OOC Kingdom of Ashes VI (Welcome to the Springer Dimension)

We tried to speak with the body when it was frozen in the ward-thing. Could be different now.

But, even if it *isn't* different, what do you think we should do with it? I think it seems somehow significant, but maybe that's just me.
 

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Queen_Dopplepopolis said:
Justice pokes the orb with the Rod of Lordly Might.
OK. A quick poke reveals nothing changed...the ipurities in the metal of the extended rod have disappeared...it seems perfectly forged.

I thought we were going to try to climb out of the dungeon - mapping along the way.
That's fine, too. The only thing I really want to know is are you going to rest before you try to leave this general area, or after?

Also - what do we want to do with Aregonn's body? Justice can Gentle Repose it and bring it with us... not sure what good it would do... based on Justice's memories the Apecto killed the Bluestar 3 or 4 times - but, so long as his phylact. remains, he just gets a new body. However, maybe this is his original body? Maybe speaking with dead would be a good thing to try? Maybe we want to make sure we destroy it?

Thoughts?
You already tried to speak with dead, and it didn't work. The soul that the body would be connected to is not in the afterlife. Its twisted remains are somewhere on the material plane.
 

Laurel said:
I know we will want to have watch rotation again, but should we sleep in the room with one door in and four walls or sleep in big open room with the lake or sleep in the hallway?
If you're going to sleep here, the best place is in one of the pumphouses. The ward is down (you think), which means that not only are all the things in the city that you haven't killed still crawling around, but there also may be ways for things on the other side of the wall to sneak through once more.

...and all the doors you left in your wake are unlocked or broken, including the big vault doors in the broken tower on the surface...

I was hoping we could track out as well- but we move at half and the DC is somewhere around 20- not impossible for Archonus with L'Aurel helping, but it will take lots of precious time. And we have no knowledge of where the other tunnels lead above/side or how close our other tracks may be, so we would have to track from the place we entered.
Yeah - in order to track your way out, you'd have to follow the path that you used inward...there can be no variation, or you're not tracking.

As was stated directly after the fight -every second we waste hundreds may be dying- Janesten's people and Caer Albion. We can port back to here if we need to, so everyone study it! :)
That's true. The question is, which is faster? Resting and 'porting, or walking out and then trying to acquire travel from there....

As for the body- We tried to speak with it, speak with dead is attached to the soul- we would just be speaking to the soul that resides in some body in the North and calls itself the bluestar. I just don't think we should leave the body. We don't have to give it a funeral. We can fire it up. We can bury somewhere sot he bones can cause truble to someone. We can see if ol blue wants it back. We can use it in plays to stand in for the bluestar.
Any of those things are fine...if a little weird.
 

Queen_Dopplepopolis said:
We tried to speak with the body when it was frozen in the ward-thing. Could be different now.

But, even if it *isn't* different, what do you think we should do with it? I think it seems somehow significant, but maybe that's just me.
As a general note, free floating intelligent orbs with the power to control the minds of the things its beams touch are generally important.
 

The_Universe said:
As a general note, free floating intelligent orbs with the power to control the minds of the things its beams touch are generally important.
I was just talking about how I thought that the body was important - I realize the orb is important.

This is probably way off... but, if I attempt to will the orb to move, does it?
 



Queen_Dopplepopolis said:
Int Check - 18
If it operates like the Sphere of Ann - here is the information...

FROM THE SRD:

Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.

Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded 30.

If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.

Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance (01–50 on d%) that the spell destroys it, a 35% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches a sphere of annihilation, they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6x10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere.

See also talisman of the sphere (below).

Strong transmutation; CL 20th.
 



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