TheFred Posted February 9 Clone Share Posted February 9 (edited) "Yes, well, what's interesting is that the colour does, in fact, impact on the value of a precious gemstone," Molgrug elaborates. "One would think it to be largely irrelevant, especially since the hue is determined simply by chemical impurities within the crystal, but mortals have always ascribed value to things irrationally based upon their appearance or scarcity. "As to whether or not it is of value to us... well, it appears to have been used as part of the construction of this... contraption, so it undoubtedly has practical usefulness as well - ha, I bet those claws sure felt practical, eh, Nizell? May as well hold onto it, anyway." Statblock [URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 16/16 [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 14 [B]Saves:[/B] Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) [B]Soulmelds:[/B] Mage's Spectacles (1), Lightning Gauntlets (0) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water [B]Special:[/B] None Molgrug Senses: Darkvision 60ft, Spot/Listen +7, Init: +2 HP: 16/16 AC: 17, Touch: 12, Flat-footed: 14 Saves: Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) Soulmelds: Mage's Spectacles (1), Lightning Gauntlets (0) Spells: Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water Special: None Edited February 9 by TheFred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Roughtrade Posted February 9 Clone Share Posted February 9 Carmine | AC 14 | Fort 06 - Reflex 06 - Will 09 | Claw +3 (1d3+1) | Eldritch Blast +5 (1d6) "If you would not mind keeping it handy, Brand." Carmine interjects. "I seem to be building a bit of a puzzle here with the sword, it might fit with a later piece, should we stumble across them." "I know it seems a bit droll, but that is the way these things tend to work out. A shoelace here, a kettle there, and then the heroes somehow have built the contraption of ultimate annihilation." He rolls his eyes, adding. "I do not know the deities here, but no doubt their senses of humor are the same as ours." OOC Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude. Detect Magic is Active Unless it obviously interacts with the hilt, Carmine isn't going to ask to see the stone closer, though he is not bothered with making his interest clear. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheFred Posted February 11 Clone Share Posted February 11 "I'll keep hold of it!" Molgrug declares, snatching itIf you don't want Molgrug to snatch it, Brandisher yoinks it out of the way and he fails to do so. from Brandisher's paw. "If you find any magical shoelaces, though, give them to Carmine here. Everyone needs a hobby, after all." Statblock [URL=/sheets/?id=2794812][B]Molgrug[/B][/URL] [B]Senses:[/B] Darkvision 60ft, Spot/Listen +7, [B]Init:[/B] +2 [B]HP:[/B] 16/16 [B]AC:[/B] 17, [B]Touch:[/B] 12, [B]Flat-footed:[/B] 14 [B]Saves:[/B] Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) [B]Soulmelds:[/B] Mage's Spectacles (1), Lightning Gauntlets (0) [B]Spells:[/B] Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water [B]Special:[/B] None Molgrug Senses: Darkvision 60ft, Spot/Listen +7, Init: +2 HP: 16/16 AC: 17, Touch: 12, Flat-footed: 14 Saves: Fort +5, Ref +5, Will +6 (+2 vs mind-affecting spells, +4 vs poison) Soulmelds: Mage's Spectacles (1), Lightning Gauntlets (0) Spells: Command, Resurgence, Obscuring Mist, Sandblast, Detect Magic, Read Magic, Light, Create Water Special: None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Grand Poobah Posted February 12 Clone Share Posted February 12 (edited) Nizell becomes conscious as the groups discuss crystal. Laying in the pile her body fell into after the explosion she is far from comfortable with arms twisted and her body is imbedded with dozens of metallic fragments. On 2/10/2024 at 8:53 AM, TheFred said: I bet those claws sure felt practical, eh, Nizell? "Claws ....not so much.... " Her arms stard to untwine and prop her up more comfortabley as other arms start to pull at the various imbedded pieces " ...as his insides." "A clean cut is to be appreciated, savoured, this is a mess" When fully healed she gets up and starts to have a look about the room they are in and then the next room. Nizell, Mage Slayer Senses: Darkvision 60ft, Telepathy 100ft Spot/Listen +13 Level 2: HP: -1/22 Speed 40ft Init:3 AC: 21, Touch: 13, Flat-footed: 18 Saves: Fort +7, Ref +6, Will +3 (+1 vs spells) Spells:[5x0, 1x1] No Light, Ghost Sound, Open/Close, Mending, Critical Strike, Cure light W Special: Fast Healing 1, Sneak attack +1d6, Improved Grab (Ex), Detect Magic 1/d, Steel Spells (0,1) Edited February 12 by Grand Poobah (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Michael Posted February 12 Author Clone Share Posted February 12 The passage of time has made the next room's function as indecipherable as those that preceded it, with faded to illegibility murals on the walls and little but dust left of whatever furniture was once positioned here. This room contains 4 pedestals (one in the south wall, 3 in the north) above each of which floats a dark sphere about 2' in diameter...except that in the south wall, which instead of being dark glows faintly with an oddly non illuminating blue light. An open archway to the east shows a glimpse of yet another room. Nizell, being the first in the new room, notices a dry chill emanating from the eastern exit. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Roughtrade Posted February 12 Clone Share Posted February 12 Carmine | AC 14 | Fort 06 - Reflex 06 - Will 09 | Claw +3 (1d3+1) | Eldritch Blast +5 (1d6) Following into the next room, Carmine pauses at the doorway to view the spheres. Likely their purpose is lost to the ages, much as the rest of the room, but it is still a curiosity and curiosities are fun. "And if we're not having fun, then why are we here?" Carmine mutters under their breath. OOC Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude. Detect Magic is Active Move to the next room, scan the Spheres with Detect Magic. Any differences in their auras? Waiting for Brandisher's reaction to Molgrug before commenting upon that bit. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Grand Poobah Posted February 14 Clone Share Posted February 14 (edited) "Molgrug, I am sensing dry chill emanating from the eastern exit, just the sort of aura that a creature interested in your banter would need to have. Something not living.... so no risk of boring it to death and to which time is of little consequence....what luck!" She turns with a little doubt showing on her face. "It could just be an empty windy room" She cracks a smile "....but there again that's perfect for you " Edited February 14 by Grand Poobah (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Grand Poobah Posted February 19 Clone Share Posted February 19 Well Ok now I get it, let the Maralith to all the work. Nizell slides into the new room and makes her way to the door behind which, she has the feeling, is no life of the party. She waits for the party to catch up and then opens the door Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Michael Posted February 20 Author Clone Share Posted February 20 The new room that Nizell enters is worn and bare like the others. However, of interest is the first intact closed door you have encountered. It is hard to tell what it is made of because it is almost completely entombed in ice, which covers not only the door but the floor and walls around it as well. There's clearly something very cold beyond. Getting the door open is going to need some mittens and an ice pick. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Roughtrade Posted February 21 Clone Share Posted February 21 Carmine | AC 14 | Fort 06 - Reflex 06 - Will 09 | Claw +3 (1d3+1) | Eldritch Blast +5 (1d6) Confident that they can reach the doorway if it becomes necessary to intervene in the next room, Carmine moves towards the sphere which sheds light. Maybe it is something, maybe it is nothing, but until Brandisher, Kreed and the others move up there is no reason to sprint ahead into a new skirmish. Inspecting the base and area around the lit crystal before seeing if it is removable. OOC Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude. Detect Magic is Active Does the sphere look small enough to remove from the post? Really wish I knew who had the "Spindle Shaped Crystal" -if Brand would have given it to me instead of letting Molgrug snatch it. I would really like to see if it interacts with the sword pommel in any way or with these other crystals. Waiting for Brandisher's reaction to Molgrug before commenting upon that bit. Name xDiceName xDiceResult xDiceString xDiceRolls Search/Spot = Both are same at +5 21 1d20+5 16 Link to comment Share on other sites More sharing options...
Enkhoffer Posted February 22 Clone Share Posted February 22 Brandisher allows Molgrug to snatch the gemstone from his grasp with not much reaction, beyond a low snarl from surprise. The gem, while pretty and interesting, holds no real value to him since he doesn't have any idea how they can use it - anything that looks more like a weapon would be a different story. He shivers briefly as they enter the cold of this new room. Even beneath his disguise, he can feel his black fur standing up. "It's closed? Do you think it's trapped?" Show Actions Show Statblock Brandisher Paladin of Tyranny lvl 2 Senses: Darkvision 60 ft., Low-Light Vision; HP 3/24; AC: 20; Touch: 11; Flat-Footed: 19; Saves: Fort +8, Ref +6, Will +7; Resist Electricity 5; Resist Acid 10; Immune to Poison Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Michael Posted February 23 Author Clone Share Posted February 23 Upon closer inspection, Carmine discovers the lit orb is actually floating a few inches above it's pedestal. It is as previously mentioned about 2' in diameter, Carmine has no idea what it is made of, nor what effort, if any, would be needed to remove it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Roughtrade Posted February 23 Clone Share Posted February 23 Carmine | AC 14 | Fort 06 - Reflex 06 - Will 09 | Claw +3 (1d3+1) | Eldritch Blast +5 (1d6) "Well then, let us find out if you are mobile." Carmine murmurs to himself. OOC Dark One's Own Luck = +2 Bonus to a single save. Changeable as Standard Action. Currently on Fortitude. Detect Magic is Active Pick up the Sphere. See if it kills me. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Polyphemus Posted February 23 Clone Share Posted February 23 (edited) Kerapsis|Female, Medium Outsider (Tanar'ri, Extraplanar, Evil, Chaotic), Vrock, Cleric 2 HP: 21/21 | AC/Touch/FF: 21/13/18 | Str/Dex/Con/Int/Wis/Cha: +4/+3/+3/+0/+3/+0 | F/R/W: +6/+6/+6 | Speed: 30ft | Spells Active: Giving some time for her wounds to close, Kerapsis rejoins the others who have moved further into the next rooms. Giving one of the dark orbs a quick look and a light tap with her clawed finger as she passes it, she keeps moving into the next room, stopping beside Nizell near the frozen door. "Great..." she grumbles as she brings her wings around her to preserve what warmth she can. "Well should we start hacking away, or does anyone have better options to defrost this?" "Any luck with those orbs?" Kerapsis calls back to the previous room. OOC / Actions Edited February 23 by Polyphemus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Michael Posted February 26 Author Clone Share Posted February 26 Despite it's floating status the sphere is quite fixed in its position and no amount of tugging by Carmine can convince it to move. Somewhat disappointingly for some in the room it also does not have any self defence mechanisms, so Carmine is not harmed by his efforts. Somewhere in the collective shredded memory of the group lurks the concept of power stones, which were marked the power level of a particularly powerful artefact...one usually powered by souls. It's possible these orbs serve a similar function, suggesting that what ever artefact they represent is running on empty. Or they could represent something else. Who's to say. There's no interplay between sphere and sword fragment either. Absent some kind of fire the frozen door looks like it needs considerable application of brute strength, which of course will alert whatever lays beyond. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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