The fireball and cone of flame erupt through the room. The strange tingling sensation of palpable magic fades as light suddenly fills the room. The blasts damaged a large glyph array in the chamber. The bats and skeletons have vanished.

The team identifies the glyph array's magic as illusory, it seems the creatures you were fighting weren't real at all.

Spoiler: OOC
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This illusion scenario. When Thanquil translated the "Let there be light" from the front of the door, it activated this illusion event in the room per the module. I've added this glyph array as a justification to end the encounter and continue, since I don't think it's an interesting/enjoyable enough encounter, they're not really a threat as laid out in the module.


You find a switch in the bottom of the now much less ornate stone sarcophagus. After checking for traps, Liselle flips it. Stone grinds against stone as a segment of the red stone floor shifts, revealing a stairwell down. Carefully descending the stairs lead to yet another chamber, in the center of which stands what might be an ancient altar of red stone. Atop the altar rests a bed of strange fungus-like plants and numerous long strips of burial cloth. In the center of the altar rests of a cracked crystalline bottle. Water seeps endlessly from the crack in the bottle. Around the altar glitters treasure. 5,000gp worth of coins, gems, and jewelry.

Once it is determined that there is no immediate danger, Orchid identifies the object as Decanter of Endless Water, collecting it from the Fungus bed. The crack in the bottle is pretty bad, the way the magic of this item works, there is no almost no hope to fix it. Once it's turned to a higher degree, it can't be turned down or off. Eventually, it will run out of water and break, but given the state of this dungeon area, Orchid estimates it likely contains as much water as any of the largest lake beds in Solum.

Following the water, Liselle discovers another secret switch. When she flips it, three paths open:

A passage to the Hanging Garden grinds open, stone shifting to reveal the passage.
Going out to the hanging gardens you find several kind of edible plants. It seems they're not made of only Dungeon magic, so they can actually be taken to Solum, even planted there and possibly grown. If they take to the climate and soil. You can sell the seeds for 5,000gp.



The characteristic whoosh rings out. A comforting sound to the ears of Delvers. The slightly distorted view of the pillars in the tunnel leading to the yard. A portal to Solum opens.

Finally, the fungus bed shifts. The mushroom-like vegetable matter twisting into a knotted ring. A dark vortex forms within the strange from which emanate the sounds of your own voices, screaming endlessly. A death door challenge.