THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND


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Tam closes the door to the vapor-filled hallway, and opens the adjacent door. There is a dark, unlit hallway, except for being covered in dimly-glowing lichen which looks like natural growth, which runs 60 feet forwards, then turns left (north) into unseen territory.

TAM: Do you want to investigate this hallway, or open the last door?
 
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Lathir shakes his head slightly but quickly like a person lost in thought needing to bring himself back to the present. Whatever is drawing his cognizance to make him internalize is not known to the company but it must be something of importance. “Tam wait.” He runs the fingers of his left hand through his hair, pulling it back from his face, and moves into the open hall, slowly, as he continues to speak. He wants to see if the unnatural fog is being actively controlled or if it is more of a fixed magic. “I am not sure if or what I may be able to determine; but as with all that has passed, I suspect that we will need to go through here at some point. Respen, my instincts are telling me that you will likely be the most suited to get us through this dilemma."
Lathir will convey any pertinent information he finds. Spellcraft = 22
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Tam: "No disrespect Lathir, I already opened this door (pointing down the passageway behind door #2,), and it goes down around 60 feet then goes left. There's a strange luminescent lichen or moss growing in it, though. So, we have foggy gas in one, glowing lichen in this other. I'm going to check the third door to see what all our options are."
And he opens the last of the three doors.
 

GM:
Lathir said: Lathir will convey any pertinent information he finds.


GM:
OOC: Your minimum roll is far and above the result needed to know all of this information.

That vapor is definitely an Acid Fog spell, which is extremely dangerous upon close exposure. Given that the normal version of the spell has a short duration, this is obviously a Permanent version of the spell. Lathir knows that a Gust of Wind spell or a Dispel Magic spell will probably suppress the effect for several rounds, but to actually remove it, will require a much stronger spell, such as Mordenkainen's Disjunction. In the second hallway, the lichen is not a spell, but rather a naturally occurring phenomenon. These hallways are cold and damp, the perfect environs for lichen growth. The likely reason that the lichen is absent in the first tunnel is because it has been eradicated by the effects of the acidic vapor. The Acid Fog spell is cast at a considerable level, at least 18th.
 
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When Tam hears what Lathir shares about the first two corridors, Tam hesitates to open the third.
"Um, Lathir? Does that spell reveal what's behind this last door? Hearing about that acid fog has me a little nervous."
 

GM: Posting on behalf of Lathir.


Lathir answers, "It's not a spell; I am old, and I have seen so much dweomercraft, that I can often recognize spell effects on sight. Thus, I won't know what's behind the last door until it's been opened, however, I can tell you that it's very likely that the door itself won't trigger a trap, which means that any traps that do exist are likely further down the hallway. You can go ahead and open the door if you want to, but you should also consider the possibility that any door in this entire tomb can possibly hide undead creatures, magically summoned creatures, and automatons as well, traps notwithstanding. If you want to open that door, do it, but just be careful, and at the ready for the unexpected."

Tam: What is your final decision?
 

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