with wrist and ankle shackles anchored to it along with a wooden workbench nearly covered in a variety of small knives, scissors, saws, and punches (Arlo might not recognize it, but we would see it as a surgeon's tool table).
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
I can't remeber whether you had a torch lit or not, Arlo. If not, then you'll need to light one as soon as the last gem is removed as the dim light of the green arcane haze dissipates. You are able to smash up the arcane siphoning devices between the tubs by beating them with the backside of your axes, and just out of curiosity you bring your torch to some liquid. The fumes catch as the flame gets close enough, causing a wave of fire to spread across the wet floor and into the tubs charring the remains (I'll assume you had the foresight to step out of the liquid before lighting it). Acrid smelling smoke does begin to fill the room and it is not pleasant to breathe at all.
Sieghart, you step through the passage into a smaller room with a pair of levers on the wall opposite you. Both are in the up position. There is a door that is ajar along the left wall and candlelight dances from within.
After the final stone is removed there is no longer a green dim light. If you do not have dsrkvision, are not near someone with a torch, or are not lighting a torch you are essentially blind. If you are in the entry hall, you would be able to see Sieghart's torchlight coming from another room, but that's your only point of reference.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Seeing Arlo arrive suddenly with a torch in his hand, Sieghart seems confused at first by his comment. He then realizes what he meant. "What did you do?"
The search of Orbid’s laboratory would have to be expedited less the wish to see this cave become their tomb. Sieghart steps through the ajar door into the next room.
Lucas seems a bit slow to respond to the fire and barely flinches when the laboratory starts smoking. It takes him a moment to remember that not everyone is resistant to fire. He heads up the rear behind Arlo and Seighart.
When Arlo comes with tidings of flame, you can smell it on him. It's acrid and doesn't smell like natural burning materials at all. There should be some comfort in that you are in an underground stone structure and is not ladden with flammable materials. It will get hazy and unpleasant to breathe at the very least while you are down here if you move with some moderate haste.
Swinging the door open you see a large hall, about 30ft to the other side, 45ft in length, and 15ft tall. There are old dilapidated pews pushed against the left wall, which now you see why the double doors would not open.
Along the wall you emerge from are bookshelves flanking a long work table with 2 vials, 3 scrolls; one unrolled and the others rolled.
In the center of the room is a large table, about 10ft x 10ft, with a map of almost the same size. It is of an island and has different markings and scribbles around it.
Along the far wall is a closed door directly opposite you, and a made bed with an open chest next to it on the left.
The far right wall ends into a 3ft raised enclave (wall shapped like the quarter of a sphere). Centered on the stage is a 9ft tall dark stone statue of an unrecognizable entity. It has two arms that end in claws, two long spindly legs, emaciated torso, and a long featureless head save for two jade eyes.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Splayed out across the table is a large map of an island. The material is canvas as you can see the edges are slightly frayed, and the image is painted. Some locations are faded, but still readable. Scanning the land you are able to make out the locations of a multitude settlement locations. With names next to all of them. You deduce that it is Ror'nav. Once you reach that conclusion you are able to locate Vil'malish and the waterfall hideout you all are currently in. A newer marking notes location to the north west along the coastline, though it has no name. Based on the job you were given you conclude this is the empire settlement. Fort Paxton has not been noted.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart analyzed the map for a moment. Orbid probably designed it himself. Such knowledge of the continent could prove invaluable to the colony. He began folding it delicately so that it could be stored away in his pack.
Arlo, the vials all contain different liquids. The first contains a red liquid that glimmers when agitated. The second is a translucent liquid with a large ashen grey nail clipping. The third contains a dull yellow liquid.
Lucas, the statue appears to be all one piece and that it is darker than the natural stone you've traveled through thus far, so it could have come from elsewhere. The eyes are fairly far up to get a good look at them, but they look to be cloudy green in color. If you would like to get your hands on them, you can begin the process with an athletics check to climb it.
The open scroll looks like it was going to hold a spell, but it was unfinished and was instead used to remind Orbid to contact someone by the name of Ulric Theobrand and give him an update on his order. A quick note with no further context. Unrolling the first scroll and giving it a quick scan you see that it holds a bane spell. Doing the same to the other, you understand it to be misty step.
Sieghart, you can easily fold it in half and roll it up since it is on canvas and that the paint is so worn. You can stick it in a backpack, but you just have to remember that you'll have an extra 2ft sticking out over you head. It will be like carrying a 9x9 thin fabric area rug
(Sorry I just got to all of this. Yesterday was spent packing for vacation and almost all of today was driving to the location. I will more than likely be able to respond at about this time everyday for the next week)
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Lucas follows Sieghart into the next room.
Sieghart, you find no sign of a hidden threat nor passage. You do however catch the almkst imperceptable glint of a metallic object amongst the splinters of broken crates. Walking over to inspect what it is, you find it to be an old tarnished key. The only reason there was a glint to see was due to it impacting the wall from the eldritch blast, creating a scuff. It's a simple design with a single wide tooth on the stem with a looped hand piece.
Arlo, you apprach each cube mechanism and remove the gems from the tops, shutting them down. You don't think you can destroy the bathtub like body chamber, as they look like large rectangular prisms made of stone with a deep trough carved out for the bodies growing within. You can however rip the tubes out connecting the tubs to the powering mechanism. Doing so causes the green liquid drain across the floor, which was once a bright fluorescence but is now a deep dull green due to the gem being removed.
With all gems removed and tubs drained you notice the passage on the left side of the room has a similar, but weaker green arua flowing out.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo will pull the tubes and go chasing the green glow then
Paladin - warforged - orange
The green liquid drains across the floor revealing the bodies of five individuals that appear to be "healing", or stitching back together by the arcane powers that once infused in the slimy bath.
Moving on to the next room you see a similar setup, but the figures in the tubs are clearly in an earlier stage. Skeletons lie at the bottom of the vibrant green liquid with tendons and deep muscle tissue in the process of growing. Along the wall directly to your left is a closed wooden door and at the far right is another open passage. If you go to give it a quick look, you'll see a stone slab in the center with wrist and ankle shackles anchored to it along with a wooden workbench nearly covered in a variety of small knives, scissors, saws, and punches (Arlo might not recognize it, but we would see it as a surgeon's tool table).
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart picks up the mysterious key. After inspecting it for a moment, he pockets it. Maybe Orbid hid something deeper in his lab.
With Arlo and Lucas taking care of the tubs of green liquid, Sieghart decided to head down the path where Orbid had come from.
Arlo will dump any tubs, destroy any of the bodies left, and maybe even light it all on fire if possible
Paladin - warforged - orange
I can't remeber whether you had a torch lit or not, Arlo. If not, then you'll need to light one as soon as the last gem is removed as the dim light of the green arcane haze dissipates. You are able to smash up the arcane siphoning devices between the tubs by beating them with the backside of your axes, and just out of curiosity you bring your torch to some liquid. The fumes catch as the flame gets close enough, causing a wave of fire to spread across the wet floor and into the tubs charring the remains (I'll assume you had the foresight to step out of the liquid before lighting it). Acrid smelling smoke does begin to fill the room and it is not pleasant to breathe at all.
Sieghart, you step through the passage into a smaller room with a pair of levers on the wall opposite you. Both are in the up position. There is a door that is ajar along the left wall and candlelight dances from within.
After the final stone is removed there is no longer a green dim light. If you do not have dsrkvision, are not near someone with a torch, or are not lighting a torch you are essentially blind. If you are in the entry hall, you would be able to see Sieghart's torchlight coming from another room, but that's your only point of reference.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo rejoins Sieg with a torch of his own. “We best wrap this up. Shit’s on fire, yo.”
Paladin - warforged - orange
Seeing Arlo arrive suddenly with a torch in his hand, Sieghart seems confused at first by his comment. He then realizes what he meant. "What did you do?"
The search of Orbid’s laboratory would have to be expedited less the wish to see this cave become their tomb. Sieghart steps through the ajar door into the next room.
Lucas seems a bit slow to respond to the fire and barely flinches when the laboratory starts smoking. It takes him a moment to remember that not everyone is resistant to fire. He heads up the rear behind Arlo and Seighart.
When Arlo comes with tidings of flame, you can smell it on him. It's acrid and doesn't smell like natural burning materials at all. There should be some comfort in that you are in an underground stone structure and is not ladden with flammable materials. It will get hazy and unpleasant to breathe at the very least while you are down here if you move with some moderate haste.
Swinging the door open you see a large hall, about 30ft to the other side, 45ft in length, and 15ft tall. There are old dilapidated pews pushed against the left wall, which now you see why the double doors would not open.
Along the wall you emerge from are bookshelves flanking a long work table with 2 vials, 3 scrolls; one unrolled and the others rolled.
In the center of the room is a large table, about 10ft x 10ft, with a map of almost the same size. It is of an island and has different markings and scribbles around it.
Along the far wall is a closed door directly opposite you, and a made bed with an open chest next to it on the left.
The far right wall ends into a 3ft raised enclave (wall shapped like the quarter of a sphere). Centered on the stage is a 9ft tall dark stone statue of an unrecognizable entity. It has two arms that end in claws, two long spindly legs, emaciated torso, and a long featureless head save for two jade eyes.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart will move to the table and investigate the map. He tries to identify what this map and its marking and scribbles represent.
(Placeholder for a skill check, if needed)
Splayed out across the table is a large map of an island. The material is canvas as you can see the edges are slightly frayed, and the image is painted. Some locations are faded, but still readable. Scanning the land you are able to make out the locations of a multitude settlement locations. With names next to all of them. You deduce that it is Ror'nav. Once you reach that conclusion you are able to locate Vil'malish and the waterfall hideout you all are currently in. A newer marking notes location to the north west along the coastline, though it has no name. Based on the job you were given you conclude this is the empire settlement. Fort Paxton has not been noted.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo will attempt to examine the vials
Paladin - warforged - orange
Lucas scans the room, fixated on the stone statue. As he walks past Sieghart, he briefly glances at the map and says "Hey, that looks important".
Moving closer to the statue he inspects the stone and the eyes more closely.
Investigation: 13
(I would say Happy moved too in the room if thats ok)
Happy looks around in the room and sees the scrolls. “These look interesting” he says and goes and investigates them.
Sieghart analyzed the map for a moment. Orbid probably designed it himself. Such knowledge of the continent could prove invaluable to the colony. He began folding it delicately so that it could be stored away in his pack.
Arlo, the vials all contain different liquids. The first contains a red liquid that glimmers when agitated. The second is a translucent liquid with a large ashen grey nail clipping. The third contains a dull yellow liquid.
Lucas, the statue appears to be all one piece and that it is darker than the natural stone you've traveled through thus far, so it could have come from elsewhere. The eyes are fairly far up to get a good look at them, but they look to be cloudy green in color. If you would like to get your hands on them, you can begin the process with an athletics check to climb it.
The open scroll looks like it was going to hold a spell, but it was unfinished and was instead used to remind Orbid to contact someone by the name of Ulric Theobrand and give him an update on his order. A quick note with no further context. Unrolling the first scroll and giving it a quick scan you see that it holds a bane spell. Doing the same to the other, you understand it to be misty step.
Sieghart, you can easily fold it in half and roll it up since it is on canvas and that the paint is so worn. You can stick it in a backpack, but you just have to remember that you'll have an extra 2ft sticking out over you head. It will be like carrying a 9x9 thin fabric area rug
(Sorry I just got to all of this. Yesterday was spent packing for vacation and almost all of today was driving to the location. I will more than likely be able to respond at about this time everyday for the next week)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
I can’t determine what the potions effects are?
Paladin - warforged - orange
Lucas studies the statue and then starts to climb. "I'm going to get a closer look"
Athletics: 16