The spear lands on the ledge, easy enough to recover though it would be washed away if a large wave were to come before you retrieved it.
Dekhan, you now have a monk-on-a-rope. Strix, you have a tight grip on the rope with one hand, and the jawbone with the other, and there is a platform of ice next to you,
Strix hears Incantis' voice in his head. "Remember your inspiration."He also feels a pair of hands press on his back as Zhudala, invisible and in her natural form, helps push the shifter upwards.
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Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
With no particular time pressure, and several party members working together, there's no great challenge in pulling one soggy monk up an ice ramp and back onto the ledge.
You now all stand at the side of the mass of water. Scupper, you allow your ice ramp to fade away, and return Strix's spear to him. Strix, you still have the jawbone of the skull in your hand.
Turning over the bone in his hands his expression clouds.
"Clock ticks. Neewon got bright 'deas?"
So what do we do? He regenerates in an hour. I didn't count spells but he didn't fireball us that time, maybe his spells don't regen? Still, neither do ours. He'll win by attrition.
I don't think we have the means to dispell him. I don't know if there's an exorcism ritual using a holy symbol or holy water (the power of Mystra compels you!) but we'd need a cleric for that. We could trap him in the room we found earlier that we were saving for a rest (or the structure in the glittering cave)? Or see if the Forge can be used to trap him? Or look for another threat and wait 59 minutes then throw him at them? Or what if we put him in the water and hope he washes far enough out to sea?
Varinth starts walking towards the forge. Which way is he going to go? Retracing his steps back through the star-roofed cavern, or through the exit south of the lake room?
This will take Varinth quite a long way; will the rest of the party go with him?
I suppose washing him out depends on whether he could jest fly back...
Vaz may have a good idea with a locking furnace... certainly couldn't burn his way out o' that. Kinda like the bastard. Maybe let him go after we get dwarfy safe.
You are all able to return, via the cavern of your original route, to the room with the furnace. Strix, as you are all exiting the wave echo cave, you detect the first signs that a new wave is coming upon you, but you are all safely up the stairs as it hits and the familiar boom passes through the area. It's been only five minutes - albeit a very busy five minutes - since the skull seemingly returned to unlife.
Together you inspect the furnace, with Varinth taking the lead. The large device is cold and dark, but there is obviously a space inside for fuel, and you can see stores of coal around you in the room. You could easily light a fire, put the jawbone inside; you don't immediately see a way to lock the metal door that leads into the furnace, nor are you sure that it's strong enough to withstand whatever magical attacks the skull might be able to make.
If we put him in the furnace and pack coal tightly around the bone, if he's able to come back again in order to cast he first has to ignite himself which will fire up the furnace. I'm expecting he's at least resistant if not full on immune to fire damage, but he'd need to wait for the coal to burn down sufficiently before he could even vocalise a spell, maybe? So it buys us more than an hour. And if he's not fully immune to fire damage, how much damage would he take, 1/2 of 1d8 (based on Create Bonfire) every 6 seconds until he can move his jaw? Enough to put him back down, maybe? Long shot though, I mean he sets himself on fire as a matter of course, he's probably completely immune.
It's a forge - Is there anything around that the furnace is designed to melt so it can be worked? Can we encase his jaw in a block of metal then drop him in the water so he sinks, and even if he reforms he can't get out 'cause of the weight? If he can't ignite himself under water he can't melt it to escape.
The alternative is to find somewhere to put him where coming back to life would be bad for his health - a room with a non-allied threat. Shit, those 3 ghouls would have been perfect, they'd have gnawed him all day long.
One thought - he wants us to leave the way we came, which is the way to the exit. So he's a guard dog. Guard dogs serve the owner of the forge. Is there some way we can become his boss? There were offices further south but the documentation was all ancient dust. There's the glittery cave (is that the ore the forge processes?) with a building in it, and then the path north from the furnace room.
I don't think from any spell descriptions that Varinth has that the fire gets hot enough to weld, but feel free to challenge me if you think otherwise.
Right well...the door doesn't open from the inside. Put the jawbone in it. He can't burn his way out of a furnace. He'd have te get a damn sight hotter than fire. He's got no hands so that should do it. Just throw him in, close the latch and lets be off. Time's a wasting, lads. If he comes back, he comes back. He may find us after we've found the Spider. But we need te move.
Yes, lets throw it in the furnace. Any prayers or conservations anyone can perform wouldn’t go amiss either. Anything to dispel whatever force is keeping the spirit bound here. Also, what’s the opinion on backtracking to that room and getting a rest in? I’m somewhat hurting and have exhausted many of my supernatural abilities.
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Strix is monk. Have 5 hands. 6! Mind is weapon, mind is hand. Is not good for grabs. Hmmmmmm. 5 1/2?
16 <- spear throw
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
The spear lands on the ledge, easy enough to recover though it would be washed away if a large wave were to come before you retrieved it.
Dekhan, you now have a monk-on-a-rope. Strix, you have a tight grip on the rope with one hand, and the jawbone with the other, and there is a platform of ice next to you,
Scupper will run to recover the spear when he can.
"Pull him up the ice, Dekhan. It's a ramp!"
Strix hears Incantis' voice in his head. "Remember your inspiration." He also feels a pair of hands press on his back as Zhudala, invisible and in her natural form, helps push the shifter upwards.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
With no particular time pressure, and several party members working together, there's no great challenge in pulling one soggy monk up an ice ramp and back onto the ledge.
You now all stand at the side of the mass of water. Scupper, you allow your ice ramp to fade away, and return Strix's spear to him. Strix, you still have the jawbone of the skull in your hand.
What would you like to do?
Strix catches his breath, panting out a "Thanks!"
Turning over the bone in his hands his expression clouds.
"Clock ticks. Neewon got bright 'deas?"
So what do we do? He regenerates in an hour. I didn't count spells but he didn't fireball us that time, maybe his spells don't regen? Still, neither do ours. He'll win by attrition.
I don't think we have the means to dispell him. I don't know if there's an exorcism ritual using a holy symbol or holy water (the power of Mystra compels you!) but we'd need a cleric for that. We could trap him in the room we found earlier that we were saving for a rest (or the structure in the glittering cave)? Or see if the Forge can be used to trap him? Or look for another threat and wait 59 minutes then throw him at them? Or what if we put him in the water and hope he washes far enough out to sea?
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Varinth starts walking towards the forge, holding his ball of flame high.
C'mon! Gotta be A *hic* plashe wE can puT him..
Vaz will look about the machinery for a lockable compartment.
Investigation: 11
Varinth starts walking towards the forge. Which way is he going to go? Retracing his steps back through the star-roofed cavern, or through the exit south of the lake room?
This will take Varinth quite a long way; will the rest of the party go with him?
Varinth will stop, unsteadily. He looks to his left. Then to right. He turns back to look at the party.
Where thE *hic* fEck am I?
I suppose washing him out depends on whether he could jest fly back...
Vaz may have a good idea with a locking furnace... certainly couldn't burn his way out o' that. Kinda like the bastard. Maybe let him go after we get dwarfy safe.
Varinth totters over to Strix and bends down close to the Jawbone. He speaks to it as though it may be hard of hearing:
HERE THAT SKULLY? WE'LL *hic* LET YOU OUT WHEN WE GOT OUR *hic* DWARFY!
Varinth, you get no response from any of the six jawbones that Strix is holding with his several hands.
So if scupper helps scout the area, can we fet that jaw bone locked in a furnace before an hour is up?
Wonder if he's fiery enough to power a furnace.
Strix follows Vaz, presumably through the starry cavern, jogging ahead to check corners just in case there are ambulatory beasties about
Perception : 18
Stealth : 6
(The distance is trivial to us, so we should have the guts of the hour to sort this. Depends how long we spent getting Strix out of the water?)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
You are all able to return, via the cavern of your original route, to the room with the furnace. Strix, as you are all exiting the wave echo cave, you detect the first signs that a new wave is coming upon you, but you are all safely up the stairs as it hits and the familiar boom passes through the area. It's been only five minutes - albeit a very busy five minutes - since the skull seemingly returned to unlife.
Together you inspect the furnace, with Varinth taking the lead. The large device is cold and dark, but there is obviously a space inside for fuel, and you can see stores of coal around you in the room. You could easily light a fire, put the jawbone inside; you don't immediately see a way to lock the metal door that leads into the furnace, nor are you sure that it's strong enough to withstand whatever magical attacks the skull might be able to make.
OCC: Strange question. How hot can I get? Can I weld?
If we put him in the furnace and pack coal tightly around the bone, if he's able to come back again in order to cast he first has to ignite himself which will fire up the furnace. I'm expecting he's at least resistant if not full on immune to fire damage, but he'd need to wait for the coal to burn down sufficiently before he could even vocalise a spell, maybe? So it buys us more than an hour. And if he's not fully immune to fire damage, how much damage would he take, 1/2 of 1d8 (based on Create Bonfire) every 6 seconds until he can move his jaw? Enough to put him back down, maybe? Long shot though, I mean he sets himself on fire as a matter of course, he's probably completely immune.
It's a forge - Is there anything around that the furnace is designed to melt so it can be worked? Can we encase his jaw in a block of metal then drop him in the water so he sinks, and even if he reforms he can't get out 'cause of the weight? If he can't ignite himself under water he can't melt it to escape.
The alternative is to find somewhere to put him where coming back to life would be bad for his health - a room with a non-allied threat. Shit, those 3 ghouls would have been perfect, they'd have gnawed him all day long.
One thought - he wants us to leave the way we came, which is the way to the exit. So he's a guard dog. Guard dogs serve the owner of the forge. Is there some way we can become his boss? There were offices further south but the documentation was all ancient dust. There's the glittery cave (is that the ore the forge processes?) with a building in it, and then the path north from the furnace room.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
I don't think from any spell descriptions that Varinth has that the fire gets hot enough to weld, but feel free to challenge me if you think otherwise.
Right well...the door doesn't open from the inside. Put the jawbone in it. He can't burn his way out of a furnace. He'd have te get a damn sight hotter than fire. He's got no hands so that should do it. Just throw him in, close the latch and lets be off. Time's a wasting, lads. If he comes back, he comes back. He may find us after we've found the Spider. But we need te move.
Yes, lets throw it in the furnace. Any prayers or conservations anyone can perform wouldn’t go amiss either. Anything to dispel whatever force is keeping the spirit bound here. Also, what’s the opinion on backtracking to that room and getting a rest in? I’m somewhat hurting and have exhausted many of my supernatural abilities.