# [[017_20210307 The Escape]] ## Session Summary Ora and Three Earrings jumped into the well, and found that the rope they'd tied to their waists had been severed by a magical seal over the well. The well was separated from the rest of the room. They dove down to the bottom, where something was shining, and together they pushed Three Earrings's orb into the relief. Outside, some of the party suffered some blows from falling debris caused by earthquakes that began to occur with increasing regularity. As the chamber began to fill up with water, Ora, fresh out of the well, unlocked the door, and you all began to make your way out. You dodged lizard people who had found their way down the temple, and you were surprisingly aided by snake people, who seemed to have had a change of heart with regards to your presence. Still chased by lizardfolk, you rushed through the jungle, each one lending your own particular skills to help in the chase. As you made the beach and began to face an overwhelming number of lizardfolk, cannons raced through the air fired by your good old navigator, Orly, keeping the lizardfolk at bay as you frantically paddled back to the Wavechaser. ^summary ## Housekeeping - Ora's Sneak Attack and Psi-Bolstered Knack ## Recap ![[016_20210227 The Room of Darkness#^summary]] ## Review the characters [[Ora]] [[Boris]] [[Lira]] ## Dungeon: [[Temple of the Cloaked Serpent]] ## Strong start Ora, you and Three Earrings are wearing breathing bubbles. She has just turned to you, held out a hand with her head cocked, smiling, and said, "Together?" You step up to the edge of what YOU still think just looks like slightly discolored stone. You jump when she does, half-expecting your feet to meet stone. Instead, you feel pleasantly warm water envelop you, head to toe, as you fall into this well. You don't hit a bottom. It's pretty dim here, but there's a light underneath you that lights up the well, and you see Three Earrings hit the water beside you. What do you do? ## Scenes - [x] Countdown timer starts. - [x] In the well - Until the orb is taken/placed, there's no getting out of the well. A magical shield separates the two like a gate. - DC13 Athletics check to dive down to the bottom. 1 point of exhaustion on failure. - You can't hear anything from the outside. - Relief at the bottom with grooves that feel like the snake mosaic, except for the eyes. One eye is hollowed out, spherical. The other eye has an orb that feels like the one CTE has. You're not sure if it was just diving down here, but the temperature of the water seems hotter than it was when you entered. - Whoever has the higher investigation check in the well will find the relief first: The same green snake from the mosaic, with two hollow eyes. One eye has one orb in it. - Bubbles begin to float past you. The water seems uncomfortably hot, like the first moments after stepping into a hot spa. - Water heats up to an uncomfortable degree. Take 1d6 damage every round. - [x] Not in well - Earthquakes - falling stones - the sound of Yuan-ti coming. The chamber begins to fill with water. - Lash of Shadows Marilith weighs in on the decision in the well: "The ussurper issss freed from the Massster'ssss prisssson!" / "One chain repaired, three othersssss remain." - [ ] The seal on the well disappears, and CTE and Ora burst out of it, comically drenched from the well nobody sees. - [x] The escape - [ ] When Boris does Divine Fury, one of the hands has a tattoo - the same one as [[Kogas Ironcutter]] in his dream. - [x] Making it back to the boat. ## Secrets and Clues - [ ] If orb in well is taken: the relief cracks, permanently damaged. One chain holding Uk'otoa in his prison is severed. The one with the orb gets Control Water and gains favor of Uk'otoa. - [x] If CTE's orb is put in the well: permanently repaired. placer gains favor of Zehir, and the placer can turn into a Fire Snake. - [ ] [[Uk'otoa]] was one of [[Zehir]]'s most prized servant, and was thus turned into a gigantic sea serpent as a reward. - [ ] [[Uk'otoa]] went on to lead the people called [[Ki'Nau]]. - [ ] [[The Arms of the Betrayers]] were the [[Betrayer Gods]]' last-ditch effort to help free themselves. They were scattered in different parts of the continent. - [x] There are four temples of [[Zehir]] that keep [[Uk'otoa]] captive. The other three temples are in a volcanic area ([[Rumblecusp]]), the foresty [[Whitedawn Lagoon]], in [[ttrpgs/The Slayers Five/Xhorhas]]), and the icy [[Crystalsands Tundra]]. - [ ] - [ ] - [ ] - [ ] ## Fantastic Locations - [x] The well - It's a little disorientingly disconnected from the outside world. No sound. No movement from outside where your friends are. - Dimly lit by the magical light emanating from underneath, from the relief. - [x] The chamber of darkness - A magical seal appears over the well. - Draconic scribblings of three other temples, one in fire (volcano), one in a forest, and the other in ice. - Secret cache of gold if searched (DC17 investigation/perception) - [ ] ## NPCs - [ ] [[Orly Skiffback]] - [ ] [[The Wavechaser]] - [ ] ## Monsters - [ ] ## Loot - [x] 1000 gp - [x] Potion of Poison Resistance --- ## Log strength - boris - success perception - ora - success arcana - lira -success persuasion - lira - fail athletics - boris - success deception - ora - fail insights - survival - jamedi - success Ora and Three Earrings together put the orb into the eye socket. Later, Ora realized her hand looked a little scalier than normal.