"Would you kindly explain: who is the archlich is and what is a soul harvester? Let me rephrase that, I can figure that out from context. Why is a soul harvester, and how?"
"Maybe you understand what all this is about, but I have no clue." Leann says as she puts her sword back in its sheath. She watches the inventer warily, but is just glad there was no need to truly destroy the armor, as she knew her companions were interested in it. "Sounds like something I would be interested in stopping, just going by the words you chose, but I am a bit out of context, as I have been away from Chult for some time."
"I'm in the same boat as Leann; I don't know where we are, but it isn't Chult. Actually, considering that it's a demiplane, is it even appropriate to say that we 'are' anywhere? I studied mechanical artifice, not planar stuff."
“ I have seen a lich and killed him he did say something about a demilich before I decapitated him” Sam pauses “ if this machine you speak takes soul and denies the revival of people and things and had some news from friends about the dead not being revived”
OOC: Sorry for the delay, I wroe a whole thing earlier, but I had a page refresh and haven't had a chance to rewrite before now.
"Sorry, I don't get many visitors you know. I've been here longer than I can say trying to tease out the secrets of something magnificent." Kwalish apologizes, his gaze lingering as he looks at the labware being heated by steam mephits, though its not clear if he is looking at the glass piping or merely staring in that direction, lost in his own thoughts.
Snapping back to the conversation, he continues, "A demilich is a formidable foe," Kwalish declares as he moves past the armor and the adventurers to the control panel with the bejewelled skull embedded. "They have transcended the need for a body, using the soul energy of their victims to overcome death itself and fuel their magic. They consume souls relentlessly, gorging themselves on all the soul energy they can find. But, thanks to a bit of tinkering, this phylactery can be used to draw just a bit of soul energy to drive some powerful new devices I've created." Those energy cells can run on harnessed lightning, and some of my inventions can pull elements from the inner planes to run perpetually, but this requires something more."
"Have any of you heard the name 'Acererak'?" the gnome croaks, spite on his face as he growls the name, thick with vitriol. "It is a name well known by the canny in The Cage (ooc: residents of Sigil). His campaign of terror spans a multitude of realms. If you have not heard of him, know that it is by his design that you have not. "Acererak is an archlich, even other demiliches fear him. Now, I fear - he has become too powerful to stop." he speaks in a softer somber tone.
"That is why I have been looking for a means of stopping him. And at last, I believe I have succeeded in creating the very means of salvation - for Chult, for Toril, for the planes."
At this, he pulls a lever on the machine and after a slight delay, the two stone statues on either end of the table in the eastern part of the room begin to open, the front half of each sliding away from the other (think like a sarcopghagus, but standing up). Within each hollow statue, there resides another robot, though different than the mechanized armor. Over each, a nblue glow is cast from an emitter poised above each robot.
"Ladies, gentleman, meet my most excellent creations: Preston and Logan." Kwalish says with a smile
Logan appears as a silvery mechanical skeleton with decorative wings.
Preston a bulky bipedal automaton (smaller than the o e pictured, but of a similar deaign)
"For the clueless, (ooc: not an offensive term used in Sigil) this one is not my design. Credit where due, this is my own version of the Mighty Servant of Leuk-O, a name possibly familiar to Oerthians. Similarly, those of you will surely recognize the name of Lum the Mad."
Kwalish explains as he approaches Preston.
"I do not know know where these machines originated, but in my study of the mercurial, I have found some objects that I believe to be components either of that famed engine of destruction or at least of the same design."
"With these machines, harnessing that power, it is possible to travel not only across the planes, but also through time, specifically to a poi t in time before Acererak became the insurmountable threat he poses on the prime today."
Mechanical guide stats: Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all its ability scores.
Each guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1 charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location. See “Manipulating Time” below for more information.
All damage dealt to a guide can be restored during a long rest with a successful DC 14 Dexterity check using thieves’ tools or tinker’s tools. A damaged guide can also be restored to full hit points by the use of a mending spell or similar magic. If reduced to 0 hit points, the guide is destroyed and no longer functions—possibly stranding the characters in the distant past. Chapter 3 and chapter 4 each offer appropriate suggestions for how the characters might repair or replace a destroyed guide.
Each guide follows the party and obeys all the characters’ commands
/\
Mechanical Guide Stats.
"Further, these machines can manipulate the flow of time locally, though this too requires some of the precious limited energy on hand. Use it only in dire situations."
This is a complete (lengthy) description of the mechanics for time manipulation
You don't have to know all of this in detail, but it's here as well as in the ooc thread for reference.
The Infernal Machine components placed into the mechanical guides allow the characters to order a guide to spend 1 or more charges to alter time within individual areas of the Tomb of Horrors and the Temple of Moloch. If the localized time in an area at either site can be altered, that area’s description has a “Manipulating Time” section, detailing the effects that result when a mechanical guide spends charges to alter the flow of time in that area.A guide spends 1 or more charges using its action. Commanding a guide to spend a charge requires no action.Neither the characters nor the agents know in advance which rooms are subject to localized time effects, which areas can be affected by multiple charges, whether spending charges advances or rewinds time, or if the effects will be helpful, harmful, or simply wondrous in nature. Ultimately, some amount of experimentation might be necessary.
By spending 1 or more charges in an area, a mechanical guide alters the flow of time within that area in a limited way. As time flows forward or backward, the characters see the area and its occupants move like ghosts into the future or the past, then settle back into the normal time frame once more. As was seen at the clock tower in chapter 1, this time manipulation affects only the immediate area and that area’s original inhabitants. The characters, any creatures accompanying them, and any creatures that enter the area while time is shifting are not affected.
For example, having a mechanical guide spend 1 or more charges in a specific room might cause that room’s occupants to move to a different location, as local time speeds forward or back to a point when those occupants are going on or off duty, starting or ending a rest period, and so on. The characters and other outside observers see the affected occupants retreating or advancing in time, but cannot interact with them.
Once the affected creatures arrive at their new time and location, they start acting as they normally would from that point forward. This means that creatures going back in time have their memories revert, such that they forget any interactions with characters in the area they just left. Likewise, time-manipulated creatures will suddenly “discover” characters if they encounter them in the area where they return to normal time.
"Adventurers, please take one of these guides and venture back to the ancient site of Acererak's Tomb before its construction was completed. There, you must find a way to prevent Acererak from achieving his goL of an endless supply of soul energy. Also, you may take Jervis wirh you." At the mention of his name, the once more intact power armor moves toward Kwalish. Standing before him, he takes a wide stance and plates begin to slide apart revealing the interior, lined with a soft cloth like material. "I need to beta test this model, if there are any volunteers, I would be happy to lend you the armor for an extended time, perhaps a few years. I may check in from time to time to see how the armor fares, but otherwise, do with it as you wish."
Ooc: It's free for the taking, but there is just the one. There are 4 players, so please decide who gets it and also which guide will transport you: the metal skeleton (Logan) or the bulky trash can thing (Preston).
Power armor stats:
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).You have advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points).Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
Additional options may may become available for the armor at DM discretion in the future (the past?) But the PCs would not know about them at this point.
sam looks at the power amour with intrigue "ill take it" he looks excited with the amour " just one thing can it be shrunken down to bit more of a tight fit"
“Yeah, I don’t think so.” Omiy lets out a scoff, watching the lizardman try to jiggle around in the power suit, “you can’t even wear heavy armor. Walk around, and let’s see how many steps you can take before you fall over.”
Leann nods, glad someone else was willing to try the armor, as she did not really wish to have to do so. She glances to the two figures. "I'd say having a guide who can fly would likely be of use..." She looks to the others. "That sound good to you?" She asks the others.
Huarache nods in response, sort of half-listening as he studies the armor intently. He's not going to ask for it; he doesn't have heavy armor proficiency, but it sure does look nice.
"Armor for the lizard man. Have a look at this contract while I make a small modification for your tail. You'll find the standard NDA, reporting requirements, safety waivers- standard things." The gnome hands Samogri a stack of papers and a ballpoint pen, then orders the armor to a work.area and grabs a thin rod which begins to emit a bright spark as the tip nears the posterior of the armor, illumin a ring his bespectacled face with each arc. The lenses seem to darken simultaneously to the tiny bursts of lightning, "Careful no to look at the light," the gnome bids.
While still working on the adjustment, Kwalish responds to Leann's comment. "Logan, then? Good choice."
"Logan, accompany these humanoids. Follow their Instructions." At this, the eye sockets of the bright metal skeleton alight with a blue glow. He begi.s to.move, approaching Leann and comes to a stop.
"Alright, it's ready." Kwalish states. "I think you'll need to different that scale armor, though" he gestures at the black dragon armor Sam crafted. "I could hold on to it for you if you like. Kind of a pawn arrangement- till you return the power armor. What do you say?"
Ooc: this is my introduction (in game) to the mechanic mentioned in the ooc thread: gold to.level. you just trade the items or currency to NPCs and it counts toward levels. This is on a party basis. I'll set prices and decide in real time if you can sell that thing at the moment. Anyone can sell Kwalish anything you have on your person, bit otherwise, you're about to be transported back in time and travel to Oerth. If you want to sell stuff we can work it out in the ooc thread if we've already made the jump.
(Well then I have to go back and figure out what I just deleted off the sheet for equipment, as I figured it wouldn't be of use any longer... I know I had a set of full plate, as I had that from the start, so there is that. I traded the sunsword for the longsword +2, so that won't help. Maybe that was it so far...)
Leann pulls her old plate out of her pack and lays it on the ground. "I could use getting rid of this, prior to lugging it around some more." She explains to the inventor.
"I, too, have a set of armor that I don't need, but I have need of scrap right now before we set out. May we stay here for a few hours to rest up and so that I can rebuild something of mine?"
Sam takes a while to figure out the pen “ done and here don’t lose it” takes the papers and scale male off and hands them to the inventor “ you can have my bracers as well”
Check the ooc. It's a lot. Sorry I got interrupted when posting last. The number I gave is only sort of accurate. I'll give this some time, but I expect you'll decide to level before time jumping. Sorry for the hassle, but I think this will be fun in the long run.
Kwalish accepts the papers, the armor approaches the lizard man, reconfigured to the ingress mode. As Sam enters the armor, it encloses around him and the lights in the helmet begin to pulse a blood red. From the speaker the voice speaks in a robotic almost sinister tone: "Measuring... Measuring ... Measuring..."
Battle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is incapacitated and loses control of its body but retains its awareness. The armor uses the possessed user’s statistics (as adjusted by the armor), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Sam. Make a Cha save (DC 13)
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"Would you kindly explain: who is the archlich is and what is a soul harvester? Let me rephrase that, I can figure that out from context. Why is a soul harvester, and how?"
Shonisaurus, Artificer Enthusiast
"Maybe you understand what all this is about, but I have no clue." Leann says as she puts her sword back in its sheath. She watches the inventer warily, but is just glad there was no need to truly destroy the armor, as she knew her companions were interested in it. "Sounds like something I would be interested in stopping, just going by the words you chose, but I am a bit out of context, as I have been away from Chult for some time."
"I'm in the same boat as Leann; I don't know where we are, but it isn't Chult. Actually, considering that it's a demiplane, is it even appropriate to say that we 'are' anywhere? I studied mechanical artifice, not planar stuff."
Shonisaurus, Artificer Enthusiast
“ I have seen a lich and killed him he did say something about a demilich before I decapitated him” Sam pauses “ if this machine you speak takes soul and denies the revival of people and things and had some news from friends about the dead not being revived”
OOC: Sorry for the delay, I wroe a whole thing earlier, but I had a page refresh and haven't had a chance to rewrite before now.
"Sorry, I don't get many visitors you know. I've been here longer than I can say trying to tease out the secrets of something magnificent." Kwalish apologizes, his gaze lingering as he looks at the labware being heated by steam mephits, though its not clear if he is looking at the glass piping or merely staring in that direction, lost in his own thoughts.
Snapping back to the conversation, he continues, "A demilich is a formidable foe," Kwalish declares as he moves past the armor and the adventurers to the control panel with the bejewelled skull embedded. "They have transcended the need for a body, using the soul energy of their victims to overcome death itself and fuel their magic. They consume souls relentlessly, gorging themselves on all the soul energy they can find. But, thanks to a bit of tinkering, this phylactery can be used to draw just a bit of soul energy to drive some powerful new devices I've created." Those energy cells can run on harnessed lightning, and some of my inventions can pull elements from the inner planes to run perpetually, but this requires something more."
"Have any of you heard the name 'Acererak'?" the gnome croaks, spite on his face as he growls the name, thick with vitriol. "It is a name well known by the canny in The Cage (ooc: residents of Sigil). His campaign of terror spans a multitude of realms. If you have not heard of him, know that it is by his design that you have not. "Acererak is an archlich, even other demiliches fear him. Now, I fear - he has become too powerful to stop." he speaks in a softer somber tone.
"That is why I have been looking for a means of stopping him. And at last, I believe I have succeeded in creating the very means of salvation - for Chult, for Toril, for the planes."
At this, he pulls a lever on the machine and after a slight delay, the two stone statues on either end of the table in the eastern part of the room begin to open, the front half of each sliding away from the other (think like a sarcopghagus, but standing up). Within each hollow statue, there resides another robot, though different than the mechanized armor. Over each, a nblue glow is cast from an emitter poised above each robot.
"Ladies, gentleman, meet my most excellent creations: Preston and Logan." Kwalish says with a smile
"And what are they?" Leann asks as she steps towards the two creations of the inventor. "How will they stop this great evil?"
Logan appears as a silvery mechanical skeleton with decorative wings.
Preston a bulky bipedal automaton (smaller than the o e pictured, but of a similar deaign)
"For the clueless, (ooc: not an offensive term used in Sigil) this one is not my design. Credit where due, this is my own version of the Mighty Servant of Leuk-O, a name possibly familiar to Oerthians. Similarly, those of you will surely recognize the name of Lum the Mad."
Kwalish explains as he approaches Preston.
"I do not know know where these machines originated, but in my study of the mercurial, I have found some objects that I believe to be components either of that famed engine of destruction or at least of the same design."
"With these machines, harnessing that power, it is possible to travel not only across the planes, but also through time, specifically to a poi t in time before Acererak became the insurmountable threat he poses on the prime today."
Mechanical guide stats: Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all its ability scores.
Each guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1 charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location. See “Manipulating Time” below for more information.
All damage dealt to a guide can be restored during a long rest with a successful DC 14 Dexterity check using thieves’ tools or tinker’s tools. A damaged guide can also be restored to full hit points by the use of a mending spell or similar magic. If reduced to 0 hit points, the guide is destroyed and no longer functions—possibly stranding the characters in the distant past. Chapter 3 and chapter 4 each offer appropriate suggestions for how the characters might repair or replace a destroyed guide.
Each guide follows the party and obeys all the characters’ commands
/\
Mechanical Guide Stats.
"Further, these machines can manipulate the flow of time locally, though this too requires some of the precious limited energy on hand. Use it only in dire situations."
This is a complete (lengthy) description of the mechanics for time manipulation
You don't have to know all of this in detail, but it's here as well as in the ooc thread for reference.
The Infernal Machine components placed into the mechanical guides allow the characters to order a guide to spend 1 or more charges to alter time within individual areas of the Tomb of Horrors and the Temple of Moloch. If the localized time in an area at either site can be altered, that area’s description has a “Manipulating Time” section, detailing the effects that result when a mechanical guide spends charges to alter the flow of time in that area.A guide spends 1 or more charges using its action. Commanding a guide to spend a charge requires no action.Neither the characters nor the agents know in advance which rooms are subject to localized time effects, which areas can be affected by multiple charges, whether spending charges advances or rewinds time, or if the effects will be helpful, harmful, or simply wondrous in nature. Ultimately, some amount of experimentation might be necessary.
By spending 1 or more charges in an area, a mechanical guide alters the flow of time within that area in a limited way. As time flows forward or backward, the characters see the area and its occupants move like ghosts into the future or the past, then settle back into the normal time frame once more. As was seen at the clock tower in chapter 1, this time manipulation affects only the immediate area and that area’s original inhabitants. The characters, any creatures accompanying them, and any creatures that enter the area while time is shifting are not affected.
For example, having a mechanical guide spend 1 or more charges in a specific room might cause that room’s occupants to move to a different location, as local time speeds forward or back to a point when those occupants are going on or off duty, starting or ending a rest period, and so on. The characters and other outside observers see the affected occupants retreating or advancing in time, but cannot interact with them.
Once the affected creatures arrive at their new time and location, they start acting as they normally would from that point forward. This means that creatures going back in time have their memories revert, such that they forget any interactions with characters in the area they just left. Likewise, time-manipulated creatures will suddenly “discover” characters if they encounter them in the area where they return to normal time.
"Adventurers, please take one of these guides and venture back to the ancient site of Acererak's Tomb before its construction was completed. There, you must find a way to prevent Acererak from achieving his goL of an endless supply of soul energy. Also, you may take Jervis wirh you." At the mention of his name, the once more intact power armor moves toward Kwalish. Standing before him, he takes a wide stance and plates begin to slide apart revealing the interior, lined with a soft cloth like material. "I need to beta test this model, if there are any volunteers, I would be happy to lend you the armor for an extended time, perhaps a few years. I may check in from time to time to see how the armor fares, but otherwise, do with it as you wish."
Ooc: It's free for the taking, but there is just the one. There are 4 players, so please decide who gets it and also which guide will transport you: the metal skeleton (Logan) or the bulky trash can thing (Preston).
Power armor stats:
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).You have advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).Activate boosters to gain a flying speed of 15 feet for 1 minute (1 charge or 5 hit points).Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points).Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).Gain darkvision to a range of 60 feet for up to 1 hour (1 charge or 5 hit points).
The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
Additional options may may become available for the armor at DM discretion in the future (the past?) But the PCs would not know about them at this point.
sam looks at the power amour with intrigue "ill take it" he looks excited with the amour " just one thing can it be shrunken down to bit more of a tight fit"
“Yeah, I don’t think so.” Omiy lets out a scoff, watching the lizardman try to jiggle around in the power suit, “you can’t even wear heavy armor. Walk around, and let’s see how many steps you can take before you fall over.”
sam looks back at omiy "shut up mister i can have two of me" and then will jump in the suit
Leann nods, glad someone else was willing to try the armor, as she did not really wish to have to do so. She glances to the two figures. "I'd say having a guide who can fly would likely be of use..." She looks to the others. "That sound good to you?" She asks the others.
Huarache nods in response, sort of half-listening as he studies the armor intently. He's not going to ask for it; he doesn't have heavy armor proficiency, but it sure does look nice.
Shonisaurus, Artificer Enthusiast
"Armor for the lizard man. Have a look at this contract while I make a small modification for your tail. You'll find the standard NDA, reporting requirements, safety waivers- standard things." The gnome hands Samogri a stack of papers and a ballpoint pen, then orders the armor to a work.area and grabs a thin rod which begins to emit a bright spark as the tip nears the posterior of the armor, illumin a ring his bespectacled face with each arc. The lenses seem to darken simultaneously to the tiny bursts of lightning, "Careful no to look at the light," the gnome bids.
While still working on the adjustment, Kwalish responds to Leann's comment. "Logan, then? Good choice."
"Logan, accompany these humanoids. Follow their Instructions." At this, the eye sockets of the bright metal skeleton alight with a blue glow. He begi.s to.move, approaching Leann and comes to a stop.
"Alright, it's ready." Kwalish states. "I think you'll need to different that scale armor, though" he gestures at the black dragon armor Sam crafted. "I could hold on to it for you if you like. Kind of a pawn arrangement- till you return the power armor. What do you say?"
Ooc: this is my introduction (in game) to the mechanic mentioned in the ooc thread: gold to.level. you just trade the items or currency to NPCs and it counts toward levels. This is on a party basis. I'll set prices and decide in real time if you can sell that thing at the moment. Anyone can sell Kwalish anything you have on your person, bit otherwise, you're about to be transported back in time and travel to Oerth. If you want to sell stuff we can work it out in the ooc thread if we've already made the jump.
Still working on
(Well then I have to go back and figure out what I just deleted off the sheet for equipment, as I figured it wouldn't be of use any longer... I know I had a set of full plate, as I had that from the start, so there is that. I traded the sunsword for the longsword +2, so that won't help. Maybe that was it so far...)
Leann pulls her old plate out of her pack and lays it on the ground. "I could use getting rid of this, prior to lugging it around some more." She explains to the inventor.
"I, too, have a set of armor that I don't need, but I have need of scrap right now before we set out. May we stay here for a few hours to rest up and so that I can rebuild something of mine?"
OOC: He is referring to Echo.
Shonisaurus, Artificer Enthusiast
Sam takes a while to figure out the pen “ done and here don’t lose it” takes the papers and scale male off and hands them to the inventor “ you can have my bracers as well”
Check the ooc. It's a lot. Sorry I got interrupted when posting last. The number I gave is only sort of accurate. I'll give this some time, but I expect you'll decide to level before time jumping. Sorry for the hassle, but I think this will be fun in the long run.
Kwalish accepts the papers, the armor approaches the lizard man, reconfigured to the ingress mode. As Sam enters the armor, it encloses around him and the lights in the helmet begin to pulse a blood red. From the speaker the voice speaks in a robotic almost sinister tone: "Measuring... Measuring ... Measuring..."
Battle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is incapacitated and loses control of its body but retains its awareness. The armor uses the possessed user’s statistics (as adjusted by the armor), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Sam. Make a Cha save (DC 13)