14.1 - Deep Dive
Players act as the Vrar. Set Flora cycle day 20, after the investigation written in 11.0 - Deep Silent Complete Report. So players have knowledge from that.
Tana will be unplayable for this. If we only have two, then they can pick which of the other 3 Vrar go down into the water.
Their mission? Investigate the depths.
What's down there? Pull from 11.0 - Deep Silent Complete.
Solve a puzzle. Make a physical puzzle.
Reward?
Artillerist Artificer Junaer Jeighmoor: Human. The leader of the Vrar (four). He wears a white-stone earring that is a sending stone connected to Asriya's. Great Old One Warlock Tana the Baleful: Triton. Control Air And Water (once between long rests, cast either Fog Cloud, Gust Of Wind or Wall Of Water spell, Charisma as spellcasting ability). resistance to cold damage. Dispel Magic. Storm Sorcerer Celye: Firbolg. Can detect magic 1 per short rest. Storm Guide (action to control rain within 20 feet, wind direction within 100 feet). Battle Master Fighter Moss Dohmoel: Shifter. Has a pair of goggles that see through illusions.
Artillerist Artificer Junaer Jeighmoor: Human. The leader of the Vrar (four). He wears a white-stone earring that is a sending stone connected to Asriya's. Great Old One Warlock Tana the Baleful: Triton. Control Air And Water (once between long rests, cast either Fog Cloud, Gust Of Wind or Wall Of Water spell, Charisma as spellcasting ability). resistance to cold damage. Dispel Magic. Storm Sorcerer Celye: Firbolg. Can detect magic 1 per short rest. Storm Guide (action to control rain within 20 feet, wind direction within 100 feet). Battle Master Fighter Moss Dohmoel: Shifter. Has a pair of goggles that see through illusions.
Plot points/Scenes
Evening of Flora Cycle Day 20.
Reward? The rain immediately stops. It's not supposed to stop yet. And any Nature or Water parrs feel a shift; in favor of Water.
Cumulative Report sent to the Preserver
We passed through the doors and some kind of tile washed and dried us in an instant. There was no light inside, so we got a light spell up and running. Inside was smaller than expected. There's the central platform we entered on, and then 4 mirrored island platforms; 2 on either side. Nothing else but water and the cavern walls. Moss checked out the islands; they had a number of old, rusted weapons and trinkets, and faded potions. The furthest islands each have a running fountain. At the end of the central platform is a bowl or basin, full of water. But it didn't seem like... normal water. Both Celye and Tana felt something off about it. Sample retrieved. Moss's goggles picked up something fuzzy. A bit of figure, he thinks, standing near the basin. Nothing could be made out though, and this thing didn't move or react to us. Tana excused herself from remaining in the chamber any longer. She said she was feeling a pull—a call—to the water. She kept getting overwhelming feelings of blissful silence. A deep sleep. Complete rest. A cure for all her aches and pain. I allowed her to wait outside, grab rubbings of the Script above the doorframe. But after a while, I felt it, too. I've no doubt, Preserver; there's something down in those depths.Mission
Their mission? Investigate the depths. The Preserver has prepared them with her suspicion that this was a temple of passing; of death. But it's worth investigating whatever that pulling call Tana feels is about. They've also been told the water in the basin has some sort of magical property. But they've also been prepped with water breathing potions and light stones.If they choose to drink the water
Start with a sanity save. DC 10. If they fail, Enchanted Springs table from Tasha's, page 165. If they succeed, they feel the irresistible pull of the depths. Blissful silence. A deep sleep. Complete rest. A cure for all the aches and pain. They Frodo-fall into the water, and begin sinking. The water isn't as cold as you would think. It's dark, and it blankets you in comfort. You can't see more than 30ft. As you glide further and further down, you can feel your will evaporate. You're ready for the water to completely envelop you. You pass pillars of rock jutting up, skulls and other bits of skeleton resting pristine on them. And one not yet decomposed; robes and a blissful expression. More and more bones as you sink further. And then a blue-ish glow from below.
5 rounds to the bottom.
Round 1: Feeling of comfort. 40ft down. 6 seconds.
Round 2: Release your held breath. No panic as your lungs flood with water. 80ft down. 12 seconds
Round 3: Things start to go black. 120 ft down. 18 seconds.
Round 4: Unconsciousness. 160 ft down. 24 seconds.
Round 5: Death Saving throw. 200 ft = Portal. 30 seconds.
Round 2: Release your held breath. No panic as your lungs flood with water. 80ft down. 12 seconds
Round 3: Things start to go black. 120 ft down. 18 seconds.
Round 4: Unconsciousness. 160 ft down. 24 seconds.
Round 5: Death Saving throw. 200 ft = Portal. 30 seconds.
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round).
At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points
In the event someone reaches the bottom and crosses into the Ethereal Plane
Unraveling Magic Table, Tasha's page 161. Show up in a round, roiling foggy area. The floor doesn't look solid, but as you step, you don't fall and the fog shifts to water. It's dark, yet the room is gently illuminated, and a thin fog hangs in the air as well. The threshold walls of the 50ft circular room are a waterfall all around you. Same "turn to water effect" as the floor. In the center of the room is a shaft of a weapon, a spear, plunged into the ground. It is recognized as Vira's spear, which can't be possible because that is for sure at her grave in Vira's Aspiration. When touched, it turns watery and hurts CON save DC 13 to hold onto and pull it out, 1d8 force damage. When removed, it explodes into water droplets. There's a stone plate the spear it thrust into, shattered. The spear will need to be removed to fix the stone to see what it even has on it. However, the removal of the spear scatters the broken pieces around the room. The stone is not normal stone. It's like script stone, but there's something else swirled and mixed in there. The texture doesn't match stone, and it's on the redder side. As the pieces are gathered back around, they will get the feeling of being watched, and catch movement in the corner of their eye. Once the seal is fixed, there's a definitive pop of magical pressure. And the waterfalls crash in, filling the room. It goes dark, but then there's a glow that lights up the water; the form of a Leviathan. It speaks to them telepathically. "The seal is fixed, and now I can return. But your world still bleeds. Vand must be restored; Water himself must be restored. Lest we meet again in the Amalgamation." Getting out? Leviathan ejects them down out of the plane, but then they rocket up to the surface of the temple water.Reward? The rain immediately stops. It's not supposed to stop yet. And any Nature or Water parrs feel a shift; in favor of Water.
Relations
Allies
Asriya Ingen
https://youtu.be/6-Bly26utBo
https://www.youtube.com/watch?v=h_oZIrPV_iU
- Junaer Jeighmoor
- Celye
- Moss Dohmoel
- Tana the Baleful
Plot type
Side Plot
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