This post has potentially manipulated dice roll results.
He then turns too the other that he has in the group “right what we’re about to do is very demanding and dangerous may the world serpent bless you all with luck, strength, wisdom and sanctuary if you perish from this plane”
Remallia responds, "The Harpers want to know more about Xorvintroth. They believe the recent to assist in liberating the Thayans’ captives has stymied Thayan efforts to make Far Realm batteries. During this breathing room, we hope to learn more about the Far Realm’s influence on Xorvintroth and how it came about. By figuring out what happened here, we hope to stop the Far Realm’s influence spreading further. With some caution and stealth, we believe you will find the answers in an unexplored area like the Supreme Forge. Find out what you can about the history of Xorvintroth."
Zehira, cjimes in: "A noble cause, but while you're there, be sure to collect and return with as many artifacts as possible before the Red Wizards find them. As yet, neither the Harpers nor Maelstrom know how Xorvintrothian technology works, so devices that can help destroy the warehouse where Far Realm batteries are being produced or anything that can safely sever the batteries’ connection to the Far Realm takes priority. This is of particular importance, since the previous attempt to break a battery created a sizable explosion that was dangerous to the disposal team."
"Got it. Find out the history of Xorvintroth and how the Far Realm came to have influence there. Collect artifacts, especially those that can interfere with battery production or operation, including destruction of the warehouse. You know, if you wanted a 'stealth' operation, perhaps a paladin and a giant lizardman weren't your best options. But beggars can't be choosers, I suppose.
"Master Jaan'vald, I am Angus Killburney, erstwhile Knight of Myth Drannor, at your service. Please, could you tell us about these 'batteries'," (here he points at the battery in the room with them), "and how they function, and how we might disable or disrupt them? In addition, tell us about Xorvintroth and the Forge. Where are the rest of the escaped captives? Will they be hostile to use? All the Neogi left Toril? What about the illithids? Did any of the mind flayers land on our world, and do they remain?"
"Our concerns lay more with durability than covert action." Jaan’vald notes. "For much of these matters, I am afraid I know less than you. I have been myself enslaved until just a few days ago. I do not know where our Neogi captors have fled, but my compatriots have been escorted by the heroes who answered Remalia and Zehira's call, leaving something of a vacuum in the way of assets to seize on this position of strength. My understanding of mind flayers on Toril is that they are present in some number, a distressing fact, but one which we csn hopefully begin to correct."
... batteries
<irl, this module specifically states the neogi appear in an adventure thatwas delayed. I think it wither just came out or cones out this month. I havent seen it yet. Also, WotC started outaourc8ng this stuff, so Baldman ganes wrote it.>
"Destroying the batteries has proven difficult. They are not fragile, but they do have the potential to fail in a decidedly non-passive manner." Jaan’vald hands you a purple crystal stored in a glass
cylinder with metal fittings designed to look like a mouth
with sharp teeth. The cylinder animates as a purple tongue
grows out from it, whipping around aimlessly. Jaan’vald
covers the cylinder with a special black cloth, which
calms it down.
“This is the best I can do. I’ve adapted a Far Realm battery into a charging device made of mimic protoplasm. Its raw material is similar to a living mimic’s, but isn’t a sentient being. You can use it to activate many of the artifacts in the Supreme Forge. Just look for a connector and attach the device. It’ll form a matching piece and connect on its own. I’ve partitioned the energy into five charges. Use it wisely.”
Jaan’vald hands the mimic battery (AC 12, 58 hit points, and immunity to acid and psychic damage) to Samogri and explains how to use it.
...
Far Realm Battery Mimic
The battery portion is a purple crystal charged with raw magic from the Far Realm. The crystal is stored inside a container made of mimic-like morphic protoplasm shaped like a 1-footdiameter, 2-foot-long glass cylinder with metal fittings.
By using a morphic container, it can easily attach itself to any device and provide Far Realm energy to it. The mimic battery has 5 charges. To use a charge, the battery must be attached to a device that’s meant to be powered. After use, the battery detaches automatically.
The device isn’t entirely stable. If the mimic battery takes 10 damage or more, every creature within 30 feet of the mimic must make a DC 20 Charisma saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If the mimic battery drops 0 hit points, the container breaks and the purple crystal inside is exposed. All creatures within 100 feet of the crystal must succeed on a DC 20 Charisma saving throw or roll on the Wild Magic Surge Table (a d100. If it comes up, I'll tell you the result.)
Jaan’vald closes all the hatches on the portal’s metal platform. He tells them that the portal in this room will send them to an access tower near the Supreme Forge that the neogi also used. The party has time to make preparations and cast spells before leaving.
It’ll take Jaan’vald two days to remodify the Harpers’ portal to establish a two-way link to the Access Tower so the team can return to the safe house.
"Entry to the Supreme Forge is prevented by a shadowy, purple dome that also blocks teleportation, but the neogi were able to enter by taking a portal into a specific access tower in the center of a small lake. They destroyed the portal they used when they left, but I’ve redirected our portal to take you to the access tower. From what the neogi said, the access tower had several dangerous traps, so take care as you look for a way out. Once you’re outside, you should be able to see the forge across the bridge and find a way inside. I’ll activate the portal again in two days. If you aren’t back in the tower by then, you’ll have to find your own way home.”
"So, we are to use this battery to power up any useful artifacts. But if we discover the warehouse/factory that Thayans are using to store their Far Realm batteries, we are to destroy or disable them, yes? Is there a way to safely destroy them without endangering ourselves or other innocents?"
"So, we are to use this battery to power up any useful artifacts. But if we discover the warehouse/factory that Thayans are using to store their Far Realm batteries, we are to destroy or disable them, yes? Is there a way to safely destroy them without endangering ourselves or other innocents?"
Sam looks at Angus “we’re in a freezing cold tundra and your just worried about some dam polar bears, don’t worry about us I have a new trick for that”
"While the batteries are pretty easy to adapt to other technologies, we have not ad yet found a means of safely disposing of them. The most pragmatic course seems to be depletion, but most things thst csn tske such energy are either potentially dangerous in their own right or would require transporting the batteries to them for use on site." Notes the Gith.
<blatant spoiler: this problem resolves itself in the adventure. You should think of the battery more as a resource. If you found another one, I'd say just take it with you for further use.>
Zehira adds, handing the adventurers a pair of backpacks: "Here's a thank you in advance. Never let it be said Maelstrom fails to compensate a contractor."
Each bag contains art objects in the ruins of Xorvintroth worth 10,000 gp per character, five sacks, and two 50-foot coils of hempen rope.
<also, per conversation with Tetrevess in PM, he'll be joining this group and also gets an identical bag. >
Sam looking at his pack knowing somewhat if he can make out of this alive he be pretty well off, he puts his backpack on “right then are we ready to go then short lad” looking at Angus
The metal plate begins to spin, quickly reaching great speed. With a hum and a faint green light emanating from it, the effect signals an acceleration culminating in a loud click followed by a buzz as the portal activates, sending zsam Angus (and Tetrevess) from the room.
From the portal room in the Harper safe house, you’re teleported inside a square stone room with no windows or doors. A hole in the floor reveals you’re several floors up. Some of the rooms below are filled with a miasma of shifting colors.
The center of ceiling has a matching hole that reveals a smaller room above filled with clockwork gears and a downward-facing metal tube fitted with a large, green crystal lens.
The holes in the ceiling and floor are the only obvious exits.
This 10-foot-square stone room without windows or doors has a 3-foot-diameter hole in the center of the floor and another in the 20-foot-high ceiling. A series of teleportation circles are engraved on the floor, difficult to note, perhaps, as you are in complete darkness except the shifting colors coming from the floor below.
Attached to the south wall, 5 feet above the ground, is a metal needle 1½ inches long, 1 inch wide, and surrounded by symbols and runes.
(Asking once again, you may have missed it. Are we level 12 or level 13 at this point?)
Angus will strike a torch, unless Sam produces a magical light. He will then inspect the "needle" on the wall to see if it might be a connector for the battery, or alternately might be some sort of activation device for a lifting platform to get them up to the next level.
“Oh hello there, glad I could come along for this”. Tetrevess whispers from a dark corner, as he pulls out a flaming dagger continual flame
His appearance is shocking- he looks like he’s seen horrors, aged a bit, and his beard has gotten noticeably fuller since the last time you saw him. “What’s the plan, Angus?”
“Greate go to the north go to the cold with little warning, you did tell T to think about her aunts motives” looking at the kight
He then turns too the other that he has in the group “right what we’re about to do is very demanding and dangerous may the world serpent bless you all with luck, strength, wisdom and sanctuary if you perish from this plane”
performance 6
turns back to Angus “blades up and don’t let up”
Angus nods in answer to Sam's question.
To Remallia and Zehira he asks, "So what is our mission? Are we to retrieve artifacts? Seal the cave? Somehow destroy the Forge?"
Remallia responds, "The Harpers want to know more about Xorvintroth. They believe the recent to assist in liberating the Thayans’ captives has stymied Thayan efforts to make Far Realm batteries. During this breathing room, we hope to learn more about the Far Realm’s influence on Xorvintroth and how it came about. By figuring out what happened here, we hope to stop the Far Realm’s influence spreading further. With some caution and stealth, we believe you will find the answers in an unexplored area like the Supreme Forge. Find out what you can about the history of Xorvintroth."
Zehira, cjimes in: "A noble cause, but while you're there, be sure to collect and return with as many artifacts as possible before the Red Wizards find them. As yet, neither the Harpers nor Maelstrom know how Xorvintrothian technology works, so devices that can help destroy the warehouse where Far Realm batteries are being produced or anything that can safely sever the batteries’ connection to the Far Realm takes priority. This is of particular importance, since the previous attempt to break a battery created a sizable explosion that was dangerous to the disposal team."
"Got it. Find out the history of Xorvintroth and how the Far Realm came to have influence there. Collect artifacts, especially those that can interfere with battery production or operation, including destruction of the warehouse. You know, if you wanted a 'stealth' operation, perhaps a paladin and a giant lizardman weren't your best options. But beggars can't be choosers, I suppose.
"Master Jaan'vald, I am Angus Killburney, erstwhile Knight of Myth Drannor, at your service. Please, could you tell us about these 'batteries'," (here he points at the battery in the room with them), "and how they function, and how we might disable or disrupt them? In addition, tell us about Xorvintroth and the Forge. Where are the rest of the escaped captives? Will they be hostile to use? All the Neogi left Toril? What about the illithids? Did any of the mind flayers land on our world, and do they remain?"
"Our concerns lay more with durability than covert action." Jaan’vald notes. "For much of these matters, I am afraid I know less than you. I have been myself enslaved until just a few days ago. I do not know where our Neogi captors have fled, but my compatriots have been escorted by the heroes who answered Remalia and Zehira's call, leaving something of a vacuum in the way of assets to seize on this position of strength. My understanding of mind flayers on Toril is that they are present in some number, a distressing fact, but one which we csn hopefully begin to correct."
... batteries
<irl, this module specifically states the neogi appear in an adventure thatwas delayed. I think it wither just came out or cones out this month. I havent seen it yet. Also, WotC started outaourc8ng this stuff, so Baldman ganes wrote it.>
"Destroying the batteries has proven difficult. They are not fragile, but they do have the potential to fail in a decidedly non-passive manner." Jaan’vald hands you a purple crystal stored in a glass
cylinder with metal fittings designed to look like a mouth
with sharp teeth. The cylinder animates as a purple tongue
grows out from it, whipping around aimlessly. Jaan’vald
covers the cylinder with a special black cloth, which
calms it down.
“This is the best I can do. I’ve adapted a Far Realm battery into a charging device made of mimic protoplasm. Its raw material is similar to a living mimic’s, but isn’t a sentient being. You can use it to activate many of the artifacts in the Supreme Forge. Just look for a connector and attach the device. It’ll form a matching piece and connect on its own. I’ve partitioned the energy into five charges. Use it wisely.”
Jaan’vald hands the mimic battery (AC 12, 58 hit points, and immunity to acid and psychic damage) to Samogri and explains how to use it.
...
Far Realm Battery Mimic
The battery portion is a purple crystal charged with raw magic from the Far Realm. The crystal is stored inside a container made of mimic-like morphic protoplasm shaped like a 1-footdiameter, 2-foot-long glass cylinder with metal fittings.
By using a morphic container, it can easily attach itself to any device and provide Far Realm energy to it. The mimic battery has 5 charges. To use a charge, the battery must be attached to a device that’s meant to be powered. After use, the battery detaches automatically.
The device isn’t entirely stable. If the mimic battery takes 10 damage or more, every creature within 30 feet of the mimic must make a DC 20 Charisma saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If the mimic battery drops 0 hit points, the container breaks and the purple crystal inside is exposed. All creatures within 100 feet of the crystal must succeed on a DC 20 Charisma saving throw or roll on the Wild Magic Surge Table (a d100. If it comes up, I'll tell you the result.)
(Once everyone is ready to leave):
Jaan’vald closes all the hatches on the portal’s metal platform. He tells them that the portal in this room will send them to an access tower near the Supreme Forge that the neogi also used. The party has time to make preparations and cast spells before leaving.
It’ll take Jaan’vald two days to remodify the Harpers’ portal to establish a two-way link to the Access Tower so the team can return to the safe house.
"Entry to the Supreme Forge is prevented by a shadowy, purple dome that also blocks teleportation, but the neogi were able to enter by taking a portal into a specific access tower in the center of a small lake. They destroyed the portal they used when they left, but I’ve redirected our portal to take you to the access tower. From what the neogi said, the access tower had several dangerous traps, so take care as you look for a way out. Once you’re outside, you should be able to see the forge across the bridge and find a way inside. I’ll activate the portal again in two days. If you aren’t back in the tower by then, you’ll have to find your own way home.”
"So, we are to use this battery to power up any useful artifacts. But if we discover the warehouse/factory that Thayans are using to store their Far Realm batteries, we are to destroy or disable them, yes? Is there a way to safely destroy them without endangering ourselves or other innocents?"
Sam looks at Angus “we’re in a freezing cold tundra and your just worried about some dam polar bears, don’t worry about us I have a new trick for that”
"While the batteries are pretty easy to adapt to other technologies, we have not ad yet found a means of safely disposing of them. The most pragmatic course seems to be depletion, but most things thst csn tske such energy are either potentially dangerous in their own right or would require transporting the batteries to them for use on site." Notes the Gith.
<blatant spoiler: this problem resolves itself in the adventure. You should think of the battery more as a resource. If you found another one, I'd say just take it with you for further use.>
Zehira adds, handing the adventurers a pair of backpacks: "Here's a thank you in advance. Never let it be said Maelstrom fails to compensate a contractor."
Each bag contains art objects in the ruins of Xorvintroth worth 10,000 gp per character, five sacks, and two 50-foot coils of hempen rope.
<also, per conversation with Tetrevess in PM, he'll be joining this group and also gets an identical bag. >
Sam looking at his pack knowing somewhat if he can make out of this alive he be pretty well off, he puts his backpack on “right then are we ready to go then short lad” looking at Angus
The metal plate begins to spin, quickly reaching great speed. With a hum and a faint green light emanating from it, the effect signals an acceleration culminating in a loud click followed by a buzz as the portal activates, sending zsam Angus (and Tetrevess) from the room.
From the portal room in the Harper safe house, you’re teleported inside a square stone room with no windows or doors. A hole in the floor reveals you’re several floors up. Some of the rooms below are filled with a miasma of shifting colors.
The center of ceiling has a matching hole that reveals a smaller room above filled with clockwork gears and a downward-facing metal tube fitted with a large, green crystal lens.
The holes in the ceiling and floor are the only obvious exits.
This 10-foot-square stone room without windows or doors has a 3-foot-diameter hole in the center of the floor and another in the 20-foot-high ceiling. A series of teleportation circles are engraved on the floor, difficult to note, perhaps, as you are in complete darkness except the shifting colors coming from the floor below.
Attached to the south wall, 5 feet above the ground, is a metal needle 1½ inches long, 1 inch wide, and surrounded by symbols and runes.
<footnote / spoiler? Update on that illithid ship the Neogi were chasing. I don't count this as a spoiler. There is basically no information here. https://www.reddit.com/r/rimeofthefrostmaiden/comments/y3zcpq/id_ascendant_reveal/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Incidentally, you can go looking for it if you want. It's very much there to be found, once youre out if the purple bubble. >
(Asking once again, you may have missed it. Are we level 12 or level 13 at this point?)
Angus will strike a torch, unless Sam produces a magical light. He will then inspect the "needle" on the wall to see if it might be a connector for the battery, or alternately might be some sort of activation device for a lifting platform to get them up to the next level.
12.
Make an Int (arcana) or (investigation) check.
“Oh hello there, glad I could come along for this”. Tetrevess whispers from a dark corner, as he pulls out a flaming dagger continual flame
His appearance is shocking- he looks like he’s seen horrors, aged a bit, and his beard has gotten noticeably fuller since the last time you saw him. “What’s the plan, Angus?”
(FYI: Tesservett is welcome to help action Angus on the needle)
Tetrevess does help on the arcana check.
Angus Arcana check 14