Val, the creation is definitely man-made but in your long elvish life you have never even heard legends of anyone capable of making something as sophisticated as this. It was weaker than most constructs by wizards (like golems) but the complexity of creating something like this is far beyond that of even the most powerful golems. The construct has been made to be closer in properties to a weaker Elemental than a normal construct, complete with a form of innate spell-casting.
As for the smell, it smells like a burnt something... It smells metallic like burnt blood and the places where sparks flew have some metal pins jutting out of a melted rubbery substance.
Well... the hall you're currently standing in only leads Eastward. The room you were just in had two other possible doors. Back where Briggs is, the hallway leads north. These are your current options in terms of directions
You go through the door and come to another hall. This room appears to be devoid of hostiles on first glance. The hallway that leads to the door you just came out of stretch from north to south. About halfway down, the hall splits off into a section that continues south while the other section goes West. In the same intersection a large staircase goes up in the eastern direction. Magical chandeliers of ancient construction hang on the ceiling and illuminate the room in a yellow hue. The North hall (The segment where you are currently standing) is has windows which were broken long ago, lacing the floor with shards of glass. As expected, the other side of the window holds nothing but earth and rocks. The hall itself is about 10ft wide but the segment that stretches West was 40ft wide in its hayday but is now 25ft wide thanks to the south wall having caved in. The South hall and the West Stairs are shrouded in magical darkness, courtesy of Faerz magic. Back to the west passage, on the north wall (the one that isn't caved) are two sets of large wooden double doors. The first set is only 5ft from the intersection and seems to be swollen and rotted. It can't be opened but you can break it with relative ease. The second set at the end of the hall only has a door frame. Like the windows, the door leads only to a wall of soil. In the corner of the south wall you notice what appears to be a large swelling in the wall. The large swelling is covered in dark holes and Val can hear some crawling and buzzing inside. Elsara informs you that whatever is behind the rotted double doors is emitting very strong Faerz magic.
"let's check it anyway, but be wary this is powerful old and black magic... "says the elf notchign an arrow and getting ready to fire in case anyone attacks them once they open the doors.
When you open the door, you see the fossil of a huge reptilian creature. the bone is cracked in many places but the most curious thing seems to be a shard of sharp metal stuck to the skull of the creature. It is a metal unlike any you have seen before and Elsara informs you that the whole room is practically oozing Faerz magic. The metal spike sticking out of the skull is the strongest source however. There also seems to be weird casing on the ground, also made of strange metal-like material (not the same material that the spike is made out of) This casing are black in color and seem to have remained mostly unaffected by time except for the layer of dust covering them.
Runt maintains her rage and feels she can go full offense ans swings with her full strength
Attack: 17 Damage: 10+3 thunder damage
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Runt snaps the small box in two and the rest of the pieces crumbles to the ground. The floating rocks also fall to the floor.
Everyone gets 60 XP (Which I will add to everyone's character sheet in a minute)
What do you do now?
Valwarin approaches the boxes.
"Curious " he says examining it " It doesn't seem a natural creation but never thought that something like this could be possible... "
He moves the pieces of the box, takes one and smell it.
( Investigation to see if he can learn anything about them. Not looking for nothing in particular just curious: 11 )
PbP Character: A few ;)
Val, the creation is definitely man-made but in your long elvish life you have never even heard legends of anyone capable of making something as sophisticated as this. It was weaker than most constructs by wizards (like golems) but the complexity of creating something like this is far beyond that of even the most powerful golems. The construct has been made to be closer in properties to a weaker Elemental than a normal construct, complete with a form of innate spell-casting.
As for the smell, it smells like a burnt something... It smells metallic like burnt blood and the places where sparks flew have some metal pins jutting out of a melted rubbery substance.
What were they Runt questions
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
"It's a pity that someone with the ability to do such things decides to create them for destruction... "
He throws the piece of metal to the chunk and shrugs.
" I never understood the necesity to create something mechanic when Mother Nature creates true arts."
PbP Character: A few ;)
(Can you recap what our options are in terms of directions?)
”We should show these things to Briggs. Then let’s press on.”
Check out my Extended Signature here
Well... the hall you're currently standing in only leads Eastward. The room you were just in had two other possible doors. Back where Briggs is, the hallway leads north. These are your current options in terms of directions
Gendan points Eastward. What does she see out that way? Perception 10
Check out my Extended Signature here
She sees the hall stretch ahead and come to a dead end. There is another door to the south there.
“Shall we try the door at the end of the hallway?”
Check out my Extended Signature here
"Sure!" says Valwarin and he walks towards it trying to hear something behind it.
( Perception: 10 )
PbP Character: A few ;)
All clear on the Eastern end.
You go through the door and come to another hall. This room appears to be devoid of hostiles on first glance. The hallway that leads to the door you just came out of stretch from north to south. About halfway down, the hall splits off into a section that continues south while the other section goes West. In the same intersection a large staircase goes up in the eastern direction. Magical chandeliers of ancient construction hang on the ceiling and illuminate the room in a yellow hue. The North hall (The segment where you are currently standing) is has windows which were broken long ago, lacing the floor with shards of glass. As expected, the other side of the window holds nothing but earth and rocks. The hall itself is about 10ft wide but the segment that stretches West was 40ft wide in its hayday but is now 25ft wide thanks to the south wall having caved in. The South hall and the West Stairs are shrouded in magical darkness, courtesy of Faerz magic. Back to the west passage, on the north wall (the one that isn't caved) are two sets of large wooden double doors. The first set is only 5ft from the intersection and seems to be swollen and rotted. It can't be opened but you can break it with relative ease. The second set at the end of the hall only has a door frame. Like the windows, the door leads only to a wall of soil. In the corner of the south wall you notice what appears to be a large swelling in the wall. The large swelling is covered in dark holes and Val can hear some crawling and buzzing inside. Elsara informs you that whatever is behind the rotted double doors is emitting very strong Faerz magic.
"I would stay away from that holes..." says Valwarin "What's the point to make windows and doors against solid rock? " he says confused.
"Should we check this source? perhaps we could know more of this strange magic."
PbP Character: A few ;)
Runt agrees with a grunt.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
“Maybe it was above ground at some point and got buried here? Either by magical or natural means.”
Check out my Extended Signature here
"let's check it anyway, but be wary this is powerful old and black magic... " says the elf notchign an arrow and getting ready to fire in case anyone attacks them once they open the doors.
PbP Character: A few ;)
When you open the door, you see the fossil of a huge reptilian creature. the bone is cracked in many places but the most curious thing seems to be a shard of sharp metal stuck to the skull of the creature. It is a metal unlike any you have seen before and Elsara informs you that the whole room is practically oozing Faerz magic. The metal spike sticking out of the skull is the strongest source however. There also seems to be weird casing on the ground, also made of strange metal-like material (not the same material that the spike is made out of) This casing are black in color and seem to have remained mostly unaffected by time except for the layer of dust covering them.
Is there any mark on the spike that Val could recognize? I mean... it's a History check appropiate? If so let's give it a try: 14
PbP Character: A few ;)
Other than the weird material and radiating magic, its not very different than a normal metal spike. It doesn't have any markings that you can see.