Monday 6 September 2021

Kickstarter Cognition Snare, 8th part of the Hexahedron of the Monks of Flame

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Just 5 Days remain for the kickstarter  , with Patrick dropping some key pieces of art on each of the remaining days

but for me, I'm trying to get a few more pieces created so I'll be sticking to the just doing these rooms. If this is the first post you've clicked on, go here to read the introduction.

The Most Recent Room that Patrick has done is accessible by clicking on the start of this very sentence wow.

now today's post is

ROOM 13 THE LECTERN

Most Obvious Thing:

Lectern room with flimsy looking pew seating all facing east wall where there's a podium, and a circular plinth set into the wall.

It is displaying a statue of a robed man with a flaming orb for a head , arms held out stretched on either side of him , one holding a sickle , the other holding a battle axe.

There's pew wedged in beside the statue, apparently preventing it from rotating back into the wall. Bit of several broken pews are piled up near.

A morose looking young man, looking like a sloppily dressed wizard equipped for travel, is doing something magical to the statue.

Beside him is a scarecrow with one of its hands a dagger.

Further Details:

 The pew won't hold for very long, snapping most likely shortly after the party enters the room. The plinth then rotates into the wall ,  rotating a statue of cowled man , his head bowed , and with his cowl having ash pouring from it like a shower head. He holds a spade and a stick of charcoal. The plinth will then continue to rotate alternating the statues . 

This will fuck up what the wizard (Cymin Gutwagon) was doing , causing him tocurse , and him and the scarecrow (via his verbal commands ) will drag another pew and jam the plinth from turning again. He'll then have to redo the chalk diagrams , realign the bottles, extinguish and relight the candles etc. The purpose of this ritual is to transfer the rare form of flame elemental in this statue's head into a large glass bottle , a job he has been assigned by his master, as he is a barely competent apprentice who tends to mess a lot up.

This wizard had heard about disruption here and sent his apprentice to obtain the only thing he figured he would be able to get it. If he's successful the wizard himself will try and obtain things of greater value from this place.

Animal Power Machine High Resolution Stock Photography and Images - Alamy

The plinth turns by an endlessly walking boulder located beneath it. 

A foot pedal near the speakers podium connects the plinth to the rotating axle when pressed, and its currently always depressed because the speakers podium has been knocked over backwards on top of it (presumably by a panicking monk ).  Move the podium off the foot pedal , plinth stops turning.

Cymin thinks the statues are endlessly rotating due to the time irregularity and hasn't tried any problem-solving deeper than wedging pews in between the plinth and the wall. 


Cymin Gutswagon has the personality of a  fatalistic sullen not to bright teenager , he only seems come alive when directly interacting with elementals, and presence tends to calm them down.

If attacked he has only the simple animated scarecrow with a knife hand for protection,  however he has 3 applications of Enlargement dust and he'll use one on the scarecrow before scurrying for cover and using a wand of ungulation on the remaining pews.  The effect of the wand is to  turn inanimate objects  into belligerent cattle like creatures. It has 12 charges.

 

 

Wednesday 1 September 2021

6th Part Of Kick Starter Cognition Snare, The Hexahedron of the Flame Monks

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RAH RAH RAH kickstarter
TAA TAA TAA TAAA room by room dungeon

 The room Patrick just did was here

 

ROOM 5

Most Obvious Thing

 Beached Time-Whale! Some bastard harpooned him right in his Tempituitary gland and he dropped out of the astral plane in the middle of this hexahedron causing the problems with the seasons. This whale fills up atleast half the room. The room apparently was some kind of dormitory , with simple cots and cupboards that are now smashed to splinters , with the robes, washing bowls etc all festooned around the room.

The Time-Whale looks like a Whale (!) , but also a lot like a drunk person trying to draw a caterpillar.

It is a whole mess of hard to describe colours and has an elaborately barbed harpoon stuck above its right eye.

Details:

The whale is confused and freaking out but if the harpoon is removed it will be able to phase out back to the astral plane. The whale crashing here is what fucked up the seasonal transition, however even if the whale phases out it it will take another seasonal transition for the Hexahedron to reset itself.

 Unfortunately the whale is only as smart as not that bright dog and in a weird environment and in pain.

Its main defense is winding time back , so if its approached quickly , threatened , or attacked it will wind time back (in the immediate area) to just before that action was attempted.

Attempting to cross the room will freak the whale out enough to "time cancel" the action unless its done very slowly and calmly.

 Removing the harpoon will require either a lot of brute force (hurting the whale), or delicate applied knowledge of either machinery (the harpoon is a nightmare of byzantine hinging barbs) or surgery. 

(not hurting the whale but most definitely freaking it out unless its distracted or calmed down in some way)

The Harpoon:

The harpoon is the size of a polearm, does 1d20 damage but won't reduced something hitpoints below 1.  It's completely bloody awkward to use however , and trying to use it like a regular weapon gives -5 to hit.

However, because its designed to harpoon time-whales , and thus needs to bypass their time-rewind defense by skipping ahead to a place in time where it has stabbed the target.

To active this ability one just needs to speculate about attacking something with the harpoon, it will then suddenly have already impaled the target .