ooc: Sorry for the delay; just got a little busy. I was looking for input on whether the group was in fight / puzzle / social mode ... I think I got puzzle mode, but there's not really any progress on that. Definitely not hearing any bellicose tones, though.
"You don't look like much of a shoveler anyhow, dear." Mary sneers, adding "... no offense." (clearly a lie) "I had something else in mind. You were searching for old Kwalish, and I was content to let you be on your way and out of my hair. I have a hunch that he knows just how to keep this boat afloat. He might do so just to see this place again, but I'm not certain. So, you're going to convince him for me. You have eight hours."
"Not sure what leverage you think you actually have." Leann says with a shrug. "I have no desire for this place to stay aloft, so would see it crashed and destroyed. We'll go find the inventor, but I have no intention of talking him into saving this place." She glances to her companions. "Let's go, we have to find the others and get back to our real task." She walks out of the building and towards where the others went in search of the brains.
Ctenmiir Flies toward Leann with frightening speed, fangs exposed as he shrieks. "Halt!" Mary announces as the vampire enters the column of sunlight streaming through the hole in the roof. He makes no effort to avail himself of the shadows cast by the pillars holding up what remains of the ceiling. "Let them go, they will serve us in the end."
Calling behind the fleeing paladin, she enquires with false pleasantry "You have found the way to Kwalish's lab by now, haven't you? Silly me, you must have if you think you have a way of getting off this rock."
Ooc: you guys did bargain for a book that tells you how to get to Kwalish, but nobody has looked in it yet, unless I'm mistaken.
Samogri, roll a stealth check. If you were being subtle, you can use the advantages granted by your class to this end. You joined the others in the engine room. Nobody there has acted other than you looking at the parts of engine that are accessible there. You are aware of the two creatures and the cat in the room, but let's see if they're aware of you.
Omiy scowls. She hates the tone of Mary's voice, filled with hypocrisy that annoyed her to no end. She is quite happy to get out of here, for that she's sure she will want to punch Mary squarely on the face if they stay any longer. She slings her sword over her shoulder and catches up to Leann, says with obvious disdain in her voice, "Good, I don't want to stay for one more second to look at that old witch's ugly face."
"I'm sure Haurache can find a way for us to get off this rock." She adds hopefully.
If you need to get something to the sphinx, the portal rings you got from the Grand Master (who was a construct made mostly from the bones of the bone devil).
If you want to move on, just use the bubble pipe. It does a few things, so I was hoping you'd do one of them, and at that point mention that it isn't actually carved at all, it's glazed to look wooden, but in fact made of glass. It's the baubel that takes you to Kwalish's current lab. I'm just pointing you there so you can go and hopefully engage with stuff there.
I really do leave these choices to you though, the witch and the vampire are definitely planning to take over here. I just had them ask for help to prompt conflict and set a time limit. The actual catastrophic failure is in 24 hours, but since the engines are being fed, albeit by fewer hands than before, I reason that the time is based on that activity continuing, and if interrupted, it would reduce the interval to 8 hours.
If not clear, Mary summons things, mostly demons. That's why their feeding the furnace. If you mised it before, the cat was established as her familiar (you first met before some of the PCs joined the group, but she would have had it when you met the sphinx, too.)
While I'm rambling,: I've updated the characters to reflect the new Gothic lineages, Ctenmiir as a Dhampir (that just happened for him) and Mary as a Hexblood, because if that's not for the great-granddaughter of Baba Yaga (also one of her warlock patrons) then who is it for? I think these would have been applied originally if they were released prior to the time of publication for the module.
Sam narrowly avoids detection by the creatures feeding the engines.
I think we've agreed we are leaving Ctenmiir and Mary to the island. We are going to meet up with Huarache and Shurnton and figure out a way off the island.
Galders-bubble-pipe was among the objects found in the treasury. A side effect of too many magic items, I think.
From the module:
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast fog cloud as an action (1 charge).You can cast misty step as a bonus action (2 charges).You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe
After regrouping, you to read the notes from the treasury and learn the covert identity of the bubble pipe. Unlike other baubles, it does not transport you to another location on at the first touch. But, it just needs to come into contact with fire (this was a reference to the inner planes, which the box hints at. Fire not required to use the pipe for the effects on the description. ) Many of Kwalish's inventions since he discovered the planar craft function by opening a portal to an inner plane. (Here the planes of air and water).
Upon activating the baubel, you are all transported to a barren tundra. The horizon is all you see in any direction except the lone fortress you have arrived just outside of. The sky is turquoise and free of clouds
The doors to the halls are 60 ft. tall and are made of a thick stone.
Dit: This whole area has a full dungeon map. Unless otherwise noted, the intent is to expose the full map room by room as it becomes visible to the PCs. Currently you can see the double doors and the wall, and whenever the doors open, you'll see a ten foot wide hallway that extends at least 20ft. Once you're in well expand the map in the direction you choose.
Fyi; this bit is more like a traditional dungeon crawl.
You probably all know, in-game, that this is a pocket dimension.
The door isn't locked at all. Feel free to look around, but it's just a brick wall. Let me know if your doing anything before entering Kwalish's domain.
I plan to open the doors and push everyone in tomorrow morning. I know I don't normally roll initiative for combat, but I think I'd like to have everyone roll initiative for this, so please go ahead and do that.
Despite the size of the doors, they move with almost no effort, a testament to the craftsmanship of the one who built them. The hallway within is lit by an open in the chamber at the far end. As the doorsopen, you start to hear a hissing sound.
Trap: Sickening Gas. When the doors are opened, each creature within 10 ft. must make a DC 18 Constitution saving throw or else they become poisoned for one hour and gain a level of exhaustion.
Please roll initiative in addition to CON save.
The sound of the escaping gas slows to a stop after a few seconds. As you catch your breath, you make your way to the next room.
(You can run crawl climb. etc., but there are no other traps or secrets in the hallway).
A large lit brazier dominates the center of this room. To the north, a large set of double doors can be seen. To either side, two smaller doors are blocked off by portcullises. Next to them, unlit sconces sit cold and dusty.
Looking at it for 2mins Sam just says “it’s your problem now”
ooc: Sorry for the delay; just got a little busy. I was looking for input on whether the group was in fight / puzzle / social mode ... I think I got puzzle mode, but there's not really any progress on that. Definitely not hearing any bellicose tones, though.
"You don't look like much of a shoveler anyhow, dear." Mary sneers, adding "... no offense." (clearly a lie) "I had something else in mind. You were searching for old Kwalish, and I was content to let you be on your way and out of my hair. I have a hunch that he knows just how to keep this boat afloat. He might do so just to see this place again, but I'm not certain. So, you're going to convince him for me. You have eight hours."
"Not sure what leverage you think you actually have." Leann says with a shrug. "I have no desire for this place to stay aloft, so would see it crashed and destroyed. We'll go find the inventor, but I have no intention of talking him into saving this place." She glances to her companions. "Let's go, we have to find the others and get back to our real task." She walks out of the building and towards where the others went in search of the brains.
Ctenmiir Flies toward Leann with frightening speed, fangs exposed as he shrieks. "Halt!" Mary announces as the vampire enters the column of sunlight streaming through the hole in the roof. He makes no effort to avail himself of the shadows cast by the pillars holding up what remains of the ceiling. "Let them go, they will serve us in the end."
Calling behind the fleeing paladin, she enquires with false pleasantry "You have found the way to Kwalish's lab by now, haven't you? Silly me, you must have if you think you have a way of getting off this rock."
Ooc: you guys did bargain for a book that tells you how to get to Kwalish, but nobody has looked in it yet, unless I'm mistaken.
Samogri, roll a stealth check. If you were being subtle, you can use the advantages granted by your class to this end. You joined the others in the engine room. Nobody there has acted other than you looking at the parts of engine that are accessible there. You are aware of the two creatures and the cat in the room, but let's see if they're aware of you.
Omiy scowls. She hates the tone of Mary's voice, filled with hypocrisy that annoyed her to no end. She is quite happy to get out of here, for that she's sure she will want to punch Mary squarely on the face if they stay any longer. She slings her sword over her shoulder and catches up to Leann, says with obvious disdain in her voice, "Good, I don't want to stay for one more second to look at that old witch's ugly face."
"I'm sure Haurache can find a way for us to get off this rock." She adds hopefully.
Stealth: 9
advatage 7
If you need to get something to the sphinx, the portal rings you got from the Grand Master (who was a construct made mostly from the bones of the bone devil).
If you want to move on, just use the bubble pipe. It does a few things, so I was hoping you'd do one of them, and at that point mention that it isn't actually carved at all, it's glazed to look wooden, but in fact made of glass. It's the baubel that takes you to Kwalish's current lab. I'm just pointing you there so you can go and hopefully engage with stuff there.
I really do leave these choices to you though, the witch and the vampire are definitely planning to take over here. I just had them ask for help to prompt conflict and set a time limit. The actual catastrophic failure is in 24 hours, but since the engines are being fed, albeit by fewer hands than before, I reason that the time is based on that activity continuing, and if interrupted, it would reduce the interval to 8 hours.
If not clear, Mary summons things, mostly demons. That's why their feeding the furnace. If you mised it before, the cat was established as her familiar (you first met before some of the PCs joined the group, but she would have had it when you met the sphinx, too.)
While I'm rambling,: I've updated the characters to reflect the new Gothic lineages, Ctenmiir as a Dhampir (that just happened for him) and Mary as a Hexblood, because if that's not for the great-granddaughter of Baba Yaga (also one of her warlock patrons) then who is it for? I think these would have been applied originally if they were released prior to the time of publication for the module.
Sam narrowly avoids detection by the creatures feeding the engines.
Ooc: What are you guys doing now?
I think we've agreed we are leaving Ctenmiir and Mary to the island. We are going to meet up with Huarache and Shurnton and figure out a way off the island.
OOC: where/what is the bubble pipe?
Galders-bubble-pipe was among the objects found in the treasury. A side effect of too many magic items, I think.
From the module:
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast fog cloud as an action (1 charge).You can cast misty step as a bonus action (2 charges).You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe
After regrouping, you to read the notes from the treasury and learn the covert identity of the bubble pipe. Unlike other baubles, it does not transport you to another location on at the first touch. But, it just needs to come into contact with fire (this was a reference to the inner planes, which the box hints at. Fire not required to use the pipe for the effects on the description. ) Many of Kwalish's inventions since he discovered the planar craft function by opening a portal to an inner plane. (Here the planes of air and water).
Upon activating the baubel, you are all transported to a barren tundra. The horizon is all you see in any direction except the lone fortress you have arrived just outside of. The sky is turquoise and free of clouds
The doors to the halls are 60 ft. tall and are
made of a thick stone.
Dit: This whole area has a full dungeon map. Unless otherwise noted, the intent is to expose the full map room by room as it becomes visible to the PCs. Currently you can see the double doors and the wall, and whenever the doors open, you'll see a ten foot wide hallway that extends at least 20ft. Once you're in well expand the map in the direction you choose.
Sam will use primal awareness
Somogri detects the unnatural presence of an aberration.
Fyi; this bit is more like a traditional dungeon crawl.
You probably all know, in-game, that this is a pocket dimension.
The door isn't locked at all. Feel free to look around, but it's just a brick wall. Let me know if your doing anything before entering Kwalish's domain.
I plan to open the doors and push everyone in tomorrow morning. I know I don't normally roll initiative for combat, but I think I'd like to have everyone roll initiative for this, so please go ahead and do that.
Despite the size of the doors, they move with almost no effort, a testament to the craftsmanship of the one who built them. The hallway within is lit by an open in the chamber at the far end. As the doorsopen, you start to hear a hissing sound.
Trap: Sickening Gas. When the doors are opened, each creature within 10 ft. must make a DC 18 Constitution saving throw or else they become poisoned for one hour and gain a level of exhaustion.
Please roll initiative in addition to CON save.
The sound of the escaping gas slows to a stop after a few seconds. As you catch your breath, you make your way to the next room.
(You can run crawl climb. etc., but there are no other traps or secrets in the hallway).
A large lit brazier dominates the center of this
room. To the north, a large set of double
doors can be seen. To either side, two smaller
doors are blocked off by portcullises. Next to
them, unlit sconces sit cold and dusty.
Leann initiative: 3
Leann easily breathes the poisonous gas and simply walks on inside. The poison has no affect on her.
Samogri initiative 21
Con save 15
Can I hold breath for 15 mins so would that effect me being poisoned by the trap
Also I will tell them about the aberrations