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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9368130" data-attributes="member: 20323"><p>GM POST</p><p></p><p>Angrom clutches the unconscious dwarf's hand as Logrim sets to work binding his wounds and keeping the dwarf from biting his tongue in the residual spasms from the lightning, <strong>"We'll get you home with your shield, Rurm, not on it." </strong></p><p><img src="https://i.pinimg.com/736x/b8/02/29/b8022995d4f0f42c6f28639a926af85d.jpg" alt="" class="fr-fic fr-dii fr-draggable fr-fil" data-size="" style="width: 196px" /></p><p>As Zeth ensures the zombies are given a proper cremation and the rest of you help Russet prop himself up against a wall, Brydum gives Logrim a hand hauling the inert construct out of the room and into Logrim's <em>bag of holding</em>. <strong>"He's a brave machine. Your uncle Jorlen would be proud. There's one more level down below, the sanctum where the Arcane Gem Press is, before we reach the passage to the Underdark." </strong></p><p></p><p></p><p></p><p>[SPOILER=Logrim][USER=6803188]@VLAD the Destroyer[/USER] Logrim wonders if this Arcane Gem Press is anything like those he's heard some gnomes having once upon a time. They're said to be able to take an existing gem and imbue it with magic to make it more valuable – <em>sort of </em>like compressing coal into a diamond in a matter of minutes or hours instead of millions or billions of years. You'd have to get a look at this Arcane Gem Press, but there might be a way to use that to restore the psi crystal powering Logrim.[/SPOILER]</p><p></p><p>From Alma, Jack, and Aric's perspective, the silver chalice resting in the statue's hands is entirely separate and could be removed from the statue.</p><p></p><p>[SPOILER=Alma Detect Magic][USER=7041631]@happylace[/USER] Alma still senses transmutation magic around the chalice. She also senses divination magic around the Silver Moon Necklace on the dwarven skeleton, and abjuration magic around the scroll in the open scroll case in the corpse's hands. There is no more magic in the room where the glyph triggered.[/SPOILER]</p><p></p><p>[SPOILER=Map][USER=24380]@Neurotic[/USER]</p><p>[ATTACH=full]366431[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Creeping down the stairs, Lumrolur finds the hall marked by signs of char against the bas relief walls vaguely in the shape of zombies, as if they'd been lightning blasted out of existence. Corpse dust gathers along the bottom seam where floor meets wall. At the end of the passage is a dead-end with another bas relief engraving depicting the dwarven god Dumathoin sharing his gifts freely with jubilant dwarves...</p><p></p><p>This is different from most of the other bas reliefs which depict Dumathoin hoarding and guarding his secrets. Come to think of it, this dead-end engraving of generous Dumathoin resembles the same engraving on the illusory wall you leapt through...</p><p></p><p>[GM]<a href="http://roll.coyotecode.net/lookup.php?rollid=290179" target="_blank">hours for Rurm regain consciousness: 1D4 = [2] = 2</a></p><p></p><p><strong>State of the NPCs</strong></p><p>Brydum 9 hp out of 13hp</p><p>Angrom 13 hp</p><p>Rurm 0 hp (unconscious, stable, 2 hours till conscious; 1 failed death save)</p><p>Russet 6 out of 31 hp</p><p></p><p><strong>Short Rest House Rule reminder: </strong></p><p><strong>Short Rests </strong>are 10 minutes of catching your breath. You can spend a number of Hit Dice up to your proficiency bonus (i.e. 2 currently), and reset death saving throws. [/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9368130, member: 20323"] GM POST Angrom clutches the unconscious dwarf's hand as Logrim sets to work binding his wounds and keeping the dwarf from biting his tongue in the residual spasms from the lightning, [B]"We'll get you home with your shield, Rurm, not on it." [/B] [IMG align="left" width="196px"]https://i.pinimg.com/736x/b8/02/29/b8022995d4f0f42c6f28639a926af85d.jpg[/IMG] As Zeth ensures the zombies are given a proper cremation and the rest of you help Russet prop himself up against a wall, Brydum gives Logrim a hand hauling the inert construct out of the room and into Logrim's [I]bag of holding[/I]. [B]"He's a brave machine. Your uncle Jorlen would be proud. There's one more level down below, the sanctum where the Arcane Gem Press is, before we reach the passage to the Underdark." [/B] [SPOILER=Logrim][USER=6803188]@VLAD the Destroyer[/USER] Logrim wonders if this Arcane Gem Press is anything like those he's heard some gnomes having once upon a time. They're said to be able to take an existing gem and imbue it with magic to make it more valuable – [I]sort of [/I]like compressing coal into a diamond in a matter of minutes or hours instead of millions or billions of years. You'd have to get a look at this Arcane Gem Press, but there might be a way to use that to restore the psi crystal powering Logrim.[/SPOILER] From Alma, Jack, and Aric's perspective, the silver chalice resting in the statue's hands is entirely separate and could be removed from the statue. [SPOILER=Alma Detect Magic][USER=7041631]@happylace[/USER] Alma still senses transmutation magic around the chalice. She also senses divination magic around the Silver Moon Necklace on the dwarven skeleton, and abjuration magic around the scroll in the open scroll case in the corpse's hands. There is no more magic in the room where the glyph triggered.[/SPOILER] [SPOILER=Map][USER=24380]@Neurotic[/USER] [ATTACH type="full" alt="Screen Shot 2024-06-06 at 9.23.23 AM.png"]366431[/ATTACH] [/SPOILER] Creeping down the stairs, Lumrolur finds the hall marked by signs of char against the bas relief walls vaguely in the shape of zombies, as if they'd been lightning blasted out of existence. Corpse dust gathers along the bottom seam where floor meets wall. At the end of the passage is a dead-end with another bas relief engraving depicting the dwarven god Dumathoin sharing his gifts freely with jubilant dwarves... This is different from most of the other bas reliefs which depict Dumathoin hoarding and guarding his secrets. Come to think of it, this dead-end engraving of generous Dumathoin resembles the same engraving on the illusory wall you leapt through... [GM][url=http://roll.coyotecode.net/lookup.php?rollid=290179]hours for Rurm regain consciousness: 1D4 = [2] = 2[/url] [B]State of the NPCs[/B] Brydum 9 hp out of 13hp Angrom 13 hp Rurm 0 hp (unconscious, stable, 2 hours till conscious; 1 failed death save) Russet 6 out of 31 hp [B]Short Rest House Rule reminder: Short Rests [/B]are 10 minutes of catching your breath. You can spend a number of Hit Dice up to your proficiency bonus (i.e. 2 currently), and reset death saving throws. [/GM] [/QUOTE]
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