Okay, there's obviously a lot to do here and sort, and Elle ranks number one.
That aside a moment, give me a todo list for you and your node?
Let's go do the One thing. I'll do it first thing after Elle. I would strongly suggest Sanzha go through the process since the bonuses make it viable, now. Either way, however, I'm going to do it myself. This is a good chance to confirm the bonuses Sylvie and Antenora provide now, btw, on top of Io's +5.
I plan to go chat with Asmodeus after these things take place. I'll do it alone.
Beyond that I'm not sure. I might reach out to Oberuth or Vlaakith, or try for one of the divine seeds. We'll see.
Finally, please resolve my loot questions.
http://www.soulriders.net/forum/index.php/topic,104121.msg1165916.html#msg1165916
http://www.soulriders.net/forum/index.php/topic,104121.msg1165849.html#msg1165849
For the second one:
QuoteDragon's Glory
This circlet changes to fit on any head that wears it, even a massive draconic head. When worn by a creature with a breath weapon, it reduces the interval for a breath weapon to recharge by 2 rounds (minimum no recharge time). This one is enchanted further and has the properties of a ring of defense+6 and a ring of greater invisibility.
These circlets are known to be made by great wyrms on occasion, and those who are willing to wear such...undraconic things often enchant them even further. This one has the mark of a gust of wind blowing over a forest on the inside of the band.
We'll do Elle first then worry about one, gives Antenora and Sylvie time to get their ducks in a row.
Also do me a favor and just reply to my post from yesterday in loot with the item description.
Thus you get with Elle afterwards, who shoots you a look once you're safe in the Cauldron. "So there's about a dozen of these seeds to be found?" she asks, "More?"
"That's what Zaphkiel said."
Going on with that with a toss of her hair, "And you want me to use the divine seed?"
"We're all going to do it," Seira says reasonably. "Perhaps as a happy coincidence, you've caught Gond's eye. If you ascend, you could apprentice under him in the creation of artifacts. We need that talent more than anything else at the time, hence my reasoning for the order of ascension."
"Of course you do," Elle smiles, "That's a hell of a responsibility, though. You think creating things will be the key here?"
"We'll need special weapons to damage Shar, and frankly there is no time to wait until our iconic ones attain artifact status." She gives Elle a crooked smile. "I know it seems like we are the ones getting the most of it, but that's because the benefits of true ascension and learning at Gond's feet speak for themselves."
That smile is returned, Elle with a hand on her hip, "Well then, I'll just have to go for it, won't I? Under the circumstances, I need to."
"Let's do it first thing, then."
"To Io's lair," Elle agrees, hand offered to you.
Seira transports the two of them to Io's realm, along with Amaryl, Donald, Sanzha and Ranbar.
Thus your node travels to Io's realm. As you all walk up the stairs, "Seira?" Ranbar speaks up, shattering the peaceful silence.
"Yes, Ranbar?"
"...can we actually win?" she asks. "It seems like we need your hope most of all now."
"We're executing my plan for victory right now," Seira asserts, smiling at Ranbar. "Our win conditions have finally been cleared, so it's possible. And you know how things work. If it's possible, we'll make it happen!"
"We are. Also, good, if you aren't at least concerned or scared, you're an unfeeling golem," Lady Sanzha says as you go.
"We'll make it happen," Amaryl seconds, "We will."
Ranbar smiles as she follows, as before you Io looms. He watches down on all of you, your approach seen. "Welcome," he says, "You come for the divine seed?"
"Yes," Seira asserts. "It's Elle's turn, this time around." She gestures for her friend to step forward, even as she asks Io, "Now that we've been told much of the truth by Sylvie and Zaphkiel, do you have any suggestions for us? Which seed to pursue first, what our enemies's first moves would be?"
"Little, Gathgorian and Bel's greatest times are after my time here," Io admits, "But the deeper question is what Asmodeus will have them do."
"I suppose," Seira agrees, her intention to meet with Asmodeus under parley increasing.
Go ahead, Elle!
Elle steps forward, "I'm ready," she says, as the divine seed manifests before her. She doesn't hesitate and touches the seed.
For one moment, nothing at all happens.
In the next, Elle is more. Is a sensation of becoming and there and potential and more, all jumbling together as Donald calls, "Woah!"
Elle removes her hand from the seed and smiles widely, "Oh! I understand everything that was meant now!"
"And more's yet to come once you truly come into your powers," Seira promises. "It took Amaryl and I a while, but you'll have us to guide the way properly!"
Bowing before Io, Seira tells him, "Thank you for your help facilitating this."
"Fight on and fight well," Io advises, as Amaryl comes up and hugs Elle, followed by Donald.
Sanzha watches with a faint, faint little smile.
Ranbar looks on, in open interest and surprise.
Seira joins the group hug!
It's nice, as you feel you've made another step forward. Another step forward on this long path, as...
"Seira?" Elle asks. "How do you do that telepathy with colors?"
It's an exertion of divine will on reality. You're an anarch, so use that and what you've learned in Sylvie's demiplane to shape the energy just right....
This?This?
How about this?
"The first and third are both great," Seira tells her. "We already have a bit too many fiery voices, so go for one of those."
Then this.
Next move?
Once they return to the Cauldron, Seira begins her preparations for the One ritual. She meditates on her nature and on her goals, and then follows Antenora's suggestion of bringing nothing with her. It is a moment's task to fashion a robe of golden fire for herself, and then Seira intends to take her group to the Beyond!
I'm going to do this, and hopefully show Sanzha the process. Everyone in the Node will come to guard me (and maybe Sanzha, if she finally goes for it).
Sure. There is an interrupt or two to nail real quick, first.
As you prepare, you glance in on your avatars. A moment of habit, really. You find that with them is a new thing - a statue of an angel in supplication. Its hands are offered up as such, a crystal sitting in those hands. That's new.
Seira decides to take a closer look, transporting herself towards the secure vault where her avatars slumber.
The statue awaits you there.
An ability we rarely use, but do possess even now. This crystal will hasten the growth of your avatars.
Seira attempts to extend her divine will to the statue and see how this works!
You believe you merely need to hold the crystal and extend your will out.
Seira does so!
To the power of the crystal, your avatar begins to rapidly mature and develop.
I do council caution with using these new avatars before their turn. It will be noticed by keen observers. My counterpart and I rarely use this power, because it opens up too many complications when others notice.
I understand. Thank you!
Seira makes sure all her avatars are properly ready, and then heads out to gather the others for their excursion to the Beyond.
In my defense, I'm clearing out nice todos and gains with these interrupts.
As you go to meet them, Ranbar is first. She falls in step with you, "Seira?" she asks, breaking the silence as you go.
"Yes, there's a reason I'm only wearing fire," Seira tells her. "One requires an austerity of mind, body and soul."
"...It wasn't that." Ranbar says quietly, "I thought since dragons don't wear clothes or just power, that what you were doing was normal."
"I actually prefer the feel of clothes, and I think the arrogance of dragons that prevents them from reaching for every possible advantage is our biggest flaw," Seira notes. "You've seen me how many times so far? Enough to get a baseline, I hope~"
Blushing now, "Not like that! I hope only Lady Amaryl has!"
Seira snorts. "I mean that you've always seen me properly attired," she says, taking pity on Ranbar. "Anyway, if you weren't going to comment on this, how could I help you?"
"I wanted to say that I'm pleased Sylvie is freed," Ranbar says, "Are you?"
"Of course! We were going to get her back, and we did!"
At this, Ranbar's words are lost. You feel a connection between yourself and Ranbar, growing warm and stronger by the moment.
Node update.
Read it. Please fix the part in parenthesis:
Seira: 1/7 available, 0/5 to next. (possibly 0/6, check loot)
"And it seems Zaphkiel approves~" Seira says cheerfully, heading on to collect the others with Ranbar.
From there it's not hard to get everyone together, which...
Okay, any prep or plan for this, first of all?
"The plan is simple," Seira tells the others. "I'll undertake the One process." She looks over at Sanzha. "If things go well, I'd recommend you do likewise, so if you'd like to come already prepared, that works even better."
"I'll prepare for it," Sanzha agrees, "Now how I intended it, but I suppose this will do."
"A lot of things changed for us," Seira agrees. "We can't stop now, however!"
And once everyone is prepared, she takes them all into the Beyond!
Empty.
Empty white is everywhere. It stretches far and wide, endlessly around you. Stone silence, stone nothingness.
All awaits you and nothing awaits you here, the Beyond stretching forever and ever and always.
Seira smiles at her friends and gestures for them to move back before flaring up her divine aura, tinged as it is with goldenfire. Within that radius, all that exists is Seira as she overwrites the emptiness of the Beyond. It is filled with knowledge and craftiness, goodness and righteous battles... Seira's other traits supplement it, even as she meditates on her nature. She believes she understands it already, and in the concept of One, her perception is of a bright beacon of righteousness and hope projecting outwards at all others. A concept of Hope so strong and self-contained that it alone can rescue Creation from the brink without need of dark compromises with the likes of Asmodeus that would leave half of Creation in chains in the aftermath.
"Good luck," Donald says, taking position.
Amaryl smiles warmly and readies herself, while the others do the same.
Everyone is in position as...
Charisma check the first. Good luck.
19:39 <Seira> roll 1d20+12+15+3
19:39 <Penuche> Seira invokes Penuche's magic: < 49 > [d20=19]
Doesn't matter since you got a great roll, but what's the +3 from?
My divine rank, which I add to all rolls. It's been a long while, was it banned?
No, I just had a brain fart on it.
You feel yourself. Every aspect of yourself.
You remember the dusty smell of the practice yard, long afternoons at work at the old garrison in Balmuria.
You recall the sound of smaller footsteps, of goblins put to the sword.
You can almost taste the trail rations ate as you traveled back from the Barbarian Lands after a successful mission.
You feel the cold of the waters of the bay.
You remember how Kondrux glittered with electricity when it breathed out.
There was so much death, wasn't there?
That you saved anyone was a miracle.
How many died to your blade and how many died to magic?
You even wounded Antenora when you first met.
Could you expect anything else for a military life?
After all, you chose the life of a warrior, a life of someone who kills to protect others.
Is that all you still are, even after all this time?
Is goldenfire just another blade?
Beyond you, everything else seems distant and far away, unimportant.
And yet...
A soldier, yes, but always fighting defensively. The goblins attacked the local farmers, and refused to stop their attacks.
Kondrux introduced himself by murdering those under her protection and traumatizing one of her closest friends, before promising to do much worse.
Malmuth, a war where so much effort was spent on diplomacy only to be spurned because the leader was insane and wished for nothing but war. And had she crushed their armies with spell and sword? No, she'd gone after Ferdi himself to bring the conflict to a close with a minimum of casualties.
She had never stabbed Antenora, either. That was Dalia, wasn't it? A devil that invaded Prime and was responsible for local deaths. Nothing in this world is predestined; merely because Alicia performed a true miracle before her eyes over their last stretch of service in Balmuria shouldn't grant immunity to any fiend.
Seira smiles, finding it strange that she's feeling this defensively about it. She, Alicia and Antenora had long moved past that, and Seira had learned-- perhaps that started her on her path to Hope, the power to do that which is impossible.
Goldenfire is indeed her blade, but it is also a shining light that brings out new possibilities on a Fire that had been until just recently dominated by Evil.
In the end, Seira takes pride in her domain over War. Not for war itself, but a righteous war that seeks to protect and to liberate, and tempered with compassion and willingness to reform where possible. That's how she defines her combat Aspect.
> roll 1d100 meanwhile
<Penuche> Sunshine_Ko invokes Penuche's magic: < 53 > [d100=53]
> roll 1d20+55 Amaryl Ride check
<Penuche> Sunshine_Ko invokes Penuche's magic: < 56 > [d20=1]
> roll 1d20+45 Donald Will save, includes +6 bonus for blindsight
<Penuche> Sunshine_Ko invokes Penuche's magic: < 57 > [d20=12]
> roll 20+1d67+1d10+36
<Penuche> Sunshine_Ko invokes Penuche's magic: < 116 > [d67=50][d10=10]
Give me another Charisma check, Seira.
20:41 <Seira> roll 1d20+12+15+3
20:41 <Penuche> Seira invokes Penuche's magic: < 50 > [d20=20]
There is but one point and one question. One question above all.
What are you, Seira Aryn? Not what you wish to be, but what are you as you are now?
Seira is Amaryl's wife, and Emily and Xera's mother. She's the leader of the Cauldron, and stands at the head of the Faith of the Golden Flame.
She can only project her divine will over a few dozen feet for now, barely beyond what her draconic form's reach. For all that she can make a difference wherever she chooses to manifest, the number of simultaneous manifestations can be counted on the fingers of one hand with a spare.
She is a legendary hero, in the sense that her legends seek to inspire others to stand up for what's right. A tiny beacon of hope. Nowhere near as large as she believes she will get in good time, but one all the same.
Give me a Charisma check, good luck.
21:10 <Seira> roll 1d20+12+15+3
21:10 <Penuche> Seira invokes Penuche's magic: < 39 > [d20=9]
You feel so much, so much, so much. You feel as if you're drowning, drowning in yourself, drowning and drowning and drowning and drowning - !!!
> roll 1d20+9 Amaryl
<Penuche> Sunshine_Ko invokes Penuche's magic: < 27 > [d20=18]
Amaryl learned at least.
> roll 1d20+12 Sanzha
<Penuche> Sunshine_Ko invokes Penuche's magic: < 24 > [d20=12]
You gasp for air. In one great moment Amaryl is there, holding you. Everything spins and twirls, reality upended and yet you're breathing, you're not drowning, it's like everything and more was trying to submerge you in it. Your lungs ache for air, in spite of the fact you haven't needed to breathe for decades.
"Are we... safe for now?" Seira gasps, clutching at Amaryl as she desperately tries to fix her breath before her mind reminds her that she is actually beyond such needs now.
"Barely," Amaryl says, "Hurry, let's go back, we'll try Sanzha later. Did you succeed?"
"Now!" Donald cries back, "Before I have to fight this entire fucking tsunami!"
"Yes. Take us back!"
A rush as a portal opens, fleeing in a panic. Yet you feel it as you return to the Cauldron.
You are One now, you have ascended. It feels certain in you, a sense of rightness to your very core. You did it.
"Oh good," Seira breathes out once they are secure at the Cauldron. A flex of her will clads her in Queen Morwel's gift, while another adds a bit of flare to all the dancing stars making up her gown. "Nothing feels dimmer or more alien, so that's my main worry gone."
Taking a seat on air she asks, "How did the ritual go for the rest of you? It was taxing and painful for me, but nothing I couldn't handle, obviously."
As everyone files in, "Roughly," Amaryl smiles, "But we knew how to fight them now and it went well enough."
"Besides the giant-" Donald begins.
Sanzha clears her throat, "Besides nothing."
"Did you make a self-propagating tsunami?" Seira asks curiously.
Lady Sanzha merely smiles ever so slightly.
"You should have seen it, it was the size of a tower and it made that gian-" Donald begins, but Elle cuts in. Donald frowns at that, "Hey, what about the giant-"
"It worked," she agrees, talking over Donald.
"That's alright, we'll get you the power to summon giant phallic symbols in the Beyond with your mind soon enough," Seira assures Donald, since this appears a matter quite important to him.
"I've yet to see any true difference myself. A change of perspective, yes, but no fresh and innovative ways to use my power so far. I suspect that will come later."
Glancing over at Sanzha, Seira asks, "Ready to go yourself, now? I expect there will be increased risk since I was a fully-fledged deity to start with, but I have faith in you."
"I am. Seira," Here Sanzha stops, "If this goes all wrong and needs must, make it quick and painless." She meets your gaze, eyes on your own.
"If it goes bad, try to become stable," Seira tells her. "Your mind is the most important part. I'll fix everything else. I'm trusting in you, so trust me back and we'll pull through like we're meant to. Got it?"
A nod back in return, "Then excuse me while I prepare," she says simply. She steps out a moment as everyone rests and prepares, a chance to recover if you need it.
"It really was a giant-" Donald begins, now smiling right back.
"Which we will NEVER speak of," Amaryl says, with a heavy firmness.
"We'll speak of it later, once it's just the two of us," Seira assures Donald in a stage whisper. "Oh, hey, did you have fun helping our Emily's friends?"
Let's do this! Node ho~
Sanzha emerges - bare. Donald coughs and politely looks away, but she shakes her head. "This is the least of my concerns now," she says, bluntly and frankly. "I'm ready."
Seira opens a portal to the Beyond for all of them, and hugs Sanzha tightly before getting back to ensure her safety.
Again.
Again it is empty and quiet.
Again it is nothing at all.
Again the white emptiness stretches forever and ever and ever.
"Surround Sanzha," Amaryl calls, "Eyes open, be ready for anything!"
Seira drifts to a safe distance, observing everything for miles.
> roll 1d20+26 (+3 see text, +3 Antenora, +7 Sylvie, +5 book) mitigating factors: Already been a deity, also some soul experience with madalani, calling it a +3 circumstance for her
<Penuche> Kotono invokes Penuche's magic: < 42 > [d20=16]
It begins. Sanzha focuses inward, silent as no calamity comes. All of you stay at the ready, stay prepared. As you do, tense all the while?
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 92 > [d100=92]
> roll 1d100 sub tables!
<Penuche> Kotono invokes Penuche's magic: < 21 > [d100=21]
It suddenly comes - light. Absolute light, overwhelming light. A moment of it, a flash of it coming forth. An echo, a blur of images, a taste that is Sylvie, understood without knowing. A moment of it as it echos past, on and forever and gone, and yet here in that one brilliant moment.
Will saves, Seira, Amaryl and Kascha.
21:09 <Seira> roll 1d20+69
21:09 <Penuche> Seira invokes Penuche's magic: < 74 > [d20=5]
> roll 1d20+41 Amaryl
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=15]
> roll 1d20+41 Kascha
<Penuche> Kotono invokes Penuche's magic: < 42 > [d20=1]
Ow.
Kascha cries out in pain as the wave passes, stumbling back. Her left arm is gone, blood pouring freely as she clutches the stump at her shoulder with her hand. "Help!" She manages to choke out.
210 damage.
"Donald, Elle, cover this gap," Seira tells them as she abandons her post and appears by Kascha's side. A thought stems the flow of blood and another gives Kascha's immune system a boost, and time to work.
Regeneration, Heal, Superior Vigor. So that's 150hp recovered right away, fast healing 8/round to regain the rest, and regeneration to reform her arm.
"Got it!" Donald agrees as Elle follows, Kascha's pained cries fading. "Thank you," she breathes out, arm reforming. "Was that Sylvie?"
"Just an echo," Seira responds, squeezing Kascha's shoulder. "Spread out again, keep Sanzha safe at all costs as she fights!"
> roll 1d20+26 (+3 see text, +3 Antenora, +7 Sylvie, +5 book) mitigating factors: Already been a deity, also some soul experience with madalani, calling it a +3 circumstance for her
<Penuche> Kotono invokes Penuche's magic: < 46 > [d20=20]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 21 > [d100=21]
It's quiet now, yet you feel it. Salt water. Fresh water. You can feel the rain on you. Water. So much water. Sanzha.
Sanzha. Sanzha and Sanzha and Sanzha and Sanzha. Sanzha and Sanzha and Sanzha and Sanzha. Everything is a tide and a raindrop and a winter flurry and a spring drizzle.
"It's happening," Donald calls, "Eyes open, she can't be interrupted now!"
"Good luck!"
> roll 1d20+26 (+3 see text, +3 Antenora, +7 Sylvie, +5 book) mitigating factors: Already been a deity, also some soul experience with madalani, calling it a +3 circumstance for her
<Penuche> Kotono invokes Penuche's magic: < 45 > [d20=19]
Water. WATER. WATER.
It's raining.
The rain flows as Sanzha is silent, lost in her own world. In herself, perhaps.
A storm. A great storm erupts in a moment. Rain everywhere, pounding and throbbing. Rain that pushes into you like a thousand knives, rain that pours endlessly. "What is this?" Amaryl cries.
Seira draws a dry radius about herself, only a few feet across. "She did it!" she cheers. "I told you Sanzha had what it takes to beat this thing!"
She waits for Sanzha to recover her senses, so that they could return to the Cauldron and consider their next move. For now, she'll keep them all safe!
Your voice is lost as the rain pounds through your zone of dryness. It's picking up like a storm, blowing faster and faster. In an instant you lose sight of your friends, the rainstorm torrential.
It cannot pass, Seira decides. Not so long as Fire is a part of her nature, and she commands her aura to carry the inherent dryness for her.
How are we holding on? she asks the others, as her divine voice can never be interrupted, even out here in the Beyond. And those without it can just pray to her to answer, so this system is as foolproof as one can be.
Give me a rank check.
00:10 <Seira> roll 1d20+3
00:10 <Penuche> Seira invokes Penuche's magic: < 17 > [d20=14]
> roll 1d20 special
<Penuche> Kotono invokes Penuche's magic: < 16 > [d20=16]
A will like a hurricane, winds and rains engulfing you. Yet you will yourself dry amid the storm as you hear Kascha cry, ""We have to stop this storm," Kascha cries, "It's coming from Sanzha!"
Amid it you feel the storm, relentless and unending.
> roll 1d20+1 Amaryl
<Penuche> Kotono invokes Penuche's magic: < 5 > [d20=4]
> roll 1d20 special
<Penuche> Kotono invokes Penuche's magic: < 6 > [d20=6]
> roll 1d20 Kascha
<Penuche> Kotono invokes Penuche's magic: < 9 > [d20=9]
> roll 1d20 special
<Penuche> Kotono invokes Penuche's magic: < 7 > [d20=7]
> roll 1d20 Elle
<Penuche> Kotono invokes Penuche's magic: < 12 > [d20=12]
> roll 1d20 special
<Penuche> Kotono invokes Penuche's magic: < 10 > [d20=10]
> roll 1d20+9
<Penuche> Kotono invokes Penuche's magic: < 11 > [d20=2]
I've felt Sanzha transform. Converge on her position, and subdue the storm as you go. Use wind to push it, heat to dry it or anything you might think of.
She follows her own advice, extending her divine will in such a way as to block the storm and push it back while leaning on her dry, Fiery nature even as she approaches Sanzha, who remained in their center.
With the aura about it's not hard. The storm comes from Sanzha - and yet before her it forms a wall of water, opaque and blocking the way completely. Elle is there, pushed back as she reaches out for it. "Seira!" she calls quickly, "Stop it!"
Sanzha, you've done it. Now, come back to us! Seira commands, even as she quells the tides. Elemental Harmony is research she had been involved in right alongside Sanzha, and even before that Steam was dominant in the Cauldron. She can deal with Water just as well as she can with Fire!
Charisma check here.
00:28 <Seira> roll 1d20+15
00:28 <Penuche> Seira invokes Penuche's magic: < 33 > [d20=18]
Harmony.
Isn't that exactly what you can do? Indeed, the rainstorm comes at last to a stop. It fades and Sanzha is there, hanging limply, but there. "Seira!" Amaryl calls as you can hear once more, everyone racing to you, "It worked! Let's get out of here before something else comes!"
Seira wraps her arm around Sanzha, and opens a portal back for all of them!
You return and...
I'm just going to roll this out and pause here since I'm running extra to resolve this.
> roll 1d4-2 min 0 max 1, there are a few upsides to being former divinity, at least
<Penuche> Kotono invokes Penuche's magic: < -1 > [d4=1]
Sanzha gains DvR0. I'll add this tonight and reply again during evening session.
Ah well, you'll get there Sanzha!
Seira dries everyone, and ensures that Sanzha is clad in a fluffy robe as befits a new divinity!
As everyone gets through, Lady Sanzha slowly rights herself. She stands and says, "...far too long," she declares to herself, before, "I've begun to return."
"See? You had this, Sanzha!"
"Congratulations!" Amaryl comes over and hugs her, "Strong and tall as an oak!"
Donald looks on and rubs the back of his head, "Well, it's done and done right. I was worried it would go wrong."
Lady Sanzha merely smiles with a calm reserve and returns that hug, "It's begun, nothing more. I feel strength I haven't had in eons inside of me, free now from the demands and politics of Water."
"As it should be," Seira agrees with a smile of her own. "Let's all go over the immediate matters? Sanzha, I'd like you to visit Moore and see whether your studies progress. Having his techniques would be invaluable to us."
Moving her gaze over to her redheaded friend, Seira says, "Elle, we've talked about Gond. See whether he'll show you anything, will you? The sooner we're able to equip ourselves and our closest aides with artifacts, the sooner we can be sure that the other pantheons will treat us as equals."
Looking over at Kascha, now, Seira asks her, "What are your best prospects on an increase of power, you think?"
"A visit is tolerable," Sanzha says, no argument.
Elle considers a few moments, "I'll see to it," she agrees. "It is a chance many would kill for."
"Hm..." Kascha says, "I need to do something big and win a big victory, don't you think?"
"That much is clear, but do you have an idea all on your own?"
"A few?" Kascha says at last as she thinks, "But that means I have to do something big, win something big." She begins to pace a bit, "Antenora set the bar so high with Eblis. I'm going to represent knowledge and magic, so I should do something that advances those and destroys things against them."
"The magical school was a good first step, but you do need something grander," Seira agrees. "Perhaps you could rejoin Aurora for a while? Working with Elena to take the organization of magic into a whole new level, and find a way to reproduce her properly for the Cauldron. You know I already have smart assistants, but they're not truly predictive or with actual sapience. If you crack that barrier, we all benefit."
"Maybe a confrontation with Medi and Medi's works would do?" Kascha agrees at last. "I can try!"
"Surpass Medi or find an alternate path. You have my full support."
Turning to Donald next, Seira raises an eyebrow. "We didn't get to clear things out properly, but have you had your fill with helping others? I'm a bit sad I haven't seen Alyssa make use of your skills, but the important part is whether you fill fulfilled."
"Yeah," Donald waves it off, "I want to go get into a good fight, but..." A scratch at his chin, "She ain't bad, but she does things way differently and I think Emily likes her. Maybe likes-likes her, but I don't think she likes other women."
"I don't really care about that," Seira tells him. "Just so long as you're onboard with our own thing."
A chance to resolve his Node thing, otherwise we'll move on.
"YEah," Donald says, "Hey Seira, come with me a minute."
Seira blinks, before acceeding to Donald's wishes. "What's up?" she asks him once they are alone.
A glance back before, "What I don't want to say is Emily has a lot on her mind," he says, "I'm not saying she doesn't believe in you, but you know how much sway Alyssa has over her."
Which speaking of, Emily just got here.
"Yes, it's a bit troubling. However, she's also wishing for my daughter's happiness and will elevate her to divinity, so we'll take the bad with the good," Seira says with a shrug. "Now, Emily just got over, so would you like to play host? I need to have a chat with Asmodeus, and then the two of us can grab Ranbar and hit Arborea's seed guardian."
"Aren't you going to - oh," Donald says, "Well, she's your kid," he waves it off, then snaps his fingers. "Oh yeah, I almost forgot!"
"Yeah?"
"Good work there," He reaches out and musses your hair. AS he does you feel it, a connection to Donald.
Node update, go read.
"You too," Seira tells him with a grin. "And on second thought, might as well...."
Catching Amaryl, she transports the two of them to Emily for a quick reuninion!
Emily travels alone. She perks up when the three of you appear.
"Emily," Amaryl comes and hugs her tight, "How are you?"
"Hi Mom," Emily returns the hug, "It's been....well....it's been a lot." She hugs onto Amaryl tighter.
With a flex of her will, the three of them reappear in the royal gardens where none would be able to overhear them!
"Really?" she asks once they're there, grinning at her daughter. "I could swear we saw each other just a few hours ago."
"It's still been a lot," Emily says from her hug, parting from Amaryl after.
"I...need to ask you if I should use this divine seed, Mom." Emily says after a few moments, "Is becoming One really that safe? If it isn't I'd rather Alyssa uses mine and doesn't risk it. It doesn't sound like it's safe."
"Nothing about our mission is safe," Seira tells her. "What you need to do is stop second-guessing yourself, because that's the most dangerous thing. Gain power, seek other divine seeds and make things work. Now, if you ask whether it's possible to use the One ritual, Sanzha and I did it successfully today."
"Did everything go well?" Emily asks immediately, coming over to you, "And I'm not second guessing myself, I never made this choice. You assumed I'd use it without asking." She isn't upset, calm but decidedly firm. "It's not second guessing if it saves Alyssa's life."
"Naturally, both of us are alright. And Alyssa was the one who made the choice about your charge of the seed. If you disagree with her, you should go to her. Though... taking risks is part of who we are. If she wants to ascend through the One ritual, that's her choice. Telling her to play it safe via a divine seed is the same as telling her you don't believe in her. That's your choice, Emily, but I wouldn't do that to a friend of mine."
"...damn it, no!" Emily snaps, suddenly all fury, eyes blazing. "It's not that I don't believe in her, it's that I believe in the same risks you just told us is a part of who we are! There's nothing wrong with a safe option for this, when you look at the alternative."
"Emily," Amaryl comes forward, a hand on her shoulder as she gently pulls her back. "That's ill spoken."
"Yeah," Donald says, "Both of you were being bitchy there." At Emily's glare, "You're in attack mode and Seira took a shot at you believing in your friend. Maybe you two should try that one again before you have a stupid argument?"
"There comes a point where we can't just keep on holding your hand and telling you all that you want to hear," Seira tells Emily, getting angry despite herself. "We're talking about ascension! For the sake of taking out Shar for good! If you can't decide on your course without running back to us, you shouldn't be a goddess. It wouldn't matter how many rituals and how many divine seeds there are, in the end you must have ironclad resolve! The resolve to stand and fight, the resolve to protect those you care about!"
"What do you think I'm doing?" Emily says, stepping back forward again, "I'm protecting someone I care about from the mercies of the Far Realm!"
"If you want her to have an alternative, take her on a quest to retrieve one of the seeds. Otherwise, trust in Alyssa and support her when she challenges herself through the Beyond," Seira insists. "Both are a step forward. But this, what, coming to us for permission? So that your agency is lessened through our wisdom? We can make the choice for you, and we can cloak it in words you will accept without question, but that's the wrong choice! It's a massive step backwards I won't let you do!"
"You are my MOTHER!" Emily exclaims, "I'm going to ask you if I need advice!"
Amaryl starts to say something, but Donald intercepts her, a hand on her shoulder. Quietly, "This has been brewing."
Meanwhile Emily just glares at Seira, "It's a huge choice no matter what I do, I'd be a fool if I didn't ask others for advice."
Fair enough.
Seira inclines her head. "Alright. My advice is to seize the opportunity and go forward. Once you grow in power, use that power wisely to assist others in their own ascensions."
This gets Emily to stop, blow a breath out and close her eyes. She's silent a few moments, "Thanks, Mom," she says at last. "Mom, what do you think?"
"I agree with your mother. If you feel you're worthy of this, as an oak is worthy to be felled, then take this chance." Amaryl agrees.
"Yeah," Donald says, "If you want to pass then pass, don't feel obligated. You'd make a shitty deity if you did it because you felt you had to. If you want to go for it, leap on it like Seira leapt on Amaryl."
Amaryl reddens at that, "Donald!" she protests, a hand on her hip as she turns to her friend.
"I saw you two make googly eyes at each other," Donald fires back, grinning. "You still do sometimes." Raising his voice to a bad falsetto, "Oh Seira, you're so wonderful!" Then to a slightly lower one, "Oh Amaryl, you're so beautiful!"
Quietly Emily blushes slightly at it and then starts to smile at Donald, as he goes on. "Oh Seira, take care of me!" A switch again, "Oh Amaryl, I'll take care of you forever! Oh Seira! Oh Amaryl!"
"If I hadn't gathered the courage, we might've never come together," Seira muses, looking over at Amaryl. "And if I weren't able to show my committment properly, perhaps you would worry about it from time to time."
She turns her attention to her daughter, then. "Donald is an idiot but he understands you don't do things in half-measures. Like we all told you, find the resolve within you that you are the best woman for the job, and then do the best job ever!"
"Thanks, Mom." Emily smiles and rises, "I'll go now. I'll be sure you hear my decision."
Seira approaches her to give her daughter a hug.
Emily returns it, and a whisper to you as she does, "You're okay after the Far Realm?"
"I can control it even better, now."
A long sigh at that, "That's a relief."
Seira smiles at her.
A smile back.
"...are you waiting for me to tell you now?" Emily asks. "I did make up my mind."
"If you like. We want to support you in your life, not micromanage it," Seira assures Emily.
"...I'll do it. In part because I think I'll need it and in part because Alyssa's too stubborn on this point," Emily says, "I can't help her if she doesn't want to be helped."
"Focus on the sort of goddess you would like to be," Seira tells Emily, placing a hand on her shoulder. "It doesn't come all at once, but it helps to have a good concept ready."
"That helped you?" Emily asks, "I need to be distinct too, and that's hard when your example looms so large."
"Actually, yes. I've realized I must've ascended without being told by anyone, and it took for my powers time to settle in properly. But I didn't let that stop me and just carried on as I have been, except I also made steps on the bigger stage and established myself with my new peers."
"So are you saying to keep doing what I've been doing?" Emily asks, "I think I heard that advice before."
"Yes, but focus your actions on a conceptual level. Say there is an action, opposing Shar and freeing those she had enslaved. Are you doing it because you wish for righteous battle, and there is no greater target? Are you moved by compassion, and the need to rescue those poor souls? Is it retribution, the need to strike back at Shar who had taken so much from so many? Healing, for the wounds of the soul run deep, and who better than you to provide comfort?"
"So I need to find out the whys of what I do, Mom?" Emily asks back. "That I already know the answer to."
"Glad to hear it!" A flex of her will opens a portal to Io's realm. "Then it seems you're ready. Would you like someone to go with you?"
"Mom," She goes to Amaryl, "Would you come with me? Just in case something goes wrong."
The answer is a hug back, firm and tight. "I will."
Wishing them luck, Seira watches them go.
With that done, now what are you going to do?
Hello, Asmodeus, Seira addresses one of the worst beings in Creation, her mental voice cordial. Zaphkiel passed on your invitation of a meeting under parley. Would you mind providing directions?
In a calm, serene voice you hear the simple words: 'Come to Avernus, transportation will arrive presently.'
That's that, then. Seira ensures her combat spells are up and then transports herself to Avernus.
The blasted wastelands spread out before you.
It is dark, dim and cold here now. The green sky stretches on seemingly forever as the foul scent of death fills the air. Yet before you a golden stagecoach, elegant and refined, appears. It is pulled by two large nightmares, a hooded, female erinyes driving. A moment later the coach door opens and a familiar voice calls, "Ah, Seira," The refined, cultured voice of Martinet is heard. "I understand you have a diplomatic meeting with His Infernal Majesty?"
"Correct," Seira responds, getting into the coach.
Duke Martinet sits opposite you. He is a tall, classical devil perhaps 6 feet tall. He is handsome in a way that draws the eye and keeps it on him, his body lithe and athletic. His entire body is fire red, including his barbed tail, long horns that curve up from his head and the huge wings furled at his back. He wears red and black clothes of the finest quality, fit for a mortal emperor, and covered in various diabolic symbols. The unholy symbol of Asmodeus is prominent amid them.
"It's been too long," The Duke of Hell says as the stagecoach door closes. Inside is all opulent shades of gold with red and black accents. It's bigger on the inside, enough to have plenty of leg room. He offers you a smile, "Wasn't that the most lovely little war, Seira?"
"I've gained all my objectives, and millions were freed from oppression," Seira responds calmly. "The scale might not have been as large as the Lifasa Crusade, perhaps, but I found it very worthwhile."
"While our own interests advanced as well," Martinet agrees. The gloom of Avernus gives way to jagged mountains and a red sky, "Ah, Dis," Martinet looks out the window, "Rather striking this time of year, isn't it?"
Seira makes sure to observe everything properly, especially since her gaze extends for miles and greater arcane sight was made for this.
"It's interesting to travel like this," she admits. "I've mostly made ventures into Avernus so far."
It's all mostly empty lands - pretty, but nothing that seems immediately and tactically useful.
"Few go past Avernus," Martinet agrees as you take in the high, jagged peaks. "I believe that's the Ironclaw range. Most of the mining is well below ground, you have to go there to see it." He looks out as well and adds, "I'm sure Dispaster would be interested in trading with you for the metals he mines, if you but only ask him."
"Yes, they're quite valuable," Seira muses. "We have some unique products ourselves, but the Cauldron is a young realm. We just haven't had time to perfect everything."
A shift as you ride on. Outside is now swamps and mud flats, an ugly mix as the sky cries a dark, dribbling rain. "Minauros. One of the less interesting parts of it I'm afraid." He turns from the view and back to Seira, "I'm sure Dispater would tell you that he rents out advisors to help with that sort of thing, all at a reasonable rate."
"That sounds good for the short term, but you're really shooting yourself in the foot long term," Seira responds, shaking her head. "All the struggles for perfection, all the experience you gain from initial failures, they're all invaluable towards true mastery. That's something you can't just be given."
"We can give anything, you know," Martinet says as your trip moves along. A s hift outside as you see flames, flames and fire and great infernos. All stretch long and far to the horizon. "Ah, the classical part of Phlegethos. If you look out that way..."
Ah. You see it. A tower of solid rock and crystallized stone, a high rise above the endless flames. "The Tower of Temptations. One of Belial's palaces. I don't believe you've ever had the chance to go?"
"I'm afraid not," Seira responds, before asking curiously, "How absolute is that 'anything'? Had I come to Bel before and asked for Zariel, was that on the table? Or are such negotiations the sole domain of Asmodeus?"
With a rather white toothed smile, Martinet says, "The Lord of the Ninth would have listened."
Meanwhile the terrain outside freezes over - glaciers and snow, frigid oceans glimpsed. At the edge of your vision is one vast glacier, larger than you can see or guess, but you can just glimpse a titanic face within, frozen in a moment of alarm and panic. The face of Levistus as Martinet looks out. "Ah, we're passing by the Lord of the Fifth."
"Most of him, anyway," Seira muses. "I heard that an aspect escaped and was up to no good?"
"Those rumors do swirl," Martinet says, "Reports do vary." Meanwhile another shift - now it is to a verdant jungle, life and growth everywhere, spreading out thickly. "Here we see what Glasya does with Malbolge."
"She tends to keep to her layer, doesn't she?"
"She's as busy as you are with new things," Martinet agrees, as there's another shift. This time you ride amid a great, towering city. It is abandoned and yet beautiful - of gorgeous art and design, of glass, crystal and steel. Of great looming towers and vast halls, of open air auditoriums and lush green parks. Yet it is empty to the last, "Maladomini," Martinet comments, "I believe this is the the Forbidden City of Gardos." He looks up to the sickly green sky and adds, "The Lord of the Seventh banished every soul from it."
"Cities are meant to be used, I think," Seira voices as she takes in that vast emptiness.
"I agree," Martinet concurs mildly, seemingly content not to argue it as it all becomes bleak glaciers and howling blizzards. "Caina." The Duke of Hell observes, "I'm sure your friend has wonderful memories of her youth here."
"I'm afraid not," Seira says sadly. "While I've come across many of your residents that took pride in their status and achievements, I've never heard anyone speak of enjoying the stage of their lives where everyone stronger abused them. Though perhaps it was different for Asmodeus's own children as they were growing up?"
There's no time for a reply - a shimmer and all is dark. Dark, broken ground as the stagecoach door opens. "Ah, we're here," Martinet announces, "You should have your escort just ahead."
"Thank you," Seira tells him as she disembarks. Time to join that special club of visitors to Nessus! Ones that can actually leave, anyway.
Thus you step out - and you stand at the X juncture between two impossibly vast chasms, at the bottom where no light dares reach. Canyons longer than you can see, vast chasms that stretch out like a titanic hand carved out hunks of Nessus. Before you is a citadel of stone that fills all ahead and more - for it stretches farther than it should, to the limits of even your divine vision and far beyond.
Before you stands Malsheem, home of the Lord of the Ninth. It is a fortress of red stone and black metal. Gates tall enough for a mountain to pass loom over you, the depth and size unthinkable. The fortress is even taller than that, surely tall enough for hundreds of stories. The walls rise high, decorated with windows and the occasional carving of a devil.
"...Seira Aryn..."
"Seira Aryn!"
"Seira Aryn!"
A voice on the wind whispers your name. Then another and another and another and another. Eyes. Always at the absolute edge of your vision, but countless glowing eyes nestled in the darkness peer out at you, whispering your name.
"Seira." This voice is besides you in a moment. A pit fiend, a Nessian from the size alone, and yet more. He carries a red scale dragon's shield and ax. He is big, even for a Nessian, and his forehead blazes with the unholy symbol of Asmodeus. "Follow." He says but a word and marches forward, as those tremendous, terrible gates make the ground shake as they begin to open.
"Lead on," Seira tells the flunky, heading towards the gates.
The pit fiend leads you deeper in. The gates open wide, vast, a hall so big as to envelope all of Balmuria a hundred times and yet have space to spare. And yet - not a devil is here. Only emptiness as you stride forward, not a face save for your guide.
You walk.
You walk.
You walk.
Down the vast hall, down and down. Down to a hall a little smaller, and smaller yet. Up a flight of stairs, decorated with gold and rubies on the banisters. To a walkway, far above another hall. As you see it, "ATTENTION!" A voice booms from below, and a tremendous wave of sound washes over you as you step ahead. Below in this hall are devils. Thousands of thousands, millions if not more. Each stands at military attention and in formations, all spread out. So many that not even your divine sight can take them all in.
"HAIL AESMADEVA, THE GRIM FIEND!" they thunder, the sound closer to a living thing than mere noise, so loud and animated. "HAIL THE SERVANT OF THE KING OF HELL!" From lowest spinagon to highest pit fiend they all thunder together, "HAIL ASMODEUS, KING OF HELL!"
Yet on your guide walks, not even a reaction at this all.
Posturing! She understands the importance of it well enough, and the best move is to ignore it, same as her guide.
The voices of millions continue to shout the entire walk. There is no respite, only praise to Asmodeus.
When you reach the end of the walkway, you come to stairs going down. Story after story you go down, stairs of gilded gold and red ruby. On you walk. On and on and on you walk. Ninety nine flights of stairs you believe, when you at last come to a door. A door sealed with the image of a serpent baring its fangs, from which sizzling green venom drips. Yet the pentagram on Aesmadeva's head alights with flame and the doors open.
Here is a hall, all above - !!!! Gold. Gems. Treasure. Another walkway, vast below as the last. It is filled to the brim with treasures, gold, gems, art, wealth, magic. So high you would only have to hop down a little bit to stand amid incalculable wealth. Amid it all robed and masked devils move, not a single feature they have visible. They count and calculate, forever moving and at work.
Here Aesmadeva lingers for one moment, gaze ahead, as if to give you a moment to stare, before he continues on. "Part of the Treasury of Nessus," The Grim Fiend announces.
"Very impressive," Seira says honestly. "Is it built on conquest, or does Asmodeus will it into existence?"
That's what Zaphkiel does, aided by the prayers of the faithful, although perhaps this setup is different.
"Conquest," Is the answer, "Homage, tribute. All of them are the bounty of the Lord of Nessus."
Seira nods her understanding. If they genuinely think to move her with treasure, they've gravely misunderstood her. She's here only to have a little chat with Asmodeus as invited, nothing more.
More stairs. Ninety nine more flights, the trip long indeed. Not another devil crosses your path, none dare perhaps. At the bottom of these stairs is a black chasm, pitch dark. On the walls images of serpents are seen, each one with ruby eyes that glitter faintly. "Follow," Aesmadeva commands and hops down, falling.
"Just out of curiosity, are we taking the scenic route?" Seira wonders out loud as she hops into the chasm after him.
"We take the route the Lord of the Ninth commands," The Grim Fiend's reply is short as he plummets.
You plummet into darkness eternal.
You fall without any seeming end.
You feel as if you fall for a season, an age, an eon. Yet it cannot be more than a few minutes before you land. A soft and perfect landing on your feet, no harm at all. Here there is light, light that comes from the countless gems and polished spheres of precious metals that dot the walls. It all blends together into a red tinged light.
It is silent and still. Not a speck of dust or puff of air moves save for in reaction to you.
You feel it as easily as you breathe.
Nothing moves here, save by his will. The will of the King of Hell, like a cloak covering everything here. Were you a mere mortal, you know in your soul your adventures would end here. It is a feeling that suffocates everything, that controls everything. Yet Aesmadeva moves forward without hesitation, to a door sealed with a nine-fold pentagram. His pentagram again blazes with hellfire and the door opens.
Ahead lies a vast, shadowed hall and a cold stone floor. The walls stretch higher than you can see, no end and no ceiling in sight. The walls are decorated with massive paintings of diabolical scenes, each one with moving figures that show its subjects in action. There are no windows nor sources of light. There is simply enough light to see by.
90ft ahead is where it awaits, a throne of blackened steel. Here the Lord of the Ninth sits. He is no larger than a human and looks much like one. He wears robes of impossible refinement woven with countless jewels, a red scepter sitting on his lap to go with it. He has a neatly trimmed goatee. His expression is serene, eyes like coal that calmly survey you as you enter.
Why do evil people prefer a goatee? Seira will likely never know.
Matching his serene expression, she approaches the throne and inclines her head in respect of Asmodeus's position.
"Seira Aryn," Asmodeus greets, "Welcome to Hell."
Aesmadeva bows and is gone, leaving the two of you alone.
"Zaphkiel delivered your invitation, and I decided to take it," Seira responds. "It's been an interesting trip down here. I take it we are alone right now, and free to talk about anything?"
"We are," Asmodeus agrees, "Speak of what you wish."
That... was supposed to go the other way. Still! Seira can improvise.
"I'm really here about two things," she says, deciding to be upfront. "The first is to ask you firsthand about your strategy for victory and beyond, and the other to inquire under what conditions you're offering your divine seed."
"My counterpart explained our plan," Asmodeus agrees, "We shall raise a force capable enough to defeat Shar while we rally ourselves, and then we shall challenge Ao while you serve as a final distraction." A hand rests on his Ruby Rod as he continues, "Afterwards? The Incarnation of Chaos will be split apart. Without the threat of Ao, we will be able to continue our disagreements in peace. Creation has worked well all this time, we seek for it to continue indefinitely."
"But does the plan call for the Incarnation of Law to recombine?" Seira inquires. "And what of Balance? There are legitimate reasons to go after Chaos for both of you, but once that's taken care of who can say how he will rule over Creation?"
"We will cooperate," Asmodeus says, "A true reunion is impossible because of Zaphkiel," The Lord of the Ninth's voice is cool as he says that, "As for Balance, his nature prevents him from taking a side. He is well suited to being a neutral observer."
"And what sort of cooperation does your plan require? Until we're ready to take on Shar, exactly where did you and Zaphkiel decide to draw the line?"
"You will not attempt an open war against Hell. No invasions, no great reckonings," Asmodeus says, as the shadows around his throne slowly spread, coming forward. "Our disagreements take pause in favor of Creation's survival. Continue to play the games that we play. Compete, for each one shall strengthen one of us before the confrontation with Ao."
"My King," A voice from your left, as Bel is there. He kneels, gaze down and away from the Lord of the Ninth. He looms tall even now, a massive figure of muscle and infernal hate, like a searing brand on the face of Creation.
"My King," A voice from your right, as Gathgorian is there. He kneels as Bel does, a mountain of night and fury, barely withheld. It is like being a step outside of a tornado's winds, held at bay through sheer will.
"My chosen agents," Asmodeus says with serene calmness, "They have a role to play in this, much as you have a role to play in this, Seira."
"I shall see to the extermination of all who oppose us," Bel vows, "All shall be swept aside to our victory."
"Never again shall chaos reign by the time I am done, be it the lowliest demon or the Incarnation of Chaos himself," Gathgorian declares. "I am the solution to chaos."
Seira ignores the flunkies, focusing on Asmodeus. "That favors the Hells," she notes, "especially given your preference to move behind the scenes on Fire and in other scenes relevant to my interests. We are the ones most often acting out there in the open, so the restriction harms us more."
To this Asmodeus merely says, "It favors Creation's survival." He looks almost amused, the barest hints of a smile on his face. "There will be time eternal for our disagreements once this matter is solved."
"With you better positioned for when hostilities resume," Seira says with a snort. "I wonder what Zaphkiel was thinking when he agreed to it, but that's his problem, in all honesty. Are you offering anything that I rather than Zaphkiel would value so that I would put my own name down for this agreement?"
"A Creation to live in and a Creation to see your children, grandchildren and descendants prosper in," The Lord of the Ninth says. With a gentle drum of his fingers against the Ruby Rod, "Your consent is not required, only your obedience."
"We'll just have to agree to disagree, then," Seira tells him politely. "I believe that's all we had to discuss, unless you wished to bring up another topic?"
Before Asmodeus it now floats - the divine seed. The Lord of the Ninth takes it in hand and holds it, "I am willing to discuss how this seed is used, as promised."
"Yes, there was that," Seira agrees. "Would you be so kind as to provide your terms?"
"We desire you to aid Bel and Gathgorian with the acquisition of one of the divine seeds," Asmodeus declares.
"Which one?"
"The seed within Hades," Asmodeus says, "The three of you together will be sufficient to obtain this seed."
"Just to understand the proposal, you're offering me a charge in your divine seed in exchange for joining the expedition to Hades, where we'll retrieve a seed with three charges each of which will go to each of us?"
Here Asmodeus merely says, "I am willing to give you a charge of this seed for your aid," he answers.
"And we will divide the gains from that excursion three ways fairly, including the charges of the Hades divine seed?" Seira confirms. Asmodeus might want to act cute, but her mercenary soul can't leave an open-ended contract standing.
"No." Asmodeus says, "But, I will offer you something to compensate." Before you a contract appears, blazing with infernal flame.
Seira scans the contract. It sounds like a terrible idea so far, but she's keeping an open mind.
Do you have any relevant skills for this? I think it came up last time but refresh me.
I have really high knowledges of everything, like 120+ results on a 10, I'm sure knowledge of law can be there. However, I'm really mostly interested in seeing what he's offering, exactly.
He offers the following three payments.
1. Knowledge of a secret passage into the Iron Tower.
2. A special token that will provide some level of access in the Iron Tower.
3. An amulet that will protect the wearer an those close to him protection from the passive scans of the Iron Tower's sensory magics.
"Would the amulet cover up a divine presence?" Seira asks Asmodeus. "As is, any attempts at stealth would be pointless whenever I or my avatar enter any sort of divine realm, given the realm owner's ability to detect my arrival."
"Yes," Asmodeus says calmly, as the two besides you simply wait.
"Is there anything special about the Hades seed?" she asks, even as her avatar back on standby at the Cauldron reaches out to Zaphkiel to ask the same thing. "Does it have more than three charges, or are those charges more powerful than those of other seeds?"
She can't really find a reason to do all this horse trading besides fucking with her, so perhaps she needs to think outside the box a bit.
"It is likely it has three charges," Asmodeus agrees with you on that. "You are aware of the cultists that surround it. They will not submit without a battle."
He speaks the truth.
My counterpart seldom lies, the question best to ask is what you don't know and what he could gain even in your complete success.
Hell was strengthened by the Abolition War and turned a defeat on face value into a step forward.
We have been strengthened by the fall of Lifasa and did the same to make a defeat a victory.
Often one move supports a dozen others, ones you may not appreciate or understand until it is too late, or it is simply unavoidable for you.
Asmodeus merely says to that, "We all need our victories in these coming times, no matter our normal disagreements. Every step forward for the Cauldron is a step forward towards our victory, as every step forward for Hell is a step forward towards our victory."
"Alright," Seira decides. "To feel better about it, let's limit the gains for Hell to three normal charges from this. Should the seed be able to elevate its users beyond that, that remainder will go to me. Furthermore, I don't want some pointless betrayal such as those favored by the Adversary. You're giving me the green light to go after the Lost Chalice, so you and yours won't alert Dispater or otherwise make it harder for me to succeed than he's already made it. If you agree to this, we have a deal and can go after the Hades seed in a few days once I've had a chance to start my preparations for the infiltration of the Iron Tower. Nine days works, if you like the numerology."
She shrugs. "If this is not acceptable to you, then let's part amiably and work towards our goals separately."
"That is acceptable, with the provision that my promised rewards will be given after you succeed in Hades and return with that divine seed," Asmodeus says. "
"I'd really appreciate the secret passage from the start so I could get to planning properly. The rest can certainly wait until I act. Does that work for you?"
There is a consideration of that, perhaps just a moment of thought. Who can say how a being such as this truly thinks? Yet the answer comes, "Acceptable," Is the answer.
"We have a deal," Seira agrees. And with that taken care of, she's free to satisfy her curiosity. "If you don't mind the question, why didn't you pick your children to carry out your plan? Glasya seems pretty competent, too."
"Every piece has a role," Asmodeus merely states, "Why did my counterpart not use Sealtiel, or use Eblis now?"
"I'll ask him some time," Seira responds. "I believe this covers everything? I'll be in touch in nine days, and if there is some reason to step things up let me know." She glances at the divine seed. "Is that considered part of the rewards, or am I leaving with it now?"
"The rewards," Asmodeus agrees, "Help her return," the Lord of the Ninth decrees.
Gathgorian and Bel rises as one and bow deeply to the Serpent Throne, before they turn and walk away.
Ah well. It would've been easier with the help of all that power, but Seira is capable of delaying gratification! She inclines her head at Asmodeus once more, and turns to follow the two flunkies.
Once you are out you find you exit not to the chasm, but a ruby red, gilded staircase.
It's silent long moments until Bel speaks, "You will not hesitate to do what needs to be done with these daemons," His voice is hard, cold. That of a military officer, a bleak aggression.
"Actually, this is a good chance to say what I think. And I think I should be in charge of that expedition, since Asmodeus all but said you two can't do it without me." Seira gives them an apologetic smile. "No offense."
Gathgorian smiles, all teeth and malice. "Bel has proven he is not enough and he will not tolerate your lead. I will lead," he declares. "We need not like each other, we need only cooperate on this matter."
The former Lord of the First's glare is like a bonfire, as if raw, burning hatred was cast atop you. "We cooperate like adventurers. Like..."A pause, a sour look, "Equals."
"Eh, sure why not. Let's give equality a chance! But seriously, do either of you have dominion over War?"
"I do," Bel rumbles, while Gathgorian merely says, "We are beings of war, to crush chaos. We could have nothing less."
"Right," Seira agrees, not having more to discuss with the pair.
It is a cold, silent walk up those stairs. Yet it is not silent forever.
"I would have you pass a message to Aurora, and through them Afina of Aurora," Gathgorian declares. "That Afina should call off her grudge - I have moved beyond her reach. She need not throw her life and soul away. Tell her to find contentment in her victory and world, and forget of matters beyond her reach to change."
"She won't do that, but I don't mind reaching out to her," Seira responds. Besides, she has her own opinions on Afina's chances, given she's the Cauldron's first success at prismatic breakthrough.
"Then she will die," Gathgorian says, as if merely stating a fact. No anger, no passion - merely what is said and known, beyond being remarkable. "I will remember her."
Seira doesn't deign that with an answer.
You walk up and up - until you find yourself emerging outside of the fortress. Into the darkness of Nessus, where a portal awaits you.
"Go," Bel says shortly, "We shall met in nine days."
Seira nods. "Until then," she tells the pair, and then she steps through the portal.
You appear in the Astral and thus the way to home is evident as...
Next move?
Seira heads home for now, even as she sends Xera and Zariel an invitation to visit.
You arrive home and find yourself distracted, lost in thought. Your mind seems to drift back to the war of its own accord, leaving you lost in thought.
Is it because those two devils talked about how it's a large part of their nature? Seira likes to think that her own achievements brought people relief; Bel and Gathgorian probably won't know a just war if it looked them in the face.
They also wouldn't care if a war is just, honestly, beyond surface platitudes. But you already know that.
You remember the war, you recall the battles. The heat of fire, the efreet and the Sultan, the maneuvering and the combat. It feels vivid in your mind as you recall that and more.
Getting Imix to turn tail and run, finally cutting loose on the battlefield... regular soldiers would know better than facing her on the field of battle in the future. Afterwards, political battles against Fire and Earth, convincing Water to finally step in, bringing the Court of the Stars, Arvandor and Lathander's armies to fight alongside Celestia once more....
Your mind drifts.
Kascha. Elle. Lady Sanzha. Your friends rise up to meet you, more of them establishing themselves as you grow.
Donald and Ranbar will join them soon enough. She will make sure of it. And maybe Xera as well? Should Seira direct her towards one of the groups, or just keep her in reserve and assist her in going through the One ritual? Perhaps she could form a team with Zariel and Yemimah that way....
Your mind sees it when your name is uttered. A flash.
Oberuth walks, the last rays of sunset illuminating the path to a muddy, plain wooden hut. Primitive, simple. In his arms he carries a youth of no more than ten wrapped in white cloth, save for his face. He is asleep in Oberuth's arms. The muddy path he walks is flanked by dozens in dirty, crude clothes, to which Oberuth stands out like a knight amid the peasants. They watch him in open fear and awe.
As Oberuth approaches the hut, a man and woman come out. Weathered and tanned, they wear mud stained clothes. The woman has blonde hair and yet the darkness on her face lifts as she begins to cry, shaking as she asks, "H-how? My...my son." She kneels and all the others follow, "Thank you, you heard my prayers! Thank you my lord! I will offer all our goats and sheep to you, all of our spices and all of our silver."
Oberuth lays the child down, face impassive. He lays the sleeping child at his mother's feet before he rises. "I am not a god, do not make offerings to me." He turns away to go, "Your son shouldn't have died. A follower of Shar was behind it, all to sow sorrow in your community. Justice has been done, for tonight that soul screams in torment." A pause for a moment, "There are others to praise. Tyr and Ilmater, Helm and Alicia. Seira, Amaryl, Syala. Wise men will come, ask to learn of them. They will bring with them magic, miracles and advancements. Welcome them with hospitality and in turn they will give you all you need."
Once Oberuth has left them behind, he murmurs quietly, "Shar, I'm coming for you. Count the days." His hand goes to the hilt of Tears, a tight grip on it. "Soon."
To follow up on Oberuth's promise, and simply because it feels these people need the help, Seira delegates the dispatch of her faithful to Ranbar. Her high priestess will make certain these people receive the aid they need to recover from Shar's plots.
The question looms deep amid yourself as you do that: What are you, exactly?
It hasn't changed since she became One, that event only allowed Seira to be honest with herself about where the border between the present and her desired future passes. Seira is a beacon of hope for all in Creation, seeking to provide those who wish desperately for success against all odds the chance to prevail.
Deeds and victories bubble within you.
Once we got going again, we'll keep on going full steam all the way!
Alicia gains glory as you speak, while Moore adjusts to his new station. Many advance or are on the cusp of advancement, as are you.
If it's the glory I'm thinking of, I'm going to head off on a quest of my own as soon as I arrange things with Xera and Zariel.
Be cautious. You have been given much, but do not think he has made provisions for all you need, nor the most important things that you need.
Not all that I have for that mission came from him, Seira responds. If you have any information or advice, such as trying to bring Torm along, I'm all ears.
One of the greatest tricks Hell plays is to make those that stay there want to stay, no matter how horrific it is. Yemimah may not wish to be rescued in part or in whole.
She has come to care for Dispater as a father, and Dispater has come to care for her as well.
Sometimes people find themselves in abusive relationships through no fault of their own. Helping them and rescuing them is the right choice, as far as I'm concerned. Seira pauses briefly, before adding, I apologize for the tone, but my mind is made up. I'm not interested in being swayed out of this, but rather asking you whether there is any way you would like to assist in order to make my success more likely, even if it means advice about those companions I bring along or any resources I should be securing before leaving.
A feeling, a momentary sense of amusement.
I make no effort to dissuade you. I merely wish for you to be forewarned and forearmed. Should all go against you, the last enemy you may face there is Yemimah herself.
Bring only those of the greatest stealth and subtlety. Power you need, but power discovered is power entombed in iron.
Do not be afraid to retreat and try another day. As long as you are unknown, your attempts can continue.
Do not face Dispater head on. You are not ready for him, not yet, and to face him in the Iron Tower will only make it your tomb.
I understand. Is there any point to arranging a distraction, such as an assault on Dis? I thought Torm might be well-suited for this part, if I were able to get through to him.
There may be a benefit to it, but do not doubt Dispater has prepared for that through a hundred contingencies.
Your hope and determination speak well of you.
I'll see what I can do, Seira promises. I don't suppose you can provide even a limited map, or a way to locate Yemimah in the Iron Tower? Do we have ways to sense other deities and similar powers at any sort of tactical range while not safely in our realms? An artifact or spell, perhaps?
The Iron Tower is one of the few places I cannot see with clarity, for my counterpart has extended his will to the Tower. He cannot stop Yemimah's prayers from reaching Chronias, but he can stop me from seeing deeply within.
There are ways, but none would avail you within the Iron Tower. Dispater's defenses there are superlative.
What does she pray for?
Normally I would not reveal anothers prayers, but this is exceptional.
Her own salvation, and over time she has begun to pray for Dispater as well. She has dreams of him joining her in the House of the Triad and fears that any chance to ever reach him will be lost if she leaves. She believes that she is the one speck of light in that old devil's life.
In truth it is as much about her as it is about him. For all her steel and determination, she has formed a bond with Dispater. She does not wish to give it up, and that may yet betray her as likely as serves her own wishes.
I understand.
Better than she feared, worse than she hoped. It'll come down to making an impact with Yemimah, to forming a connection with her. But that was the plan from the very start, so Seira doesn't get discouraged!
That is a testament to you. Do you feel it within yourself now? You're close.
Seira nods, although even after all this time she's not sure what she is supposed to do except let it happen.
You can feel it bubbling up, ready to erupt. You're close, you just need...mmmm. Like dropping a patch into a room full of wood, perhaps. Just that one spark.
If there's something missing still, then how about a promise to herself? Whatever gains Hell makes from her deal with Asmodeus, Seira will overcome on the planar scale by saving Yemimah and providing hope to all those who still remain captured and enslaved that her work hadn't ended with the Abolition War!
Like that, it happens. It overflows with that moment of focus, there.
Seira rises to divine rank 4.
Quick note: This should have happened earlier, Seira's side boost from the God-King scenario aside. Both Alicia and Seira have done important things relevant to this since then. For reasons that aren't terribly important since they're DM side ones it didn't happen until now. There's a fair few that are getting close.
Yay! Let's talk to Zariel, Xera and Amaryl!
It's not hard to get all of them together, and...
This is your talk so go ahead and set the stage, I'll play off of that.
Seira lets her divine will out, ensuring that the war room they are gathered in is absolutely secure from eavesdropping and visitors.
"Thank you for coming," she tells Xera and Zariel. "The reason I've asked you to come as soon as was feasible was because we've had several breakthroughs on our end. If all goes well, I expect we'll be making our move to rescue Yemimah from the Iron Tower in two weeks' time." She nods at Amaryl, adding, "These are the members I was thinking for the rescue party, especially since Zaphkiel believes stealth will be paramount. We could invite Kascha or Oraga, or even both, but I don't know if we need a larger group to sneak around. Do any of you have an opinion on this matter?"
She doesn't stop there, however. "As for the reasons why this is now feasible, due to high-level diplomacy between Zaphkiel and Asmodeus that I was involved with, we will be receiving entry into the Iron Tower, a limited key to get around there, protection from Dispater's detection and, most importantly, Asmodeus will be sitting this one out."
Xera nods calmly, "Then we have a huge advantage."
"Yes. All we need to reckon with is the Lord of the Second and his many minions," Zariel retorts sharply, "As well as the Iron Tower itself. But - it is a huge advantage."
To this Amaryl agrees with a little nod before, "I believe it will come down to Dispater, and if we avoid him or not. Do you agree, Seira?"
Seira nods her agreement. "Zaphkiel doesn't believe I can take him down at this point, especially within the Iron Tower. I tend to agree, but there are two exceptions to this general idea. I believe I can negate if not outright take out an avatar of Dispater, given that I was able to hold my own against an avatar of Shar on Shadow. And secondly, I'm considering bringing Arondaaq."
That depends on whether a suitable sheath could be found within the time remaining, of course, but it does provide them with some scary options.
"Also, this is not all the advantages we have. I've done some networking, and gained several leads. I would like you three to pursue them within the next two weeks. The first is a name, Melcharda. Apparently, he lives very quietly on Fire, in a free community of salamanders called Ssslar. My information suggests that he's an malebranche who had a messy divorce with Baator. He's not the slightest bit reformed, but he's tolerated because he extracted a favor of protection from Imix. He sells information to the highest bidder, and my source was very confident that Melcharda has information about Dis. His information network is apparently good enough that a few mercane houses come to him for purchases."
A pause to allow Amaryl, Xera and Zariel to process this, and Seira says, "Syrea in Limbo is another possible information source. My information suggests that she has information about the Iron Tower."
Seira materializes a glass of fruit juice and takes a long sip out of habit rather than a true need before proceeding. "Next is a matter of getting across once we're within the Iron Tower. Another of my sources suggested that while the Iron Tower has a network of portals, but they are mostly a meaningless diversion. However, he has heard rumors of a second network, as well as an entire city hidden in the Iron Tower. I will attempt to secure that information, but the above two contacts may provide us with the required information. What I do have at present is a path into the Iron Tower, and I'm hopeful that it gives us a decent starting point to plan the rescue.
"Finally, I am providing half a million Cauldron Golds to bankroll you, as well as temporarily redirecting a full fourth of the realm's resources to provide you the added pull you might need with the various contacts."
"I've heard of him," Zariel says, "Of Melcharda. I'll have him approached properly."
"I'll handle the one in Limbo. Is it a slaad or something else?" Xera asks.
To the last Zariel considers, "I've heard wild rumors of what's inside and how far it goes," she says, "Even devils who have served there, if they dare speak of it, don't agree."
"I realize we may not have enough information to make a perfect plan, but let's do our best to prepare with what we do have."
Seira uses her divine power to see whether more information about Syrea can be made available. A race, a face, maybe a narrowed-down location?
Alter reality or miracle to get a variant on the various knowledge spells that appeal to deities. Let's see if I can get something. Boosted knowledges (taking 10) are over 120 in case that also works.
Just as a refresher, did you get anything on him besides a name before?
She, and no. The Authority of Portals told me that she might know more about the second portal network in the Iron Tower.
http://www.soulriders.net/forum/index.php/topic,104349.msg1161782.html#msg1161782
It is a beautiful slaad, dressed in red to match green-red skin. Tall too - taller than Hanna at the least, but slender. It's froglike, alright, as you'd expect.
Syrea isn't a true slaad, but a mortal who became one. She's technically a unique outsider and mostly keeps to herself, as well as earning her living by selling information.
"Oh! A mortal who became a slaad. Looks great if pretty generic for the species, green-red skin, prefers to dress in red. An information broker, so finding her on Limbo won't be difficult even though she's a bit of a loner. And if you Send to her to arrange a meeting to purchase information, I suspect that becomes even easier."
"That can be done," Xera agrees, "Is there anything else we need to know, mother?"
"Nothing relevant to the expedition, Xera. However, if you get the chance, work on your force of personality and how to project it. I've recently discovered some esoteric uses for it that I should be able to teach you once we have more free time."
"Oh?" Xera asks at that, "It'll be done."
"Let's get this done," Seira tells all gathered.
If there are no further questions, let's regroup with Donald and Ranbar!
Getting Donald and Ranbar together isn't dreadfully hard and...
Go ahead, what's your aim here?
"It's your time to shine," Seira tells the pair without preamble. "You've been waiting for it, haven't you, Donald? And you've been thinking of ways to gain strength, Ranbar, isn't that right?"
"Yeah," Donald says, "With what's going on, of course I have."
Ranbar nods, awaiting your words.
"We're heading to meet Morwel. If she gives us her blessing, we'll then proceed to the Womb of Arborea and take on the guardian there. Is there anything either of you needs to do first to prepare?"
Donald pauses to scratch at his chin, "So just the three of us?" he muses, "This mean what I think it means for us two, Seira?"
"Yes. You'll fight for the right and honor to ascend, and then, having decided what sort of deity you would like to be in Cauldron's pantheon, you will use the divine seed to join the rest of us properly."
Ranbar is silent at this, a step back.
Donald smiles and slaps Ranbar on the back, "Yeah, she's like a hurricane when she gets an idea, isn't she," he says to her, all jovial conversationalist. "If you have any doubts, now's the time, before Typhoon Seira blows you away."
"All of this continues to feel so sudden," Ranbar admits at that. "Just as I grasp a new change, a bigger one comes."
"I will tell you what I told my daughter," Seira says to Ranbar. "If you don't feel ready for this step, don't take it. We're not half-assing this, as Donald would no doubt prefer to say. Instead, you will have a choice of which of us you will entrust your charge from the divine seed to."
"..." A longer pause, "Seira, I just don't know. I'm so honored but first I'm raised, then you make me your proxy and now we're involved for everything and it's so fast," she admits. "I'm just Ranbar, how can I now become a deity so fast?"
"The same way I am? Go with it and do it. You can't fuck it up that bad, hell, you'll make less mistakes than Seira did." Donald says, "Say, I should you tell you about some of them, trust me, she's made her share of them early on."
"That's actually wrong, I haven't made deity mistakes starting out. Just regular person mistakes, ascending doesn't change that."
"Sure it does," Donald smiles now, "Come on, Ranbar, think about it as we go. We'll have time, I bet this isn't going to be the remotest bit easy or quick."
"Honestly, fast is the way I prefer things to go. It took me over a decade to claw myself up to actually stand on the planar scene from the moment Ao allowed my ascension, and years more before I advanced in the Competition, and there are plenty deities who would consider that blindingly fast. But all of you will beat that record, and that's perfectly fine. I'm happy that you don't have to waste so much time you could've been doing some good on a planar scale and representing us for the mortals."
"We also get to cheat," Donald replies bluntly, "I have no complaints about this in the slightest."
"You know, Draconic has a pretty relevant saying. Carpe diem!"
At that all of you fall in and...
How are you approaching this?
Seira transports the three of them to the edge of Morwel's realm, knocking to request entry.
The answer is a doorway that appears, the door opening before your eyes.
Seira steps through!
Haze.
A haze like world.
A memory of days long gone.
A flickering, hazy realm. The old garrison's practice yard in Balmuria, the city little more than faded memories and the scent of the sea.
What was lost is found again.
The dream fades. You now stand in a hazy office, a room. The meeting room in Balmuria, Commander Oberuth's office. Both are little more than flickers of faint memories long gone.
What strange dreams he has. What nightmares plague this man. What impossible things he does every time he takes a step.
Your Inn. Home. Celebration, a victory over Esthan of the liches of the Dark - no. The haze is a drifting thing, a victory over Malmuth and it's insane Quee - no. Long ago memories.
What paths do you travel on now, Seira? Events move like an avalanche.
As you expect, I'm right in the middle of them, Seira responds. I cannot say much, not yet. However, it is these events that meant I had to come here and ask for your blessing to head for the Womb of Arborea with Donald and Ranbar.
Both of them are silent. You see they both drowse on their feet, eyes closed.
What business do you have there, Seira? Few go there and fewer return.
There is a being that I seek. One who sometimes takes the form of one of the leShay. You know the one I speak of, I have very good reason to believe.
It is not a being to seek trivially. Be cautious, Seira.
It is the only way to a better future. That's all I can say on the matter. Can you guide our steps towards that being, please?
Yes.
Before you another doorway appears, opened ajar for you.
Thank you, Seira says gratefully, stepping through the doorway.
This matters here, so gimme Perception right off.
Okay, so our usual combat buffs are in places, then. Including Glorious Rally and Celestial Valor. I'm also hopeful Donald and Ranbar got a Mind Blank from someone, but it's their call.
Perception 10 for 114.
I presume so, yeah. I'll do spoiler blocks in a bit.
It is quiet.
At first you think there is no sound, no noise, not even the noise of life.
This lasts for a single heartbeat before you hear them. Voices by the dozens, the hundreds, the thousands, the millions - !
So many voices speak, a cacophony. The voices of babies, of the littlest children. All of them speak of lives, from the longest to the shortest, fondly telling stories to but one. She listens with vast patience and joy, her presence here like a warm blanket over everything. It is warm here, warm as a spring day with the flowers in bloom and the grass that perfect shade of green only memories can provide.
You stand on a beach of warm sand, the sun high in the sky as it caresses all the land. Far on the horizon you can glimpse an ocean, the faintest ribbon of blue in the distance.
Seira looks at the one listening to all these stories!
Knowledge anything 10 for 120?
What exactly are you making a Knowledge check about?
fondly telling stories to but one. She listens with vast patience and joy, her presence here like a warm blanket over everything.
It's hardly worth consulting your stores of lore. You can feel it's Queen Morwel's presence.
Nodding to herself, Seira imbues all three of them with Water Breathing for convenience and heads for the ocean.
Ranbar looks on as she walks, "I feel like a child again," she says suddenly.
"Yeah," Donald says, "It keeps reminding me of when we visited a lake as children."
"I actually felt myself in Queen Morwel's position for a moment," Seira muses. "If she hadn't been there, that's where I'd be, listening to everyone and ensuring they're all happy."
"What manner of place is this, then?" Ranbar asks as you stride forward.
"The Womb of Arborea is exactly what it sounds like. I'm unclear on what the ocean represents in it, but I suppose we're going to see for ourselves, now?"
You walk onwards. On across the beaches, towards the distant shoreline. You seem to reach it all at once, far away and then there. Here an endless lake of blue can be seen, stretching endlessly far. As you stand here, they approach from behind you. Eladrins of all shapes and sizes, of all castes and ranks. They are all as but babes, who steadily crawl into the waters. Once they reach those waters they sink in and are gone, whisked away.
"Here goes nothing...."
Seira slips into the waters herself!
Will save.
20:47 <Seira> roll 1d20+69+10
20:47 <Penuche> Seira invokes Penuche's magic: < 94 > [d20=15]
Celestial Valor and Glorious Rally are the top buffs for us three, and then raise a bunch of stuff including saves by +10. Recitation makes it +13 for Donald and Ranbar.
Donald and Ranbar benefit from the following, unless they reject some of the spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
The moment you step in the waters you feel disorientation, a sense of being pulled away. Yet your nature and your strong will let you hold your ground and resist it, shaking off that feeling - for now.
We have to speed it up here, Seira says directly into Donald and Ranbar's minds. Loiter for too long, and you might be drawn away like with a supercharged Elysium effect.
She ensures that they follow her before heading deeper into the water!
> roll 1d20+52 Donald Wills ave
<Penuche> Kotono invokes Penuche's magic: < 63 > [d20=11]
> roll 1d20+48 Ranbar
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=3]
They're both lucky they're proxies, this could be way worse.
The two step in with you. The moment they do, Ranbar manages to stumble back and fall down, shrinking into her clothes. At the same time, Donald manages to hop back even as he does the same, his armor and gear thumping onto the sandy ground as he shrinks.
Seira rakes her memory for something that would be useful in reversing this phenomenon as well as warding against it.
With my knowledge of anything for 120!
Normally this is the sort of thing only perhaps a quarut could help with, or the will of a deity.
Guess what you are.
Seira frowns, before examining a possibility she had discarded previously and just... flexes her divine will. Donald and Ranbar's souls are hers in a very real sense, and just as she can reincarnate or revive them, she can restore them to the shape they held just moments ago. Arranging for it to happen within their clothes and gear is simplicity itself in comparison, and then comes the real question. Can she actually lock the two out of the ocean's cycle of reincarnation altogether?
There's only one way to try, and with a prayer to Morwel to allow her this boon, Seira attempts to do it!
You surround them in power - and they arise up out of their gear, two babies. In moments they grow back and are re equipped, girded again for battle.
"...Do I have to call you mama now?" Donald says after a beat.
"I've been your goddess for... what, two decades now? Don't tell me you're surprised now, not after watching me guide countless souls onwards," Seira responds, before snorting. "That said, this one was a mistake I just made as a deity. See? Sometimes you start out okay but just make them later on by overthinking things. I figured Queen Morwel wouldn't allow it, but on reflection she was the one who opened the portal here after I asked. She clearly understood better than I did what it all meant, so I was worrying for nothing. Now, let's try this again?"
Donald nods and steps forward, into the waters.
> roll 1d20+52 Donald Will save
<Penuche> Kotono invokes Penuche's magic: < 70 > [d20=18]
This time Donald does not change, even if he says, "I feel pulled," he says, "Like I need to go somewhere. It reminds me of Latha and Chronias."
And soon, if all goes well, they'll have their own power protecting them.
Seira nods at Donald, before swimming down at a pace he and Ranbar can easily match.
As slowly as the slowest person needs to go while Hasted.
> roll 1d20+48 Ranbar
<Penuche> Kotono invokes Penuche's magic: < 55 > [d20=7]
The problem is that when Ranbar goes in, she immediately falls back and shrinks down to a baby again. Donald glances back, "Well, at least she can try again?"
Seira coughs, restoring Ranbar and then tapping her forehead to channel Moment of Prescience to her.
I used my divine power to protect them from the cycle of rebirth as well, should I take this to understand that this use of my power failed?
Yes.
"Thank you," Ranbar says, "I'll try again then."
"That's all any of us can do," Seira agrees.
> roll 1d20+73 Ranbar
<Penuche> Kotono invokes Penuche's magic: < 91 > [d20=18]
This time Ranbar steps in and does not change, though she lets out a full bodied shiver.
"Let's give this another try!"
You know what I'm doing now~
This may well matter, so lemme get Swim checks from all of you.
19:08 <Seira> roll 1d20+29
19:08 <Penuche> Seira invokes Penuche's magic: < 31 > [d20=2]
I recommend they blow Divine Insight on their rolls, I'll refresh it later.
Seira, what's the CL on all the precast spells?
> roll 1d20+72 Ranbar can swim
<Penuche> Kotono invokes Penuche's magic: < 89 > [d20=17]
> roll 1d20+73 Donald can swim too
<Penuche> Kotono invokes Penuche's magic: < 84 > [d20=11]
Donald and Ranbar swim in - and move like fish. They swim far better than you, both moving through the waters with an unnatural grace despite their gear.
[spoiler]
Work on untangling this a bit each post that I make with this.
Celestial Valor and Glorious Rally are the top buffs for us three, and then raise a bunch of stuff including saves by +10. Recitation makes it +13 for Donald and Ranbar.
Donald and Ranbar benefit from the following, unless they reject some of the spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Donald
HP: 866/866
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active: Celestial Valor (CL
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP. Slashing flurry enables extra attacks for penalties.
Ranbar
HP: 725/725
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Energy 14/14 Inspiration 29/29 Cunning Save 4/4
Spells Used:
SLAs Used:
Spells Active:
Notes: Baseline cunning insight is +4 from feats, exalted adds +6, ring adds +1, total of +11 if used in tandem with that.
Seira transforms into her draconic form to better match their skill. As for her speed, that's what divinity's perks are for!
CL 36, sorry.
As for swimming speed, it'd be 120ft for me as base, and 150ft after the monk's bonus is calculated in.
Thus you begin to swim down and...
Just looking for anything that pops out?
Largely so. We're going for the deepest spot in the ocean, and keeping an eye out for the Guardian, be it the fake leShay or the fake Seraph.
Seira's form also alters very subtly to one that's draconic and streamlined for swimming.
Gimme 1d100+35.
19:59 <Seira> roll 1d100+35
19:59 <Penuche> Seira invokes Penuche's magic: < 41 > [d100=6]
You swim down and deeper into the lake. As you do, you soon see something emerge. On first glance it looks like a dolphin, hundreds of feet away and its path takes it to intercept the three of you.
Seira points it out to the others, before making her way over!
Donald nods slightly as Ranbar swims along with you. The dolphin approaches and in your minds a voice sounds.
'Who are you and what is your purpose here?'
I am Seira Aryn, she declares, and these are my companions, Donald Smurth and Ranbar Aryn. We are here as guests as Queen Morwel, searching with her blessings for a being that presents itself as a seraph with forty nine eyes and mouths or as one of the leShay. Can you aid us in our quest?
The moment you mention the seraph, the dolphin stills. 'I cannot help you,' It says immediately, turning to the side and swimming away as fast as it can.
Seira takes a reciprocative course and swims on. If the dolphin is running from the scary seraph, then going the opposite way might get them results!
Ranbar shakes her head while Donald checks his sword, the three of you swimming onward. The lake does not darken as you go, it stays bright despite the depths. Deeper and deeper you go, on occasion blurs of white passing you. In those moments you can sense lives and memories, like the faintest taste of them.
Hm?
As you ponder that, you see something in the distance. A floating fortress of coral and pearl, steady in the depths. A heavy, bulky fortress, as if meant to hold against many.
Let's go take a look over there, Seira proposes, leading the way to the fortress!
Donald nods and follows you, as does Ranbar.
As you descend, you see gates of coral open, as if to invite you in.
Seira takes the invitation!
Impudent of you to dare this far. Far more impudent to struggle so little to get the Queen's approval and to dare this without protections against the nature of this lake. I am not remotely satisfied with your effort so far, little godling.
You hear a voice without words as you enter into the fortress, the gates shut behind you once you're in. You're in a small, waterfilled room - an entry passage, with doors to the north and to the east.
Fair enough. So how does this work? Do you challenge us with riddles, a martial display, something else entirely?
I've asked before but might as well do it again, what do I think can block or otherwise prevent someone from participating in the cycle of rebirth? How about a thin film around my body that literally prevents the water from coming in contact with me? Or a cloak of fire evaporating all water in my immediate vicinity?
You could try both of those, sure. You couldn't stop it when they came in contact with the water at least, but other option might work.
Let's begin with a simple test: Find me without dying. I am somewhere in this fortress.
I assume you heard that? Seira inquires with Donald and Ranbar, deciding to try two things at once. She taps Donald to try and repel water from direct contact with his skin, before extending Ranbar's clothing to cover the rest of her body with see-through fabric.
I figure it's doable with applications of divine will or Miracle, though an exact spell to mimic for the easy option doesn't immediately come to mind. Still, not exactly high-level applications of magic here.
Give me a CL check here, I suppose.
17:42 <Seira> roll 1d20+36+4
17:42 <Penuche> Seira invokes Penuche's magic: < 60 > [d20=20]
You manage to force the water away, if but barely - it's like moving a mountain that constantly wants to collapse against you.
Donald nods in the meantime. 'Yeah,' he replies, 'Heard it loud and clear.'
I suppose this means we're doing things a bit backwards, here, Seira muses, shifting down to her humanoid form and swimming over to the northern door to take a look.
Swim speed is now 90ft, I'll do some sea elf variant of myself or something.
Perception 10 for 114 for anything of interest or any traps on the northern door.
It's safe, no traps at all or anything like that.
Seira opens the door and peers ahead!
Ahead is a hallway. On the walls are stone carvings of the heads of lions, mouth open as if roaring. At the far end is another door north.
Seira proceeds, ever cautious!
Perception 10 for 114 for anything of interest or any traps, I suspect this will be spammed throughout.
No traps as you go, the door ahead isn't even locked. The handle is ice cold to the touch, however.
So long as she displays a weakness to cold, her enemies will try to use that rather than opt for esoteric methods. Seira's perfectly fine with that!
I think we're about to experience a strong cold front, she tells Donald and Ranbar, opening the door.
Another hallway is ahead, filled with thick, opaque ice. The moment the door is opened, it begins to spread out rapidly, the waters all around you beginning to freeze.
Seira waves Donald and Ranbar over, before summoning an emanation of flames that surrounds the three of them to drive the ice in the immediate area back.
Going for a variant of Crown of Flames that burns everything within a 10ft radius of me, not using goldenfire. Donald and Ranbar have Fire Resistance 30 so won't be harmed by the 2d6 fire.
Roll the fire damage, it matters here.
"Trying to entomb us in ice?" Ranbar frowns, "We'll have to burn it away, nothing more or less."
19:58 <Seira> roll 2d6
19:58 <Penuche> Seira invokes Penuche's magic: < 5 > [d6=1,4]
"I can burn the ice away fairly reliably, but I'd prefer a solid means of doing so around me," Seira muses.
Incidentally, would using a Planar Bubble spell allow me to treat the area around me as divinely morphic? These are the Cauldron planar traits:
Cauldron Traits
- No gravity: Movement in The Cauldron is as per the Astral Plane.
- Normal time
- Finite size: The Cauldron is about 50 miles in diameter. The edges lead back into the Astral Plane. As Seira is a burgeoning power, The Cauldron's size may change as she sees fit.
- Divinely morphic : Certain powerful creatures (Seira) can alter The Cauldron with a thought. Normal creatures find The Cauldron as easy to alter as the Prime Material Plane.
- Elemental balanced dominant: The Cauldron is a stable mixture of all four elements. While naturally quite warm, it is tolerable for all sorts of creatures.
- Enhanced magic: Spells and spell-like abilities with the fire or water descriptors are cast at +1 caster level.
- Impeded magic: Spells and spell-like abilities with the cold descriptor are cast at -1 caster level. As Seira's studies of elemental harmony advance, it is likely both the enhanced and impeded magic traits of The Cauldron will further change.
This is in the realm of something you'd know from experience and lore, so no checks needed.
You're pretty sure the unique properties of this place would interfere regardless. It felt resistant to your will to begin with, so you strongly suspect a planar bubble spell would not suffice here.
Seira decides to channel her modified Crown of Flames spell to Donald and then to Ranbar, to increase their own defenses and in case they end up separated.
> roll 2d6 Donald
<Penuche> Kotono invokes Penuche's magic: < 4 > [d6=2,2]
> roll 2d6 Ranbar
<Penuche> Kotono invokes Penuche's magic: < 9 > [d6=4,5]
Flames burn but it only slightly slows down the ice, which is spreading fast, arching around the three of you and inwards.
"We need stronger fire," Ranbar declares, "I don't have any good fire magic that'll do it."
"I got meteor swarms," Donald calls, spells at the ready.
Telekinesis closes the door they came through originally in case Seira needs a retreat, and then she breathes down the corridor to her heart's content!
20:41 <Seira> roll 20d10 goldenfire~
20:41 <Penuche> Seira invokes Penuche's magic: < 113 > [d10=6,9,6,1,3,9,8,8,7,4,5,6,1,9,7,5,5,3,8,3]
Woooosh. Your golden fire is able to bore through the ice, a tunnel made ahead - but it's already filling back in with ice, coming from the walls. This new hall goes on to a door to the north and a door to the west by it.
We're going north for now, Seira says, moving swiftly to the northern door.
Perception 10 for 114, I'll open the northern door if there are no traps and step past.
You rush on as the ice hurries back and - oh no, the door is trapped. It'll make everything here and more flash frozen if you trip it. You have to disable it - fast!
21:23 <Seira> roll 1d20+105+15 disable device, I'll go for an epic usage of the skill that lets me disable it faster!
21:23 <Penuche> Seira invokes Penuche's magic: < 122 > [d20=2]
I'm not too clear on the steps here since I don't recall being given time in rounds for the traps I usually disarm. I suppose I'll reduce as many steps as I need to in order to be 'fast enough' to succeed in the time I have?
Epic Disable Device
Reduction DC Modifier
1 step +20
2 steps +40
3 steps +60
4 steps +80
A master trapsmith moves far faster and disables traps in a blink of the eye.
Fast Disarm
You can disarm traps faster in exchange for making the task more difficult. The trap is reduced by a number of steps, with the steps being 2d4 rounds, 1d4 rounds, 1 round, a move action and a free action. For example, a trap that takes 2d4 rounds to disable reduced by 2 steps would only take 1 round.
On a glance you can see it would take you a round to disarm this. You'd need to do it as fast as possible and be able to get through, too.
Normally I don't bother since you don't do traps on a time limit.
I'll go for a one step reduction for a result of 102, then. So a move action, then I can zap inside with a swift with Fiery Leap and once everyone steps past use the standard action to close the door to hopefully stop the spread of the frost.
The trap is fiendishly complex, a twenty fold arcane diagram tied to various crystals that regulate it all.
If you weren't so impossibly good already, you'd be doomed. You use a burst of magic to set it all at once, overwhelming it as you turn to fire and rush through the door to the north. Got it! A moment later the entire room is flash frozen but you're beyond that, the ice not spreading here. This room is tiny, barely larger than a closer, but it has more doors north on the far wall.
"Close," Donald looks back, "Way too close."
Ranbar does the same, "Close as a devil's claws to a sinner's soul."
"We're not pushed to our limits yet!" Seira cheerfully responds, making her way north.
How many doors lead north? Checking all of them for Perception 114.
Just two together and neither of them are locked or trapped.
Seira opens the double doors and looks past!
Ahead is a large, oversized courtyard. No open sky or no water - it's dry. However, the pearl and coral ceiling is full of lion's heads like before, each one looking straight down, mouths open wide. In those mouths are faint shimmers of light that catch your eyes - the glows of portals.
The ground is empty and barren, and there's doors to the north, east and west.
She doesn't usually rely on it, but Seira ensures that Donald and Ranbar are safe from rays before dashing across the courtyard. They're still going north, after all!
Two swifts on Ray Deflection, crossing the courtyard with my speed of 230ft.
Donald nods in approval as Ranbar dashes along.
Nothing happens.
You reach the northern door without the slightest incident.
Seira checks the door!
Perception 114, if it's safe I'll open the northern door and step through.
It's not trapped but it is locked.
Donald stays on alert as you do, eyes upwards. "So what's with the lions?"
"I suspect that the more rooms with them we pass, the more charges they'll get. And eventually, excitement!"
23:27 <Seira> roll 1d20+105+15 disable device
23:27 <Penuche> Seira invokes Penuche's magic: < 126 > [d20=6]
That said, I'd like to use my Knowledge checks of ~120 to see if there's something I'd know IC about the lion-headed portals.
Nothing specific - it's just too vague for knowledge to be useful here.
You also undo the lock with sublime skill.
"Quickly, inside!" Seira declares, opening the door and stepping past.
The party rushes in. Ahead is a hallway north, pitted and torn. It looks like hunks of it have been torn out, gouges torn into the stone. It goes north to doors north at the end, and just before that are doors to the east and to the west.
Not that you have time to react to it. A huge iron ball, spiked and big enough to flatten the three of you like a pancake, appears in front of the doors to the north and begins to roll in your direction. At the same time you feel the quaint feeling of antimagic, no hazard to any of you at all. It settles over the hall, even as the ball rushes forward fast.
Since the hallways are so large she might as well make use of it! Seira grows to her draconic form in an instant, meeting the spiked ball with a charge of her own! Yet just before she is about to make contact, a wall of force springs up in front of her target to stop it dead in its tracks, allowing Seira's draconic neck to reach in between the spikes to take a sizeable bite out of it!
Swift for DRAGONS, swift for Wall of Force, charging~
19:22 <Seira> roll 1d20+81+10
19:22 <Penuche> Seira invokes Penuche's magic: < 95 > [d20=4]
19:24 <Seira> roll 6d10+97+10
19:24 <Penuche> Seira invokes Penuche's magic: < 137 > [d10=3,8,5,9,4,1]
Okay, so walk me through this. It's like this?
Seira Wall of Force Ball.
How is Seira biting it through the wall of force? Feel free to explain and I'll go with if it's reasonable.
Perhaps I wasn't clear enough, so basically it's like this:
S B
S W B
S B
Seira (gargantuan) Wall of Force (smaller) Ball (larger than wall)
So ideally I'll hit it above the wall of force, I imagined it more to be a barrier to stop the ball rather than block the hallway entirely top to bottom.
Chomp!
Hm. It tastes like steel, mostly. High quality steel, no taste of impurities in it. It's pretty good. The ball is stopped and now has a hunk bitten out of it.
Donald claps slowly, "Well good, since I forgot to pack you lunch."
"Vayley wouldn't have forgotten," Seira chides him. "I'll hold the ball in place just in case, get under the wall of force and around it, will you?"
It's done easily enough - and with a few chomps to help. Once through Donald calls, "We're through, go ahead now."
Seira turns back into her humanoid form, vaulting over the ball through the gap between the chomped bits and the ceiling and then approaches the northern door to examine it.
Perception 114, Acrobatics 72
Seira makes it through the gap smoothly and you examine the next door. No traps, not locked.
With plenty of cheer, Seira opens it!
A small room, with doors north, east and west here. In the center of this room sits the statue of a dog - a larger dog and with a friendly expression, mouth open mid pant.
"Who's a good dog?" Seira coos, looking for any signs of magic on the statue.
No signs of magic on the statue as the dog comes forward and licks your hand.
"A golem?" Ranbar says, reaching out to tentatively pet the hound.
Seira joins Ranbar in petting the dog with her free hand.
"Is that you?" she asks. "Did we find you?"
The dog pants away, looking happy as a dog can be. It even feels soft like a dog's fur and not a stone statue. "Woof!"
"That isn't what I'd expect to find here," Donald remarks, "Figured it would be a cat."
"Maybe they're cats if you head east," she suggests, trying the northern door after a cursory check. She waves the dog golem over, saying, "You're coming with us, aren't you?"
Perception 114
A cheerful bark as the dog follows, tail wagging. The northern door isn't trapped but it is locked.
The lock is no match for her determination! Seira opens it with one hand behind her back, as that hand is used to scratch the dog's head.
Disable Device 119. Let's open the door!
Another small room, doors to the north at the end. It seems utterly unremarkable.
"Do you think we're moving too conventionally?" Seira wonders out loud, examining the room and the northern door.
Perception 114
You notice that the floor here is tiled. The tiles are all slightly different shades of coral pink and you notice the shades form a distinct pattern. Your keen intellect lets you note that they're forming forming several numbers in Celestial.
0 9 0 1 8 0 2 7 0
Seira points the numbers out, tapping her lips. "The first thing that comes to mind are right angles. Ninety, one-eighty and two-seventy degrees. How about you two?"
"The same," Ranbar says. "A circle," she muses. "Zero." She points north. "Ninety." She points east. "One eighty." She points south. "Two seventy," she points west.
"Ah, true! It could be zero rather than the numbers maintaining a three digit format. Hold on a sec, let's check out the patterns in the previous room, if any."
Seira decides to take a glance in the dog's original room for anything similar.
With my perception of 114, yes
There's nothing like that in the previous room, as the dog trots along with you.
Time to open the northern door, then!
The northern door of the room with the numbers
The door does not open.
Seira unlocks the door!
Disable Device 119
No good. There's nothing to unlock - no keyhole, no lock. It simply refuses to open.
"Why don't you stand on the tile for north?" Seira asks Ranbar.
Ranbar does so as Donald hms, "Go on," he agrees.
Seira tries the door again.
Nope, still closed.
Seira experimentally closes the door they came through, moving over to Ranbar.
Please provide me more information. How many tiles make up each number? How large are the tiles?
It takes about 4 to 6 tiles to make a number. The tiles aren't terribly big each, enough to make the numbers and little else.
"Let's all try to stand on these tiles to cover them," Seira proposes, waving the dog over to stand by her side as well.
The goal is that the four of us step on all the tiles we believe are repsonsible for 'north'.
Sure.
All four of you step on the tiles. After a moment, the door to the north pops ajar.
"That did it," Ranbar smiles, "I was afraid it would be more complicated."
Seira cheerfully flashes across, ready to hold the door open should her vacating the tile she was standing on cause the mechanism to do so.
A hall north is found, a dead end. At that dead end sits another lion's head, carved out and open in a roar.
"There's a clear lion motif, huh," Seira muses, checking everything!
Perception 114
You notice something - namely, what you don't notice. Your vision doesn't extend far into the lion's open maw.
"The jaw seems to be a portal," Seira muses, casting Analyze Portal to figure out where it leads and whether it's the normal kind.
It is not a portal or at least one that Analyze Portal recognizes.
"What do you think, Donald?" Seira inquires. "Scary not-portal, or double back?"
Donald says, "They hid this, so try it. You can always regrow your hand," he says, as if it's the most casual thing in the world.
Seira tries to place her hand inside the lion's maw.
You do so. You reach in and feel something solid within, something solid, smooth and metal.
Seira takes her time and tries to map it out through touch. A general shape, at least, should be easy to figure out!
It feels like a handle to something.
"Okay, ominous handle here. Trying to trigger it in three, two, one...."
I'm triggering it. If it's more involved than just pushing/pulling, I'll take 10 for UMD 119.
You pull the handle. It lurches forward and nothing else.
"Right then."
After another look around to make sure nothing changed, Seira leads the way into the previous room to observe it.
Nothing has changed in the previous room, the tiles still show the same numbers.
Seira has them stand on the tiles making up the 90, just to see whether anything happens.
Nothing seems to happen.
Seira backtracks another room with a shrug, reaching the dog's original room and then taking a look around at the available paths.
Besides going back south, there's unexplored doors to the east and west here.
"East it is!"
If Perception 114 doesn't reveal any issues, Seira will open the eastern door.
A hallway is here, made of solid, smooth pearl. On the walls are carvings of the heads of beautiful women, looking on at any passerby. At the end of the hall are doors to the east.
Seira skips her way to the door at the end of the hallway and studies it before opening. But only if it's safe!
You go and...so beautiful. The statues are so beautiful. The women are so beautif-
"Woof! Woof!" The dog barks, breaking you out of a momentary trance. Donald blinks it away as well, while Ranbar looks fine.
Very glad she didn't try to look for portals with the female statues, Seira cheerfully proceeds to the eastern door!
Nothing else happens.
Donald eyes the statues, "Awfully beautiful, aren't they?"
"Unnaturally so!" Seira cheerfully agrees, opening the door.
If Perception 114 says it's safe!
It is safe.
The next room is small, doors to the north. More notably, there's a single carving of a woman's head here, like the last room. Her mouth is wide open.
Immediately Donald hums, "...I think that's an invitation for you to stick something in her mouth, Seira," he says with a big smile, "Just like that lion statue."
Seira examines the carving! For traps, anything out of the ordinary and whether her vision can't see into the statue's mouth.
As you wisely ignore Donald, you find it's like the lion statue. You can't see inside its mouth past a certain point.
Seira repeats her actions with the lion statue, feeling in the carving's mouth with a quiet sigh.
You feel the same thing in there as in the lion's mouth.
"And another switch is flipped," Seira voices as she does so.
And if nothing happens, she doubles back all the way to the dog's room to try the last door.
"Did you want to go north here first?" Donald asks, glancing at those doors as you begin to go back.
"You know what, sure!"
Perception 114 to make sure they're safe, then I'll do it. I misunderstood and thought this was after that door.
An empty room of pearl and coral, no doors further in. And yet as you step in, you feel a strong sense of being watched.
"Hello?" Ranbar tries after a moment.
Seira uses a spell to sense all minds in the area!
Detect Thoughts. Also, blindsight, tremorsense or scent reveal anything?
You can feel them and see them - three ahead.
I am still not satisfied with your effort, godling. Let me see your fangs rather than your fingers.
Seira outlines the trio in beautiful faerie fire!
Three elven heroes stand before you, each with bow and arrow, as well as blade. They look on fearlessly, beautiful and without flaw. They wear light armor and stand still, as if awaiting you. They appear once you cast out your faerie fire.
Prove yourself against them.
Then, the moment the voiceless voice ceases speaking, a barrage of arrows comes forth towards you.
Init.
So be it
20:35 <Seira> roll 1d20+27
20:35 <Penuche> Seira invokes Penuche's magic: < 40 > [d20=13]
Donald and Ranbar have a +6 to init form my spells
> roll 1d20+13 Donald
<Penuche> Kotono invokes Penuche's magic: < 24 > [d20=11]
> roll 1d20+25 Ranbar's fast
<Penuche> Kotono invokes Penuche's magic: < 34 > [d20=9]
> roll 1d20+18 Elf creation
> roll 1d20+15 Elf creation
<Penuche> Kotono invokes Penuche's magic: < 28 > [d20=10]
<Penuche> Kotono invokes Penuche's magic: < 19 > [d20=4]
> roll 1d20+22 Elf creation
<Penuche> Kotono invokes Penuche's magic: < 23 > [d20=1]
Init is Seira (40) > Ranbar (34) > Elf Creation (28) > Donald (24) > Elf Creation (23) > Elf Creation (19)
Open.
He wants to see fangs? Seira will show him fangs!
Suddenly dominating the room, her draconic self tears into the elves methodically!
Swift to turn dragon, swift to activate Armbands that allow me to deliver precision damage (SA/crits). Then, a cheerful full attack~
Attack
20:53 <Seira> roll 1d20+89
20:53 <Seira> roll 1d20+89
20:53 <Penuche> Seira invokes Penuche's magic: < 102 > [d20=13]
20:53 <Penuche> Seira invokes Penuche's magic: < 100 > [d20=11]
20:54 <Seira> roll 1d20+89
20:54 <Penuche> Seira invokes Penuche's magic: < 91 > [d20=2]
20:54 <Seira> roll 1d20+89
20:54 <Penuche> Seira invokes Penuche's magic: < 93 > [d20=4]
20:54 <Seira> roll 1d20+84
20:54 <Penuche> Seira invokes Penuche's magic: < 96 > [d20=12]
20:54 <Seira> roll 1d20+79
20:54 <Penuche> Seira invokes Penuche's magic: < 81 > [d20=2]
20:54 <Seira> roll 1d20+74
20:54 <Penuche> Seira invokes Penuche's magic: < 94 > [d20=20]
20:54 <Seira> roll 1d20+74 crit?
20:54 <Penuche> Seira invokes Penuche's magic: < 91 > [d20=17]
20:54 <Seira> roll 1d20+84
20:54 <Penuche> Seira invokes Penuche's magic: < 94 > [d20=10]
20:54 <Seira> roll 1d20+84
20:54 <Penuche> Seira invokes Penuche's magic: < 96 > [d20=12]
20:54 <Seira> roll 1d20+84
20:54 <Penuche> Seira invokes Penuche's magic: < 99 > [d20=15]
20:54 <Seira> roll 1d20+84
20:54 <Penuche> Seira invokes Penuche's magic: < 96 > [d20=12]
20:55 <Seira> roll 1d20+84
20:55 <Penuche> Seira invokes Penuche's magic: < 85 > [d20=1]
Damage
20:55 <Seira> roll 6d10+107
20:55 <Penuche> Seira invokes Penuche's magic: < 139 > [d10=3,9,7,2,3,8]
20:55 <Seira> roll 21d6
20:55 <Penuche> Seira invokes Penuche's magic: < 73 > [d6=6,4,5,1,5,5,4,6,4,3,1,6,4,2,1,1,2,4,6,2,1]
20:55 <Seira> roll 6d10+107+21d6
20:55 <Penuche> Seira invokes Penuche's magic: < 219 > [d10=2,4,3,7,8,7][d6=5,6,6,1,4,6,1,6,6,2,2,5,5,6,1,3,4,6,1,4,1]
20:55 <Seira> roll 6d10+107+21d6
20:55 <Penuche> Seira invokes Penuche's magic: < 224 > [d10=6,9,5,10,5,4][d6=3,4,2,6,6,6,4,1,4,4,1,4,6,6,5,1,5,2,3,1,4]
20:55 <Seira> roll 6d10+107+21d6
20:55 <Penuche> Seira invokes Penuche's magic: < 202 > [d10=2,9,1,3,4,2][d6=3,4,1,3,4,2,6,3,1,4,3,5,2,6,4,3,4,5,2,5,4]
20:55 <Seira> roll 6d10+107+21d6
20:55 <Penuche> Seira invokes Penuche's magic: < 218 > [d10=1,9,9,5,5,2][d6=3,5,3,4,6,6,6,4,1,5,5,1,5,2,3,3,5,3,2,6,2]
20:55 <Seira> roll 6d10+107+21d6
20:56 <Penuche> Seira invokes Penuche's magic: < 216 > [d10=1,2,3,10,4,10][d6=3,6,6,3,2,6,4,1,5,6,4,2,3,6,1,4,3,5,1,4,4]
20:56 <Seira> roll 12d10+214+21d6 crit
20:56 <Penuche> Seira invokes Penuche's magic: < 366 > [d10=8,9,8,7,3,1,9,2,7,9,9,5][d6=4,6,3,6,2,5,2,1,1,6,6,5,2,2,6,5,5,2,1,3,2]
20:56 <Seira> roll 4d6+107+21d6
20:56 <Penuche> Seira invokes Penuche's magic: < 179 > [d6=4,1,2,6,4,1,3,5,1,1,5,3,3,6,4,3,1,3,3,1,1,1,2,5,3]
20:56 <Seira> roll 2d8+97+21d6
20:56 <Penuche> Seira invokes Penuche's magic: < 199 > [d8=6,4][d6=4,4,5,5,3,4,5,6,2,6,1,4,6,5,4,4,2,6,6,6,4]
20:57 <Seira> roll 2d6+97+21d6
20:57 <Penuche> Seira invokes Penuche's magic: < 173 > [d6=3,1,6,2,1,4,1,5,4,4,1,4,5,5,4,2,2,3,3,6,2,5,3]
20:57 <Seira> roll 2d6+97+21d6
20:57 <Penuche> Seira invokes Penuche's magic: < 181 > [d6=4,1,3,3,3,5,5,6,3,5,4,5,5,2,2,3,6,3,6,2,1,3,4]
20:57 <Seira> roll 2d8+118+21d6
20:57 <Penuche> Seira invokes Penuche's magic: < 199 > [d8=7,1][d6=2,6,1,4,3,6,4,6,6,3,1,3,2,2,1,4,5,3,4,2,5]
My numerical benefits:
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Before your eyes the elves are sundered, no blood. They simply are gone when they take a fatal wound, one after another.
I grow bored of mazes and it seems those were not enough, even if you are brave as a lion.
Bravery? Against elven dolls that break as they're tagged? Though there's no point in calling him out over a statement she agrees with just because he used the wrong reasons to reach his conclusion.
It's your test, Seira responds calmly. If you want to arrange for a more personal meeting, just have us find you in the next room.
Sure enough, a door appears to the north.
Seira waves her friends over, hoping that the golem dog will keep going with them!
The door still gets checked, of course, before she opens it.
Sign gets recast for everyone, btw.
The door's trapped with an elaborate arcane pattern that will erupt in a burst of magical damage that could only be called titanic.
Seira tilts her head, waves her friends back and erects several walls of force to divide the room in two and then does her best to disarm the trap!
In human form because that's more convenient for fine work.
21:43 <Seira> roll 1d20+105+15 divine insight
21:44 <Penuche> Seira invokes Penuche's magic: < 128 > [d20=8]
You begin to work and - Ah! You have to stop, for layered behind the first pattern is a second. Identical to the first, but you'd have to carefully disarm that one before disarming the first one. You just narrowly avoided disaster thanks to your keen perception and fine fingerwork.
Congratulating herself on a job well-done, Seira works on disarming the second pattern!
19:07 <Seira> roll 1d20+105+15 divine insight
19:07 <Penuche> Seira invokes Penuche's magic: < 133 > [d20=13]
Got it. You got the second one down, now you just have to move perfectly to disarm the first.
If you weren't a deity you'd probably be screwed.
Seira takes a moment to refocus herself and works her magic!
19:28 <Seira> roll 1d20+105+15 divine insight
19:28 <Penuche> Seira invokes Penuche's magic: < 139 > [d20=19]
Kept forgetting Greater Heroism so that's 143
After several long minutes you undo the last bit and the magic dissipates, the trap disarmed at last. Got it.
Happy with her success, Seira checks it again one more time!
Perception 114
You don't find any other traps or problems.
Seira opens the door and if nothing immediately strikes at her from behind it, dismisses her walls of force so her friends and the dog might be able to follow!
The door opens to a room of pearl, where against the back wall a blue portal awaits you.
"Getting somewhere now," Donald says, "What sort of portal is it?"
Seira checks! With Analyse Portal!
You find out that...
- The portal needs no activation, it's always active.
- Likewise there's no specific circumstances to using it.
- It's a one way portal.
- You can see a room identical to this one on the other side.
- It is not one of those portals, thankfully.
"No idea, so we'll find out in a moment," Seira responds, first checking the room. If there's a hidden door or any sort of patterns on the floor or anything else untowards, it could be part of the test.
Otherwise, she'll lead the way through the portal!
Huh.
There's a secret door right besides the portal.
"Eh, why look here?" Ranbar asks. "Do you think he'd be that deceptive?"
"He literally just agreed to let me meet him and made a door for that purpose, but the door was pretty fucking trapped," Seira responds, opening the secret door after ascertaining it is trap-free.
The door is not trap free. You can detect it has a subtle magic that will make you think you went through the door when you didn't, and make you march right into the portal instead.
Seira decides to use a Chain Dispel on the enchantment!
20:29 <Seira> roll 1d20+49
20:29 <Penuche> Seira invokes Penuche's magic: < 55 > [d20=6]
To your magic, the trap gives way, dispelled.
"That bad?" Donald asks as you work.
"Yep," Seira agrees, opening the door now that she sees it's safe. "Be on your best behavior, and by that I mean be ready to fight a deity-like being as soon as we're through."
What awaits you here is a room with a stairway leading downward. Faces of lions, beautiful women, bears and titans are all carved into the wall, sparkling light dancing in each open mouth and maw.
Seira forms a pair of walls of force to either side as she walks down, constantly creating fresh ones further ahead. So far the statues haven't attacked her but she should deny them a direct shot if at all feasible.
The moment you step in, magic missiles by the dozens come from those mouths. The walls of force stop them, hundreds of missiles fired a second.
Ranbar gasps while Donald eyes them. "Marie would love those," he says thoughtfully, "Hey Seira, let's break some and bring them back."
"That would be creepy," Seira says, giving Donald a strange look. And also casting Shield on all three of them, in case she's not so proactive in the future.
Then she continues her descent, adding more walls of force as needed!
Perception.
114
You proceed down. The walls are effective until you come to another room. A single door is here, heading towards the south. The walls are unadorned here, nothing but coral and pearl.
The door is checked! And if free of traps or magic, unlocked! And afterwards, opened!
Perception 114
No traps.
The next hall is nothing but darkness, save for a tiny, inch or so wide sliver of flooring that goes ahead, all the way to the end where there's another door southernly.
Seira calls upon Major Creation variant that summons metal perpendicularly over that sliver of flooring, shaping it on the fly with her considerable mastery over it due to her long friendship with Lagann. The effect is similar to a Lyre of Building, though powering it with literal divine miracles should speed things up considerably and make crossing the room a comfortable rather than a dodgy experience to her companions.
Craft: Metalworks 10 for 119, I'll spam Miracle to make this happen.
"Yeah, that had trap written all over it," Donald agrees. "Rather human so far - I expected more interesting things, but maybe this is a warm up?"
Meanwhile the floor is now properly made.
Seira is the first to walk across her expanded floor, ready to react should Donald or Ranbar be targetted.
"A lot of traps here, probably designed to give those who get here a sense of how outclassed they are without spoiling anything."
Perception 114 on the door, will open if it's safe
"Like a doorman," Ranbar murmurs, "Or a guard before a treasure."
"Yeah, or like kobolds before a dragon," Donald agrees, "Thin out those who aren't worth the dragon's time." He smiles a bit, "That's sort of our job for Seira."
"You also execute my will, and soon, the will of the Cauldron," Seira muses, opening the door since her examination turned nothing interesting. "But yes, a bit like that."
You open the door and - emptiness. Just a plunge into the waters.
Well enough done. You are right, this is to screen out those with more information than skill and power. There's no point treating you like a mortal and indulging in these traps further.
And yet, you indulged in plenty of traps, Seira notes.
Still, there's nothing to it but to head in and hope that her protections on Donald and Ranbar from the water hold.
Down you go, down and down and down. Away from the fortress as...
Dreams.
How many dreams do you have, Seira?
What will you do to achieve them?
What will you do when they're all done?
An endless amount, although they do all share a theme.
I'll keep on doing the right thing as I see it, guided by the desire to save and help people.
I will never be done, because even when Evil with a capital E is gone from Creation forever, that doesn't automatically make Creation a utopia. There will always be a way for me to keep on making things ever-better for others, as I seek a more perfect Creation for all.
What of struggle and battle? What of the dreams of blood and triumph?
I believe in the concept of a just war, and I will lead soldiers and fight in person as needed in them
Then is the Blood War a just war for the devils? For if they did not fight, Hell wound be razed by the Abyss. Would you join them in that war?
The concept of a just war is objective rather than subjective. Just because some might say the Abyss is worse than the Hells doesn't automatically mean I should fight on their side. In fact, may both sides lose.
Seira snorts, shaking her head in amusement. If you would like to discuss the Just War theory, perhaps we could do so in person? I'm more than willing to elaborate on its principles and defined it properly for the discussion.
Tell me one thing: Is it wrong for the devils to defend themselves against the Abyss?
Swallowing a sigh, Seira responds.
The doctrine of Just War details several aspects which could be grouped into two sections, one detailing the right to go to war and the other dictating proper conduct during the war. In the case of the Blood War, the Hells can be said to satisfy the first aspect. At the very least, it would require careful consideration before dismissing the case, given it is a defensive war and they are the attacked party but also in that I doubt their goal is merely to keep the demons out of Avernus rather than the wholesale genocide of demons. The second clause, that of conduct during the war, is what makes their defensive war unjust.
There is no answer to that, only the depths of this lake inviting you down deeper.
Things are often complex, and interplanar wars often have that distinction as well.
Seira doesn't add to that, swimming down!
You begin to swim down dee -
"Look up!" Ranbar calls abruptly.
Seira dodges left even as she looks at what drew Ranbar's warning!
Perception 114
Bad dodge, bad dodge! You see they're all coming down - great motes of light. A swarm of souls, pouring down around all of you.
Were you anything but divine, you would be lost forever. For you are bombarded with flashes of a thousand lives, eladrin souls racing past you. Yet your divine nature allows you to wade the storm and shake it aside. A mere glimpse at souls moving down, deeper yet.
Seira continues her trek, keeping an extra eye out for any wandering souls.
"So eladrins who keep going end up here?" Donald asks, "Only to do it all over again in a new life?"
"It's the place where the magic of reincarnation happens! Try to avoid the traveling souls, will you?"
Donald cracks a grin, "Count on it! I don't want to stop being me!"
Ranbar smiles a little at that as well, "Happiness with yourself is a sign of wisdom or great foolishness. Seira, which is it for Donald?"
"Even a broken clock is right twice!"
"Hey!" Donald retorts, "I'm not an Inevitable, so you take that clock part back!"
"A planar frog is accidentally right from time to time?" Seira offers instead.
"Please, I'm a strapping solar," Donald's smiling even more, "Tell me you can't see me as one. I'd make a better one than Oraga."
Meanwhile in the deeper depths, far below, you see something stirring. It's at the edge of your vision, but it's stirring.
"You two would probably cover the range of solars out there," Seira muses, nodding in agreement.
Whatever is stirring down below can keep on stirring. So long as it doesn't try to strike at them it's fine, and should that happen she should have plenty of time to react!
As you swim down deeper you see it. Below a dolphin the size of a vast whale can be seen, swimming up and towards you. It is a pure, sleek blue-gray and it is heading up on a course to intercept you.
Hello! What's your business with us?
The dolphin stops and looks about to and front, and squeaks out a reply your divine mind can comprehend. "Hello? Hello?"
What's your name? Seira asks, boosting her comprehension via an emulation of a spell that boosts communication with animals. I am Seira Aryn.
"I am Yylasasan," Is the answer, as the dolphin looks up at last and seems to settle on you. "Oh, you aren't eladrin! You really aren't!"
I am the Goddess of Hope, and these are my friends and proxies, Donald Smurth and Ranbar Aryn, Seira introduces them properly. It's nice to meet you, Yylasasan. We were invited below for a meeting. Would you like to guide us?
Ranbar and Donald swim on in the meantime, perhaps unaware.
"Below? The only one below is..." A long pause there.
We call him the Guardian, which is pretty spot on, I think.
"The Seraph," Is the answer, "I've never heard of anyone going to meet her except Queen Morwel."
We'll be the first, then! But we are properly invited, and I asked Queen Morwel's permission first.
"If you say so, then you are," Yylasasan agrees, "Keep going down! If you get too close she'll warn you."
With a wave, Seira keeps on heading down!
"Who did you just wave at?" Donald asks after a few moments.
"A large, friendly dolphin. You didn't see anything?"
"Not a thing," Ranbar agrees, "Did you?"
"I saw nothing," Donald seconds.
"It must only show itself to the pure of heart," Seira declares, giving Ranbar a sad look. "How quickly has Donald corrupted you!"
"I..." Ranbar quails, "I'm sorry, I didn't meant to fail you!" she blurts out, kneeling in mid water as best she can. "Forgive me, Lady Seira!"
Laughing, Seira grabs Ranbar by the elbow and pulls her down with her.
Ranbar cries out but soon laughs as well. "Seira!"
"Yes, that's me."
Thus as you laugh, you and your friends proceed deeper below.
d100 real quick.
22:51 <Seira> roll 1d100
22:51 <Penuche> Seira invokes Penuche's magic: < 36 > [d100=36]
You swim down and you notice something - it's getting brighter, better lit. Deeper below you can see nothing but radiance, and the illumination of souls sinking down towards that point.
Time to meet the Guardian!
Light.
More souls blast by as the three of you swim down, all towards that light. It gets brighter and brighter until -
"No further." A voice commands you, a woman's voice from within the light. A faint, faraway silhouette can be seen, of a many winged woman standing within the light. "Or you shall be reborn."
"You know why we're here," Seira says, nonetheless coming to a stop as negotiations take place.
Can I see if the wings have 49 mouths?
They might well, yes, the shapes are right.
"It is not your time to be reborn," The woman within chides, "Though if you wish I will not deny your choice. Eternity awaits."
A forty nine eyed celestial, who has wings that bear forty nine mouths that speak holy truths, Seira recites from memory. Pretending to be a Seraph, though never before Queen Morwel. Might you extend the same courtesy to me and mine? We're here to pass the test, after all.
"I had thought it would be an eladrin, not a dragon," Is the retort you get. But very well. The Seraph is further below and not a part of this.
Thank you. We live in interesting, unpredictable times, it appears.
Nodding at Donald and Ranbar, Seira swims below and trusts in her protections on them!
Down you go. Down you go deeper and deeper - until amid the waters, you find a door awaits you, free standing in the bright light.
Seira checks that it's legitimate!
Perception 114. Any traps? Is it a real door? Are there other doors hidden here? Is it a portal, and if so, does Analyse Portal give anything?
It's a real door, no traps, no hidden doors and analyze portal returns nothign.
Seira steps through.
You appear in the Cauldron, above it - a Cauldron that is broken, blasted and ruined. Your realm is dead beneath you as Donald and Ranbar follow, nothing but ruin and corpses all below you.
"At the risk of stating the obvious, this is the bad outcome we're here to prevent," Seira tells her friends. "And the first step on that path is your ascension."
"The worst outcome," Donald's expression tightens as he draws Guardianil.
"Who could even do this?" Ranbar asks softly, a hand to her mouth.
"Who indeed?" Seira muses. "Shar could, or higher powers still. But no one else should be able to. Asmodeus wouldn't do it, and furthermore won't let the Hells strike at us. The demons can't organize enough to become unstoppable for us. There is no longer a hostile power on the Inner Planes that can muster that much power, and any hostile deities will be stopped by the combined might of the Cauldron and its allies."
Tilting her head, she muses, "Perhaps this is merely an alternate timeline's result, a what if? Say that it's a Cauldron where I chose to ascend on my own and grow in power rather than seek to advance all of us?"
"A what if?" Donald looks down thoughtfully, "A nightmare of what could be? Or if we make a mistake and let an alliance grow that can crush us.""
"In the end, we can't learn much from this," Seira laments, using her connection to the Cauldron to restore it!
"Could be a warning from the Guardian?" Ranbar says at last, as you restore it. It responds in a tepid sort of way, responsive and yet only just barely.
"Perhaps," Seira agrees, uses her sense through this mirror image of her realm to see whether any of her artifacts are present. They might be of use, either here in case the Orb of Yesterday is present, or if brought back with her eventually.
Nothing. It's empty.
No.
There is something. Something that rests in your private room, far below.
Seira takes the three of them there.
In your private room sits an unfamiliar book, a cover of red and rather thick. A spellbook would be your first glance, or perhaps a lore tome.
With Mind Blank's protection, the usual methods of attack are rather neutered, but Seira checks it for traps and hostile magic all the same.
Perception 114
It's not trapped as far as you can tell. It isn't even magical in the slightest.
Seira peruses the book!
You open the book. It is empty.
Yet as you stand here, book open? It flips open towards near the end, and then the two pages shown quickly become a painting of your private bedroom, where you stand now.
Seira studies the painting. Anything special about it, anything missing or extra in it, just about what can catch her eye.
Perception 114 again. Unless it's an int check?
It's quite well done, so strong and so alive. Huh. It's moving!
You see a 5 year old Emily poke out from under your bed, clinging a pillow close to her. She looks around carefully before she slides back under, as the door opens. Xera comes in, just a year behind her, looking around.
Seira keeps looking!
Xera looks...aaah....aaah...
Thump! The three of you are suddenly there, a 4 year old Xera looking up, tiny wings fluttering as she gasps, "Mommy!" She runs up to you and hugs you, "Magic Mommy!"
"Mommy?" Emily pokes her head out curiously, "Uncie Donald!" she smiles, waving.
"There she is!" Xera turns, pointing. "I win!"
"How about a new game?" Seira offers as she picks up Xera with a grin and holds her close to her. She kneels on the floor and extends her free hand towards Emily. "Come on!"
Emily takes your hand with a smile as Donald smiles as well, "Kid, you're gonna grow up to be something else. Just remember to listen to your Mom."
Ranbar smiles as she watches this, not interrupting.
"Speaking of growing up, it's up to you what you want to do in the future," Seira tells her girls. "I just want you to be prepared to take on anything!"
Grinning at Donald, she says, "How about a chase? I feel like you're it."
At this Donald races ahead, and once he leaves the room? The three of you are back where you began, and now the page shows a still image, of you carrying Xera while Emily holds your hand, Donald racing off as Ranbar watches.
"Thank you for a lovely memory," Seira says, putting the book away.
"That was wonder-" Ranbar begins.
"Mommy!" Emily calls from outside the room, "Where'd you go?!"
Seira opens the door, even as she uses her divine sense to tell who else is there within this replica of her realm.
Just Emily and Xera now. Both of them look up up as Emily says, "Why did you teleport away, Mommy?"
Donald pauses a moment, "Is this like a chance to try again?" he murmurs.
"We're testing some strange new magic," Seira tells them, crouching down. "Fits with playing catch, doesn't it?" Glancing back at Ranbar, she asks, "Do you remember her name?"
Emily peers at Ranbar, "Nope!" she says quickly, "Hi, I'm Emily," She comes up, and with a flourish and a deftly cast bit of Prestidigitation for a sparkle of color, "Do you know my Mommy?"
"She's my high priestess!" Seira is all too happy to educate Emily.
"Hi, Miss High Priest," Emily says, "Wanna play tag?"
Ranbar smiles softly and kneels down to her. "I do, but once your Mom says its okay."
"That's fine! Kids should be active~"
"Then..." Ranbar smiles and taps Emily on the shoulder, "You're it!"
With a laugh Emily chases her, Xera following. Once they run down the hall, "So, are they real?" Donald asks bluntly. "Amaryl's going to say something if you bring home two more daughters."
"She'll be too busy hugging them," Seira responds with a snort. "My divine nature and displayed connection over this variant of my realm insist that the girls are real, though their origin is beyond the scope of such powers. Thoughts?"
"Many," Donald says, "But what's the point of all this? A trial of some kind?"
"The possibilities I see are to discourage me, to provide some sort of second chance given the reincarnation theme, to stall us or to force some sort of ethical choice. However, given the way the Guardian's thinking is so alien to us, I can't figure it out without more direct instructions."
Seira does check whether chronomancy has been used here at all, just in case.
You don't detect any through scanning for magic.
"I'd guess the second," Donald says at last, "Let's try the book somewhere else?"
With a nod, Seira makes her way to the war room and opens the book there.
Sure enough, another page opens up and is taken up by an image of it.
Seira takes a closer look!
You do and woosh. A moment later you see yourself, Amaryl and Elle there. All three of you look exhausted, tired, worn. From the looks of it you appear to be locked in an argument.
Donald takes one look and says, "Huh, must be a war that went bad," he says, "None of them look like it's going well."
Seira listens in on her arguing with the others, which is not as strange for her as one might think given all the avatars running around.
Thus the pictures move and voices come from them.
"The gith still aren't negotiating, whatever Vlaakith was given was enough." Elle says, sounding exhausted. The picture shows her resting her head in her hands.
"Anything from the others?" Amaryl says, voice tense. "Anyone?"
"Nothing can get through what was done," Elle goes on, as she buries her face into her hands. "The next attack will be the last one."
You see yourself close your eyes tight for a few moments before, "There's still a way. I have a plan, just believe in me."
"I bet it's Arondaaq."
"...that might end up with everyone dead," Donald agrees at last. "Maybe we managed a mutual destruction?"
"I suppose," Seira muses. "Thing is, we have the most important resource that's not being shown here. Not just our friendships along the heavens or our alliance with Celestia specifically. Our closest friends will have stood with us, so that's why this could have never passed. Where is Alicia? What about Waukeen? Even Demedais and Oberuth would have stood with us had things been that grim."
"Something must have happened," Donald says at last, as you distantly hear Xera's childish laughter. "Or it's another end to the story, ready to go back and do it all over again?"
Wondering whether she'll see a confirmation of her alternate self's plans, Seira lingers a bit in this scene!
The picture has frozen at that, no further progress from this time.
"The next spot should be on the main balcony," Seira muses, heading there with Donald. She like to entertain close friends there, so it could be interesting.
Thus you go there without problem and without complaint. Donald looks about and waits for you to open the book.
Seira opens it, focusing her mind on Antenora.
Why Antenora?
It opens to a beautiful image of your main balcony, able to see the lowest parts of the Cauldron from here.
Seira focuses on the scene....
She's one of our closest friends and allies, and why not? I'm trying to see if I can guide or direct these flashes.
"Nothing," Antenora says as she sits, resting.
"Emily..." Amaryl whispers in a sad, broken voice. She sits next to you and holds you tight.
"Thank you for trying," Seira says, voice hollow.
"Alice keeps searching," Antenora admits, "But I don't think there's any other conclusion than that Shar got her." She bows her head, "We're all heartbroken over it. Alice has cried herself to sleep for a week straight. Little Beth too, more when we tell her she's too young to help search." A pause before, gently, "How is Xera?"
That won't be happening. Not after Emily ascended. If there is one good thing from her tying her futures to that Alyssa girl....
To this Amaryl shakes her head sadly and starts to cry softly, Seira hugging her.
After a few moments Antenora rises and embraces both them. "Emily's like a daughter to me. I promise I'll..."
Donald reaches out and gently closes the book.
"Let's go out into the gardens."
"Yeah," Donald says, "A life where it all goes wrong instead of going right."
"Just the one? Or several different, parallel bad ends?" Seira muses, though her voice is a bit hollow. Then, they are walking the gardens, a gazebo peeking in the distance. She opens the book again as they walk, focusing on Emily and Xera this time around.
"We always know we can fail," Donald says, "But as long as we don't, who cares?" His voice is a little strained as you go there and open the book.
It shows a beautiful image of the gardens, just as you'd expect.
"We should try to learn from our mistakes and do better afterwards," Seira says, focusing on the image further. "Then, share that knowledge with others to help them and gain their insights in turn."
An older Xera is here - perhaps 12 years old. She's in a black dress and curled up in a ball, sobbing. She lies in the garden and sobs her heart out.
In a flash Waukeen is there. She kneels before her as Xera cries away, murmuring gentle reassurances.
"It doesn't matter! She's not coming back," Xera cries out, opening bloodshot eyes. "All the gold in Creation can't bring her back!"
"It's why we're going to stop Shar," Waukeen's voice is hard now, "She goes too far."
"...you can't stop her." A sniffle from Xera, "The Prophecy says so."
Waukeen is still a few moments, "Where did you hear that, child?"
"I didn't hear it. I read it." Empty eyes look up at Waukeen, "No one's coming back. Everyone's going away. The Prophecy of Primus is perfect. Not even M-mom can prove it wrong."
"How strange to think of it now," Seira notes quietly to Donald. "Right now I've gained the perfect proof he's wrong, but I can't use it with Primus."
"Oh child, it's wrong," Waukeen says, but Xera is distant. In time Waukeen leaves and Xera is alone.
Yet not for long, if not in body then she's not alone in spirit.
Let's go see your sister, Xera. Together. You won't hurt anymore. Come to me, Xera.
For the first time, Xera looks up with hope in her eyes.
Seira closes the book resolutely.
"If I've lost them both there, then I've lost hope," she says. "We wouldn't have needed Vlaakith or any war to sack the Cauldron, because the very idea behind what our realm became would already be gone."
"So...can we fix this?" Donald says at last. "Can we make this right?"
"We already had, hadn't we?" Seira voices. "Emily has ascended, and is safe with Amaryl right now. Xera is safe and travels in good company, and should soon achieve the sort of legendary deeds Emily used to dream of while younger. Vlaakith shares an understanding with us that may yet deepen as time passes. Zaphkiel supports us, while Asmodeus has resolved not to move against us in the open. We are ascendant in the Inner Planes, and so are our friends and allies all over. The Cauldron grows stronger, most recently with Sanzha, and you and Ranbar will soon join our growing pantheon. Even Xera, perhaps, could be in its ranks. Rather than a fallen realm, we are a shining beacon of hope across the planes!"
"Yeah, but..." Donald taps the book, "If that Xera and Emily are real enough to play with Ranbar, how real is it?"
"I have an idea," Seira says, and upon locating Ranbar and the girls takes Donald and she there. "Follow up properly~"
They're in a hall, Ranbar smiling as both of them look up at her, "...and then your Mommy turned into a dragon!"
"I do that," Seira agrees, conjuring up plush armchairs to sink into. "Great mind think alike, because I wanted to tell you girls a story, too."
"Mommy," Xera cries as both turn to you and sit before you. "Story time!"
"I wanna hear the one about the Commander and the city!" Emily chirps.
"I want to hear about hear the one about Mommy in Brightwater," Xera coutners.
"Those are good ones, but there's another tale I want to tell you now, one that you've never heard before," Seira tells her girls.
"Long, long ago before my ascension, there was a moment where I traveled in time. In that moment, I found myself in the future. I didn't have much time for impressions, except I learned from my father that my contract with Ajan had gone poorly. Before we could do more than exchange a few words, Dad drew my rampant draconic power away and sacrificed himself for my sake."
She winks at the pair, trying to keep them from frightening. "You might've noticed that your granddad is often away, but still very much alive. Not to mention that yes, as Ranbar said, I turn into a dragon from time to time. Who wants to tell me why that is?"
Emily raises her hand, "Oooh oooh!"
"Yes, Emily?" Seira asks with a smile.
"Because you're a DRAGON!" Emily exclaims, "A big super duper mega dragon!"
She laughs.
"Yes, I'm a dragon! But that's not actually why the future changed. Do you want to try again? Or you, Xera?"
"Because you changed it?" Xera asks, brow furrowed. "When you change one, others change."
"Closer, yes," Seira agrees. "As soon as I got back, I immediately found my father and his old friend who had been assisting me, Celbrimbor, and told them of this future I saw. Whatever else happened, that event never took place in the other future, so I changed its course." No, wait, she's getting too flowery and they're too young.
"I told the people I liked, and who liked me back. Then, together, we fixed things," Seira elaborates for her girls. "Even when there's something even a dragon can't fix on her own, add your mother and aunts and uncles and everything's possible, right?"
Xera nods at that, silently understanding.
Emily says, "Okay," she agrees, "Good story!"
"Now, girls, this is something you must pay attention to, alright?" Seira asks of them, leaning in her armchair. "Because this is your first chance to be a part of the story instead of just listening to it!"
Both of your children listen carefully, watching you.
"It happened again. Once more, I saw a future where things were bad. So I'm telling you now, and I need you to tell your mother."
Seira gestures with her left hand, and an image of a sacked Cauldron appears hovering above it. "Our worst fears, realized," she says quietly, before her voice rises. Another gesture, and the celebrations of the Cauldron as Amaryl ascends are shown to her right. "Our hopes and dreams, made true. And it's up to you girls to help us get there, where everyone is safe and happy and working hard to make that a reality for as many others as we can."
Xera sniffles at that first image, open fear on her face.
Emily nods at that, "Okay, Mommy. I'll tell Mommy Amaryl!"
"We have to serve as a guiding light for all, and we must stand against Shar," Seira tells the two, letting the illusions disperse as she comes closer to put her arms around the pair. "But we must do it right. You can't rush out to fight before you're ready. Travel with others for safety, theirs and your own. Retreat if you need to, because you're not the only one in danger if you get in too deep. Always, always share your troubles with your family and close friends, because we're all stronger together and because talking things out brings out a better outcome. I know it seems hard, but you have to remember all this, and make sure everyone in the family understands. Alright, Emily? Can I count on you to do that and look after your sister? And Xera, don't let fear hold you back. Remember what is at stake when you grow up, and you will grow strong."
"Okay!" "Right Mommy!" Both chorus back at you.
Seira just holds them closer to her. Whether Donald is right or not, they're her beloved girls and she can only hope for their success, be it in some strange reality or going back home with her to meet their older selves.
Both hug you tight as Ranbar smiles and Donald waits. Nothing happens from their promise, at least that you can tell.
That would've been dramatic but is hardly required. Her control over the Cauldron places all of them at the entrance, Seira holding her daughters quite easily. The realm is one thing, but she's curious about the replica of the Silver Sea....
You check the book as you see the silent serenity of the Silver Sea. It shows an image of it, beautiful as always.
"Oooh, are we going silver swimming," Emily perks up. "Brain swimming!"
"Sure, in a bit," Seira agrees. She might as well check the book first, though!
Incidentally, does it keep on opening to different pages each time? How many pages remain unseen from the total?
You'd say there's hundreds of blank pages still, as yet another new page is opened up. This time you see an image of the entrance of the Cauldron, just as you'd expect.
Seira takes a look. If things still look gloomy, she'll see about trying something new.
It shows devastation, destruction. Nothing but ruin...nothing but...Amaryl?
She's bloodied all over and slumps forward, before going to sit at the edge of the Cauldron. "...I'm sorry, Seira..." she breathes. "It's my fault. I should have been stronger."
"It's no one's fault," Seira voices. None of them would ever do harm to the Cauldron or its inhabitants, after all.
Amaryl's eyes are squeezed tightly shut as Emily looks on worry, "Mommy," she cries, but it is in vain.
Instead, a hand is laid on Amaryl's shoulder. A beautiful woman clad in a gown of nothing and night, as if the night sky shorn of stars.
Seira is with me now. They all are. It's time to rest, Amaryl.
"...I'm so tired. There's no point to any of this." Amaryl's voice is empty, like a dead echo.
You tried, but the truth is you were never enough. You were Seira's great mistake.
A shuddering, shivering sniffle at that. Shar puts her arms around Amaryl and she begins to turn translucent, as if a phantasm fading away. In her arms Amaryl is gone to the last, and moments later the Cauldron within the images follows. All that is left is emptiness, of nothingness and void.
"That's our enemy," Seira says quietly. "She doesn't yell in anger, or break thing. She's not intimidating, not in the usual sense. But Shar always tries to have you give into despair. She's like you to think that you're only prolonging the inevitable...."
She projects a massive image of Ysgard over the Silver Sea. "She lies."
In the projection, demons rush and are defeated by Sylica's forces, as Alicia faces off against Emmaline, flanked by Antenora and Latha. The image is sanitized to a great degree given Seira's intended audience, and that's before considering the fact that she needs to take artistic license due to only getting the highlights of the failed invasion.
"Shar convinced that poor woman that she had no one left, no one at all in the world except Shar herself, and that the best way forward was to deal the same sort of pain to others. But Shar was lying, for Alicia managed to reach Emmaline and gave her a better future."
The image changes to a scene of Sylica after Emmaline takes Alicia's offered hand, and the new setting contrasts the clashes of combat and bloodshed with its peacefulness. "Shar had taken her family and pretended to care, trying to twist her mind the way she does to everyone. But even at such times, you may be able to save these people by reaching out to them. That's why, when I'm teaching you girls, I not only focus on the combat to make sure you're safe and sound, but on history, ethics and a slew of other subjects. Because winning hearts and minds is just as important as triumph in battle."
Emily watches on carefully, clinging to you before she says, "Okay...but I'm scared. I don't want Mommy Amaryl to go away."
Xera watches calmer, cooler. "Because Shar's bad. She makes good people go away."
Seira brushes Emily's hair with her hand gently.
"And your mother and I help good people where we can. So do our friends. We watch out for each other, too."
A sniffle, "So you won't go anywhere, promise?"
"I'm traveling a lot. But I won't go and stay gone, that's a promise!"
You get a hug back at that, no other response needed.
Ideas on where to proceed? Seira asks in Donald and Ranbar's minds. They can pray back to answer without disturbing the girls!
'I don't have a clue,' Ranbar admits, 'Do you?'
'Yeah, I got this.' Donald says. 'This is a test, both to set right what went wrong and to be able to let those two go to where they're supposed to be. Return them in the right place to stop this chain of disaster, Seira.'
The room where we first saw Emily and Xera here?
Donald hums, 'That or the one with Antenora. Xera didn't vanish from the story when we took her, and Emily didn't right away, either.'
"Girls?" Seira speaks up, kneeling again to look her daughters in the eye. "I think this is when time resumes its course. Like in my story, remember? Before it happens, I want to be sure that you keep it in mind and tell your mother and our friends everything, alright? Even if you think they already heard it."
Emily nods to that.
"Promise, Mommy," Xera seconds, meeting your look.
"Good. That's good." Seira takes a breath, and then transports them to her chambers. If the first location is the right one, then they can be with their parents. Was that how her father had felt, when she-- no, this is the best for them. Emily and Xera are loved by their parents in any universe.
The transport is easy enough. All that awaits is to do something.
It must be intuitive, Seira decides, and her divine power follows her wishes to send the children back to their family where they will live happily ever after in spite of Shar's best efforts!
And thus, Emily and Xera are gone. Before you the book rises, the pages turning. This time, on the balcony. Antenora carries a bundle with her, Emily asleep in her arms. "Emily!" Amaryl cries, hugging both of them tight.
The story goes on and on and on another time. Each time the legend goes another way. Each life is a different struggle to be overcome. But you must continue to the next life rather than tarry in an old one, or hoard parts of the new to the old.
By all means, let's continue, then, Seira says, wishing her girls luck.
All around you is gone, back to the waters. But only for a moment, for a portal appears before you, another invitation.
Because the Guardian had messed with her before, Seira makes sure to make a sweep of the portal first.
Perception 114, any sign of traps, other portals and so on? Also Analyze Portal.
No sign of traps and Analyze Portal does nothing.
"This one seems legitimate, let's go," Seira says, swimming into it.
Againt he Cauldron.
This time a king sits at your main balcony. He is young, with black hair kept short and wearing royal finery. No emblems however, though he does wear a crown. He sips tea, "I have to say, you beings find all sorts of interesting things within your limits," he greets. "Rebirth, renewal and eternity - what an interesting way to pacify minds that can't grapple with eternity."
"Yes, I suppose eternity's one way to deal with eternity," Seira says wryly, taking a seat opposite him. "How would you like me address you?"
"Guardian," Is the answer as Donald and Ranbar join you, "You try very hard to be called Dragon, while your friend there is closer to calling himself Warrior or Fool, but neither fits fully anymore. Change is ever the province of lesser creatures. And of course the last one is Terrified."
Donald sits with a rattle of metal before, "I must have told Seira one too many good jokes, she promoted me."
Ranbar's quiet before, "I should be terrified." she agrees. "How many I'll re responsible for if I ascend."
"Do yourself a favor and fail. Fail a lot. Mortals can revel in feelings of failure that mean something, rather than what lasts until a whim decides otherwise," Guardian says. "Mortals do it all again and again, forever, ever and every. Except Morwel, for she is every dream and no dream at once, and in turn is all of her children, because all of her children are Arborea."
"We view failure as a chance to learn and improve, Guardian," she responds. "There's no shame in it, although ideally we would prefer to learn from observing the failures of others. And Seira is fine, you don't need to bother with any titles, earned or made up on a whim."
"You did well. If you'd taken those copies with you, you'd have failed. If you'd tried to deny the future without changing it, you'd have failed," He says, "But this failure would do you more harm than good."
"In the end, I had to have faith. They felt real, and so did their reality, but that just meant it needed to be helped and that the girls had a loving family to go back to. In the end, however, it was a team effort. I was the driving force forward and the decision maker, but Donald had invaluable advice on the challenge, and Ranbar smoothly anticipated my needs and prevented the children from suffering through all the scenes we learned from."
Seira inclines her head to the Guardian, saying, "On our behalf, thank you for your compliment."
"I want to know one thing," Donald says, "If we left with them, then what?"
The Guardian raises a cup of tea - something he didn't have a moment ago - and sips before, "Your prize would be Xera and Emily, but never what I guard."
Ranbar says, "Seira teaches us that everyone's important, and that every role matters."
"Creating souls is one thing, but you can fully copy people in Creation? Not just their souls, but down to their memories and sense of self? And their world... you might've shown us illusions, but it felt like my realm or a very good copy of it. Can you actually copy a divine realm and populate it with its inhabitants, deities included?"
"I suppose if I had reason to and I wasn't restricted by the Incarnation of Balance," Guardian says at last, "You think in limits because you have many, I think in limitations because I have few."
"To be fair, we find meaning and even enjoyment in our limits, namely in pushing them ever-further," Seira muses. "It's one of those things you will sadly not be able to experience unless you limit yourself one day." She pauses briefly, before asking, "If it's not one of your limitations, would you be willing to show us how to push past some of our limits? I'm interested in ways of defeating the near-total control other deities have in their divine realms, and in means of tracking down divine presences reliably even while shielded."
"I cannot," Is the answer, "My task is what I am allowed to do on Creation, not to serve as sage to gain power from."
"You don't not have permission to help," Seira is all too happy to point out. "Perhaps once your task is complete, you would be willing to consider it?"
A sip of tea again, finished in a long slurp, "Once I am done, I am to leave Creation and never return," he explains, "The Incarnation of Balance allows us power over those who take our trials, but only in pursuit of that."
"Ah, I see. So does this face to face meeting mean you've judged us worthy of the divine seed?"
"Not yet," The Guardian answers. "Give me one compelling reason to give you the seed."
"It's the one way explicitely allowed by the Incarnation of Balance for you to interact with Creation and its fate," Seira says after considering the question for a bit. "You say you're not allowed to do anything here but administer the test and choose the divine seed's owner, but that's not quite true, is it? In broad strokes, if you give it to the side of Good, Good surges. If you support a so-called champion of Evil, Evil is the one to benefit. I believe, however, that while you are neutral to a great degree, your longtime acquaintance with Queen Morwel has shown you that our way is better. We try to help Creation and its inhabitants, and we'll never stop improving their lives."
She gestures about her, at the copy of the Cauldron they sit in. "On the macro scale, Creation is threatened by Evil. Shar grows in power ever-so-greatly, and you don't need me explaining this to you, not with the way you've used her to test us. My understanding of the Incarnation of Balance is very limited, admittedly, but it feels like evening the scales to support those who would counter Shar at every step would fit with his wishes. And finally, on a personal level, you've learned a lot more about us than we realize, I'd wager. You know who we are, what we've done and the things we have accomplished, and more importantly, you know why, just as you know what we will do next. And ascending Donald and Ranbar while advacing my own power will allow us to do more still. All of that is why I ask for you to give us the seed."
The Guardian meets your gaze, "All I wanted was a truthful answer," he says, "Tell me, do you know of the other Guardians?" As you speak the divine seed appears on the table, a faint but visible field of force shimmering around it, encasing it. "How have they turned out?"
Donald sits back throughout this and adds, "Well, I'll have you know I'm very good at telling the truth. It's other people who aren't good at hearing it."
Ranbar smiles ever so slightly at that as she silently exhales. "Have we passed then, Guardian?"
"Closely enough," The Guardian concurs to Ranbar, "It was well reasoned. I have found the Queen and hers to have a certain charm. Don't you agree?"
"I like Queen Morwel," Seira affirms. She's certainly delivered a truthful answer, although like with most complicated things there were several facets to consider rather than a clearcut, black and white response. "As for the other Guardians, I've only heard of one other in passing. That's also why I figured you might be open to teaching us. Is there anything you would like us to pass on to others like you that we might come across?"
"Nothing," Is the answer, "Only curiosity."
"Very well. It has been an experience," Seira says, before nodding at Donald. "You should have an idea of what you stand for, so you should go first."
Slowly the barrier rises from the seed and the Guardian says, "Take it and it is done."
Donald eyes it and touches it - and in that moment the Guardian is gone.
Seira touches the divine seed herself to confirm it is one and this isn't one final test.
It is and there are three charges, awaiting use.
"Go on, Donald. It feels legitimate."
Donald touches the seed - and it flows into him. He laughs as it does, as you feel your proxy spark return to you. "Oh!" he says, "Now I want more than one!" He seems more vibrant, more alive, bolstered before your eyes. More.
Ranbar watches, curious all the while.
"Your turn," Seira tells Ranbar with a smile. "Come on, join my pantheon~"
Hello Seira, this is Moore. I hope I'm catching you at a good time. I've been given a task for what lies buried in Elysium, to deal with the Hecatoncheires. If that is an endeavor you're interested in, please let me know.
Ranbar is absolutely on border here, so gimme a quick Charisma check as the tiebreaker, Seira. You mean the world to her, so your opinion matters hugely.
19:26 <Seira> roll 1d20+12+2+4
19:27 <Penuche> Seira invokes Penuche's magic: < 37 > [d20=19]
I'm definitely down for it. When and where?
Ranbar hesitates - but not for long at that invitation. She touches the seed and cries out aloud, "Oh! Oh Seira!" she says, voice stunned.
"Yeaaah," Donald says slowly, "Oh Seira. Oh everyone." He flexes his hands, "I want that last charge in it now. What a feeling!"
"That won't be fair. We're working in three person teams and every one of us gets a charge," Seira responds in case Donald is serious. "Incidentally, unless you give me a really good reason, I intend to take Elle and Sanzha with me into Deep Ethereal once we're done here properly."
I haven't made any specific plans for it yet - as I solidify them I will let you know. I think it bears more research before anything, I will keep you appraised. Thank you.
As Ranbar marvels, Donald says, "I saw how long it took Amaryl to go from this stage to full divinity." He thoughtfully drums his fingers near the seed, "It might be best to give it to Elle or Ranbar or me, to skip past that. I mean..." A bit of a smile, "You're pretty marvelous as it is."
Seira grins back at him. "I intend to bring all of you up to speed except Kascha. In her case, I feel she can break the barrier pretty swiftly on her own since she's worked so hard. Plus it gets easier since Amaryl and I prepared the ground for all of you. Thus, my plan to get Sanzha and Elle up to speed while the two of you get settled in properly and figure out where you need to take your concepts. You'll be next, and I expect Kascha will be ready about that time as well."
Got it, keep in touch!
Donald inclines his head a bit, "Yeah, good, we agree more or less." HE blows out a long breath, "So...never thought it would be me. Who would have thought?"
"I did," Seira says rather obviously, using the last charge. "In fact, the only thing I'm unsure of is whether Xera should use One to ascend."
Seira feels a rush of power as the seed crumbles to nothing. It's like rising to a new peak, a new valley, as it all rushes in at her.
That puts you at DvR5?
Correct, DvR 5
"Let's get home. I need to see if Sanzha's done with her lessons with Moore for the time being, and check up on Ianvasah's quest."
And she takes them to the Cauldron, directing her heartfelt gratitude towards Queen Morwel as she does so.
Okay, besides normal upgrades from that, what SDA are you going to take? Let me know when you know and better yet, just make a naggingpost about it.
Thus you return back.
Sanzha sits on a balcony overlooking the bustling business of the Cauldron, buying and selling going on. Creatures from across the planes gather - an ogre offers a burning dwarf a greatsword, while next to him a lillend and a courre bicker over a tiny helmet. A group of Waukeenites haggle away with what looks like an ostrich perfectly capable of speech, all over a bolt of fine cloth.
Amid it all Sanzha sits above it, sipping from a glass of wine. As you come up to her, "Have you hear about Ianvasah and Alyssa yet?" she asks, drinking after.
"Not yet. Are they done with the quest?" Seira asks, getting a feel for it.
This mechanic isn't exactly clear, but I figure I can sense how my quests are going similarly to how I'd sense one of my followers acting against the faith?
Yes.
"They failed and the chakrams were lost," Sanzha says, "Far worse...Alyssa died. Ianvasah ensured her soul escaped to Shaundakul and she's been reborn as a spirit," A casual dismissal, "She'll recover from that. Ianvasah was lost to Shar and oblivion. As I understand it, Ianvasah sacrificed herself so that Alyssa could pass on and her soul fly free rather than facing eternal oblivion as well."
"How!?" Seira exclaims, her divine will ensures privacy for them. "Did an avatar of Shar personally come to smite her? After trapping her?"
Do I get anything more than a sense of 'quest failed, try again later'?
You'd know what happened, yeah.
"An Eye of Shar got the better of them," Is the answer from Sanzha.
"I don't know what to say," Seira tells her honestly. "Has Emily reached out to us yet?"
Incidentally, Donald and Ranbar's node goals were hit~
In due time with them, letting this get top billing out of respect to the dead.
"She's hurt and upset," Is Sanzha's answer. "She has." A drink of her wine before with a glance to you, "Heroes die. She's not yet old enough to accept that, not fully. She should be thankful she got Alyssa back."
"Hells, I'm hurt and upset! This is... I'm looking back and it wasn't a serious challenge. For fuck's sake, how do you want to take on Shar if you're taken out by a damned Eye? And, and... they didn't even use the fucking chakrams or pray or... anything, really. Like retreat, I don't know, am I reading this right? Alyssa's last act was to stop time, take them farther into Shar's domain and them pass out from the pain of using the Words?"
"I haven't heard the tactical details," Sanzha says evenly, "That they died shows that undoubtedly mistakes happened."
"I don't shove my nose in when people are off questing," Seira says, trying to calm down. "Unless they're reaching out to me, or the quest needs my power to come to fruition. But I do get an idea of what happened if I want to look, even after the fact, and it's even worse than what I said."
She shakes her head. "This is so fucked up."
Sanzha finishes her wine in a long drink before, "I mourn Ianvasah. I have no great relationship or feelings for her, but she faces the ultimate nightmare. At least she feels nothing now."
"It doesn't feel like she's facing anything anymore," Seira says sadly, a glass of strong ale appearing in her hand. She clinks it against Sanzha's empty one, and downs it in Ianvasah's memory.
Sanzha refills her glass and drinks up.
"Seira." Sanzha says at last. "If it comes to pass that I join her in that fate and you survive, do not allow me to be forgotten." Another drink before a pause and, "Also, I did visit Moore."
"I'll do more than that," Seira tells her. "There's still hope. Once we take Shar out, we might be able to bring relief to the consumed souls of her victims."
"One day," Sanzha smiles a little bit, "Still. Promise me."
"You'll live in our hearts in this unlikely occasion," Seira relents.
Banishing her glass, she voices, "You brought Moore up? He reached out to me as we were making our way back. Something about that unkillable monster of Lathander's."
"I know what you refer to. Good luck if you pursue that disaster," Sanzha remarks, "But no, I'm speaking of the Words."
"I've idly toyed with going after it along with Amaryl before, and now that I've got a bunch of avatars I think we have a decent shot at it," Seira muses. "Still, the Words do take precedence. How is your progress?"
"Don't get cocky - it's stronger than it looks. It took on far more avatars than you have and survived." Sanzha says, "Faster but different. My ascension has changed my focus and the Words respond better now."
"Wonderful! That's great news, and timely as well. I think it's time for you and Elle to ascend properly, and this would round out the support roles I envision for us. Elle with her artificing and you with the Words to go well with Amaryl's mastery of forms and my counterspelling." With a wry grin, Seira adds, "As well as whatever Kascha, Donald and Ranbar will end up specializing in on top of their main combat focus."
"Then your success was complete in Arborea?" Sanzha asks, "What now, then?"
"Now, you and Elle will come with me to the Deep Ethereal," Seira responds. "And perhaps one other."
She directs her thoughts towards Oberuth, asking him, I'm going into the Deep Ethereal on a quest. Would you like to accompany me?
'Killing Sharrans. Talk a little later. 10 minutes.' Is the answer you get.
"He's killing Sharrans at the moment so we'll see if he wants to join us once we head out," Seira smoothly says, reaching into a hole in existence and drawing a few artifacts from her hoard. "You should make use of this crown, I think. And the weapon, too, even if only as a backup. It might come in handy."
Giving Sanzha the following:
Crown of Dreams
These circlets are made by the eladrin of might by harvesting fragments of Queen Morwel's dream. It appears to be a thin, purple-red circlet set with a large ruby. The wearer is immune to sleep effects of all kinds, as well as effects that would disturb or disrupt his sleep (such as the nightmare spell). The wearer constantly sees fragments of potential from the dreams of everyone, granting them vast insight. This grants the wearer a +8 enhancement bonus to Wisdom, as well as constant true seeing.
Grand Finale
This deep crystal rapier+7 has the abilities of a crystal echoblade. A bard wielding it can draw on one additional power. Once per day as a standard action, the bard can expend four uses of bardic music to super charge this rapier with sonic power. This power immediately erupts out and deals 1d8+1 sonic damage per effective level for bardic music. For example, a bard who performs bardic music as a 28th level bard would deal 28d8+28 sonic damage. This damage is dealt to all enemies within 100ft of the bard. A DC 42 Fortitude save halves this damage.
There's no legends of such a blade, which seems unlikely. Perhaps it is a story lost to the ages?
"Thank you," Sanzha says, the crown worn. She gives the rapier a few experimental jabs, "The power in this makes a good last resort," she concurs. "Especially when many enemies swarm."
"I agree," Seira says with a grin. "The last prep is this little beauty." She presents a glass reliquary to Sanzha, telling her, "An option, to be used by either you or Elle. I'd appreciate it if you figure it out after you track her down for our trip. I'd like to have a moment to deliver some aid from the Cauldron to Miss Songsteel."
Eldath's Tears
A small glass reliquary worn around the neck and filled with a fluid claimed to be Eldath's tears. Any creature who wears this reliquary is affected by an end to strife spell centered on them (caster level 25th). The creature who wears it is automatically affected, normal resistances and immunities do not apply. Additionally, the creature gains damage reduction 15/adamantine and epic.
"Elle," Sanzha says after an inspection, "What sort of aid?"
"I have a nice spellbook," Seira elaborates.
A smile at that as...
'Seira?' Oberuth sends back once you contact him again.
Sharrans all smited, or need my help?
Meanwhile, Seira calls Donald and Ranbar over!
'It's done. There were more than I expected and it took a bit of effort to set the entire temple aflame.' A pause before Oberuth goes on, 'One Sharran wound in this world is cauterized. Now what is this quest about?'
Keys to divinity, exactly as you've seen at Io's realm. I think you would be an asset on this quest, and perhaps we could get you some answers about your situation as well while confronting the Guardian.
A moment later and you sense Oberuth entering the Cauldron, as if he was already there.
Interesting! As she dispatches an avatar to guide him over, Seira turns her attention to Donald and Ranbar. She really should set the time aside for this or it'll never get done properly.
Donald and Ranbar come as requested, "Yeah?" Donald asks.
Repeating her earlier trick, Seira reaches into nothingness and pulls out a spellbook and a staff. "I'd like you to two to take it to Emily's friend, Alyssa Songsteel," she tells the pair. "Convey my sympathies for the loss of Ianvasah, and my hopes that this helps Miss Songsteel get back on her feet sooner."
Endless Spellbook of the Tenth Circle
This book is identical to a blessed book, except that it has 5,000 pages. The following spells are already written within it: Body Softening, Celestial Valor, Circle of Spiritual Protection, Create Living Spell, Hellball, Summon Monster X, True Vulnerability, Unseen Needle. Despite the name and theme, spells of any level can be recorded within it.
Overwhelming Offense
This staff allows you to cast powerfully destructive spells to destroy your enemies. It has 38 charges left. You note Velsharoon's sigil is on the staff's tip as well.
Hellball (1 charge)
Queen's Displeasure (1 charge)
Greater Fire Storm (1 charge)
Greater Polar Ray (2 charges)
"WE'll see to it," Donald agrees. "Anything else while we're there?"
"Nothing beyond consoling Emily if she needs it," Seira responds.
Although this is also a good chance to discharge their node goals, so that I'd know what they're interested in pursuing next!
That was the plan for at least Donald.
"She needs it," Donald says, "Well, I'll get going. I'm good with Elle now and..."
Light. That connection with Donald again, strong and true.
Node update.
"Sure thing. And hey, Donald, why not stop by Lathander and ask him for advice on the thing you're wondering about? He could have interesting insights."
She's literally stronger!
"Sure, I will," Donald says.
"Ah, Seira?" Ranbar asks after.
"Yes?"
"I'd like some of your time once we return," Is her answer.
"You got it. Think about how you'd like to develop properly in the meanwhile, alright?"
A nod at that as...
Anything else with them?
Not at this time. Let's meet Oberuth along with Elle and Sanzha.
"You have a mission in the Deep Ethereal?" Oberuth asks once the four of you gather, right to the point.
"We got the rough locations of several divine seeds from Zaphkiel," Seira elaborates, once suitable privacy had been ensured. "Since there's the Hells to consider, we've been going after them. I chose to challenge the Deep Ethereal next, and this is the information we have on it:
"It is at the Heart of Dreams. Any who seek it must be able to master and defeat any dream they can imagine. Reality will become a matter of dreams there, and dreams shall oppose you to the last. The Guardian there takes the form of a blindfolded gorgon."
"In other words, you're a natural," Elle says, "You're welcome to come along."
Oberuth nods slightly, slowly. "Alright. I would be," he agrees, "Fantasy's worse than reality - at least reality has rules."
"You turned down the chance to use a divine seed before, but if you're interested now one of the charges is yours," Seira tells Oberuth. "If not, you know I can provide any number of artifacts to make life easier for you. In the end, however, I just think it'll be more fun to do this together."
Oberuth shakes his head, but after, "What manner of artifacts?"
Lady Sanzha smiles, "The Cauldron's collected many useful bits and bobs of equipment. All sorts of legendary treasures. Seira's quite good at hoarding things."
"The crown Sanzha is wearing is specialized in dreams, both using them and warding against them. It could work quite well in tandem of the specialized bed to prevent nightmares we borrowed from Aurora for you. But really, Sanzha's right. We've got plenty of gear sitting around and waiting for the right person, and we've been so close for so long any of it is yours should you ask for it. Even unique artifacts, given what we're after and how we intend to use that gift," Seira says, glancing at Elle in the end.
Quick check so I know, do you have anything in mind from your hoard here?
Not specifically and I don't have Oberuth's sheet, but aside from the Crown these things are nice:
Girded Mail
This is adamantine chainmail+6, heavy fortification that grants a +8 enhancement bonus to Strength when worn. These armors are relatively common (for epic magic items), said to be made in the House of Knowledge. Grand masters of magical item crafting are said to be given a task to be honored as a true grand master, and this is one of the creations often assigned as a test. Most bear a maker's mark, but not all.
Myciska
An adamantine mace+6, holy, defending, fiendbane and construct bane, this mace was the personal weapon of a cleric of Bahamut who lost her live in a tumble into the River Styx. It was recovered and resanctified, then said to be lost when a dragonborn went rogue and defected to Tiamat. Deals from there are obscure and spotty, but it's thought the mace was returned to Bahamut through unclear circumstances. What it's doing here isn't immediately obvious.
Plus, you know, I plan to have Elle go divine artificer and craft custom artifacts! The Cauldron will cover the crafting cost of any nice artifact up to 500k.
http://www.soulriders.net/forum/index.php/topic,104122.msg1109321.html#msg1109321
If you're curious. His gear is mostly functional.
"Something to improve my defenses," Oberuth says at last, "I can heal from anything, but it still hurts like hell."
Elle ponders it and murmurs words of magic. "Do you still need those boots the way you move?"
Oberuth looks down at them - good, strong boots with images of wings stenciled in on them. "No," he admits, as you see dried mud and dirt on them. "Distance doesn't matter anymore."
"I'm thinking boots with ioun stones engraved into them, so they aren't flying around," Elle says aloud, "I'd say something flashy but I know you don't want that, boring as it is."
"I'm thinking that the rest of your gear could use a boost, too," Seira muses, observing his weapon and armor with a critical eye. "My knowledge is theoretical rather than practical, but as someone who knows exactly what she wants and usually how to get it, once we're successful Elle could uplift it without harming the efforts that went into Tears or Blood and Sweat so far."
"If you can do it," Oberuth agrees, "Then do it - after this, I can fight fine with it for now."
"Sure thing," Seira concludes. "Now, as for what we know."
Any further info on Heart of Dreams? K:P 10 for 130 with Divine Insight.
It is said there is a heart to all dreams - a whisper perhaps or a legend, but such a place would said to be the core of all dreams, or perhaps where they all meet together.
Of course finding it is thought to be impossible.
"From all the scraps of knowledge I've gathered so far, it would be the literal heart to all dreams," Seira muses. "Sadly, no good starting point. So unless anyone has a better idea, let's get to Deep Ethereal and wander while focusing on this destination? If we try to shape the realm into ever-more condensed dreams, perhaps we'll reach it?"
"Then we can do that," Sanzha says, "At the least it's a good starting point."
Any prep?
Thus Seira transports the four of them to the Deep Ethereal!
My standard travel spells minus Celestial Valor and Glorious Rally, those can wait. Let's go~
Thus the four of you appear amid the chill haze of the Deep Ethereal. It is silent here, save for a faint whistle of faraway winds.
"Let's take your lead, here," Seira tells Sanzha. "See if you can draw us closer towards dreams."
Sanzha takes the lead and...
As I prep this up, gimme a Perception check for my own reference.
Perception 10 for 115
> roll 1d20+13
<Rei-chan> Kotono rolled : 1d20+13 --> [ 1d20=18 ]{31}
> roll 1d100
<Rei-chan> Kotono rolled : 1d100 --> [ 1d100=28 ]{28}
After perhaps ten minutes of flight onward, Sanzha pauses, "There's something-" she begins.
"One of mine," Oberuth draws Tears as he readies his shield, "Stand back."
Seira grins, shifting into her draconic form!
Whatever it is, it comes forward in a blur of vast speed, as...
Init.
Supreme Init. Everyone else gets +6 to the roll from Sign and Good Hope.
> roll 1d20+29 Sanzha
<Kobot> Kotono rolled 1d20+29 Sanzha --> [ 1d20=10 ]{39}
> roll 1d20+22 Elle
<Kobot> Kotono rolled 1d20+22 Elle --> [ 1d20=2 ]{24}
> roll 1d20+28 Oberuth
<Kobot> Kotono rolled 1d20+28 Oberuth --> [ 1d20=6 ]{34}
> roll 1d20+18 Nightmare
<Kobot> Kotono rolled 1d20+18 Nightmare --> [ 1d20=13 ]{31}
Init is Seira (Anti-Rei) > Lady Sanzha (39) > Oberuth (34) > Nightmare (31) > Elle (24)
It's a blur - a mass of flesh and blades, like a wheel of them spinning end over end forever. It's coming right at the party, 100ft away and closing lightning fast.
Open Seira.
Calling on her divine power, Seira drives spikes of adamantine in the wheel's spokes to bring the spinning to an abrupt stop!
18:47 <Seira> roll 1d20+13+5+2 cha
18:47 <Kobot> Seira rolled 1d20+13+5+2 cha --> [ 1d20=14 ]{34}
The wheel shudders, coming to a stop as adamantine pins it and...
Any other actions?
No, this is Oberuth's show. Relevantly, he gets +4 to attack from Greater Heroism and +2 to damage from Good Hope. The rest of the spells aren't really relelvant.
> roll 1d20+60 (+6 Seira stuff, +6 favored enemy, +2 charge, -16 PA)
<Kobot> Kotono rolled 1d20+60 (+6 Seira stuff, +6 favored enemy, +2 charge, -16 PA) --> [ 1d20=7 ]{67}
> roll 2d8+140
<Kobot> Kotono rolled 2d8+140 --> [ 2d8=10 ]{150}
Oberuth is simply there in an instant, sword slicing through dead on. It's gone just like that, sundered in half. "A minor nightmare," he announces, "Very minor. They're usually stronger."
Free act, that was just a nice warm up.
"I suppose it was here for warm up~" Seira chirps, before glancing over at Sanzha. "How do you feel about trying again? Oberuth and I can assist you once you get going."
"That's fine," Sanzha says, ""For as much as this may work or we come on the dreams of others."
"In that case...."
It's her show
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=53 ]{53}
You fly for a time. Miles ahead, you can see it. A floating hunk of land in the fog, drifting ahead. What looks to be the ruins of a castle are on it, cloaked in the thick fogs.
"Let's explore it," Seira proposes, making her way over in her draconic form.
"Explore what?" Elle speaks up, "Is something ahead?"
"She can see farther than us like this," Sanzha says, "What is it, Seira?"
"A castle surrounded by fog. It looks pretty dreamy! Just follow my lead."
Thus the party follows. It looks like an inner keep and two towers survive, while the outer yard, outer towers and outer wall are in ruin. A moat surrounds it, choked with ice. The drawbridge is up, but holes in the wall and the frozen moat would allow anyone to bypass that.
"How about imagining the castle as restored?" Seira proposes.
"Are the dreams that responsive here?" Elle asks, "Is this castle even a dream?" She leans forward to spy it, rubbing her chin as she does.
"They are to divinity," Seira points out. "We can either find the dreams, or make our own and draw the rest over to us."
"Let's see what's in there first," Oberuth declares, "Before we fool with restoring it or not. It may be sacked for good reason."
"Good point," Seira agrees, heading inside. And becoming compact as she does so!
Gimme a marching order, in case it matters.
Seira, Elle, Sanzha, Oberuth. Also, Elle isn't wearing Eldath's Tears, only has it ready in case we need some zome of nonviolence.
Thus you slip in. The ruined courtyard has no one visibly around, and doors to the keep itself are intact and shut.
You notice a few skeletons are about here, weathered with time and age.
The doors won't stay closed for long given Seira is here!
Percepton 115, Disable Device 120 if all is clear.
Simple as can be. The doors are merely locked with ancient locks. A bit of magic softens rust and allows them to be opened. Within lies a hall full of slain warriors, skeletons with the rusted remnants of armor and weapons about. Molded, crumbling banners of blue with a winged lion and hawk in flight can be seen.
"A mortal kingdom of some kind?" Sanzha speculates, flowing like water between the corpses, each getting a simple check.
"It wouldn't be the first or last lost to some unspoken disaster," Oberuth seconds. "Balmuria's had its close calls too."
A bit of her divine power allows Seira to conjure up a vision of the last stand for these warriors. She's the goddess of knowledge and war, and their intersection clearly calls for her to take a peek!
It's easy.
Blood. Fellow soldiers stand against an invading army - a green banner of stacks of hay - and the battle goes on. They fight long and hard, but in the end succumb to the invader.
Dreams.
A thousand dying dreams amid the sack mix with a thousand dreams - of those victimized by the pillage and plunder and worse. An army taking its gold and blood from a defeated foe, officers not holding the common soldiers back. Dreams of revenge, of things going differently - but mostly of dreams to get away, to escape. A dream that never quite gave up, until it echoed and became here, materialized here, an echo of what was at the lowest point, sacked and broken and forgotten.
Seira shows those echoes another dream, of the afterlife where sins and suffering both are cleansed and the soul is reborn with a newborn's wonder and joy. Not the fate she sought, perhaps, but one rather popular with most mortals. May it offer them a measure of peace.
If it is any consolation, the dead do not linger here, only the echos of forgotten dreams made real.
"A sad memory," Seira voices, exploring the rest of the keep.
"Ruins always are," Oberuth says shortly, "Except gnomish ones."
Looking for anything in particular?
"I disagree. Especially gnomish ones, given what they did," Seira responds, shaking her head. Some of their prisoners and experiments were still alive, which makes it even worse.
Seeing if there's more to find here, mostly. If not, we can get going again.
You search. By and large there's nothing - but as you pass by some skeletons in a hall - your sharp hearing lets you hear one of the skeletons rattle, bones shaking.
Taking a closer look, Seira checks for magic and signs of unlife!
There is very weak magic - but not from the skeleton. Beneath it. A magic weapon in particular.
Elle turns, finger pointed as flames dance. "A mere skeleton?"
A display of telekinesis allows the weapon to float into the air before them, and Seira studies its magic!
Ridiculously high K:A and Spellcraft.
"Ooooh," Elle says as she does the same, Oberuth keeping watch.
It's a bastard sword+3, keen. It's also intelligent, can imbue the holder with good hope (as the spell, CL 10th) and is a bane weapon against druids, shambling mounds and treants. Its purpose is to slay those who serve the Kingdom of the Green Bounty. It can communicate with telepathy and empathy when held.
Hello, Seira speaks to the sword without needing to hold it. You've been here for a long while. Are you looking for a new home?
'Looking to fight against them. Looking to get back into the fight.' Is the answer, eager.
Seira reflects on the Kingdom of the Green Bounty. Does it even still exist somewhere on a distant Prime?
Should fall under Knowledge, I think. And if not, divine power for exciting divination magic~
It's obscure by age - something tens of millions of years ago, a minor mortal kingdom long since lost to the passage of time.
The Kingdom of the Green Bounty has been defeated to the last, Seira tells the sword. Your mission has been accomplished.
'Then I rest.' The sword says, no other words said.
Thank you for your long and loyal service
Seira lets the sword rest as she sends it to her avatar at the Cauldron, before glancing at the others. "Let's pick another direction and get going again?"
Sure, gimme a d100 then.
23:52 <Seira> roll 1d100
23:52 <Kobot> Seira rolled 1d100 --> [ 1d100=82 ]{82}
Perception too, sorry. Normally I'd buffer that into a full post, but it's a bonus Saturday post so whatever.
Perception 115
Going to do anything with the sword or just hold onto it?
You wander the mists for some time.
Hm? Far distant, miles distant, but you hear the roar of a dragon ahead.
"Hear a dragon's roar, let's take a look!" She leads the way, obviously.
Posted about the sword above: Seira lets the sword rest as she sends it to her avatar at the Cauldron, before glancing at the others. "Let's pick another direction and get going again?"
I meant are you doing anything with it at the Cauldron?
"Could be something," Elle agrees, "We'll shock and overwhelm it if it wants a fight."
You come closer and closer. Ah, there. Amid the fog it drifts, the half solid image of a blue dragon. It roars defiance, snapping its jaws and breathing lightning all about itself.
Not until this excursion is done, unless the sword tells my avatar it needs anything.
"What are you facing off against?" Seira asks curiously, herself in dragon form!
Cool.
The dragon's answer is to roar a challenge back, snarling at you with draconic rage.
"Did you forget how to use the big person words? It's okay, I can show you!"
The figure roars at you - but it doesn't advance, either. Instead it roars again, the exact same roar as before. Your keen hearing lets you pick up on that, as it breathes out again int he same pattern. Your keen eyes help there, too.
"It's a set pattern," Seira notes. "Want to try and complete the scene, or find another point of interest?"
"I've seen these before," Oberuth speaks up, "You either complete the memory somehow - usually it's obvious how. That or you ignore it and stay away."
"I sense fear, anger. Trauma." Sanzha remarks, "This isn't a happy dream, whatever it is. No, this is a fragment of a nightmare. The dragon's nightmare." She studies it from afar as it roars, "It must have met its match and worse."
So long as it's not a dragon she killed that needed killing....
Seira sidles up to the dragon and adds her own roar of defiance to his, golden fire illuminating his as-yet-unseen opponent!
Nope, this one is new to you.
Give me...mmm. Call it a raw Charisma check.
20:35 <Seira> roll 1d20+13+2+5
20:35 <Kobot> Seira rolled 1d20+13+2+5 --> [ 1d20=10 ]{30}
A sense of peaceful hope fills the air. At this the dragon's roars at last stop as it slows, settles and lies down. It closes its eyes, going still. The nightmare fades, silence once more your companion in this foggy realm.
Seira nods in saisfaction, breathing out smoke.
"Good," Sanzha says as she flies on.
Mom, Alyssa did it! We made it back successfully!
"Find us a nicer dream this time!" Seira bids with a laugh, following.
I am relieved to have been proven right. You have my congratulations!
d100.
Thanks, Mom. We're going back home for now, we all need time to rest now.
Don't wait too long before you challenge the seeds~
21:08 <Seira> roll 1d100
21:08 <Kobot> Seira rolled 1d100 --> [ 1d100=39 ]{39}
We won't, I promise! Which ones have you gotten?
Arborea's. I'm seeking out Deep Ethereal's at present.
Meanwhile you fly on. As you do?
"You've come far for a mortal, but you hate it so," Sanzha speaks up, gaze to Oberuth. "Most mortals have the good sense to be thankful when they leave the mundane behind."
"Most people don't have the sense not to shit and piss in the same river they drink from downstream," Oberuth's expression is rather sour, "Not until you drill it into them that this is a bad idea. Most people don't know better until they have it. Most people become irrelevant in face of power like ours."
"That simply means your place isn't with them, but on a throne over them," Sanzha remarks, "Your homelands would worship you if you but took them over and made the barest effort." She smiles slightly, "Do you hate magic so?"
A pause here as you fly, Elle starting to turn to speak, but is just cut off by Oberuth. "I don't hate magic," Oberuth says at last. "I may as well hate iron or water. Magic can make one into a force of nature, and there's no controls for who gets magic strong enough to do that. No, what I've come to hate is how magic is used, how reality becomes a mere suggestion if you advance far enough. I hate how good, normal people can suffer because a monster is gifted with magic."
"So you hate human nature?" Sanzha counters back, a smile tugging at her lips, more and more. "Mortal nature means there are as many monsters as saints - perhaps more monsters than saints."
"I hate that almost anyone is a poor choice to grant those powers to. We're the exceptions, not the rule." Oberuth's expression is pensive. "It's complicated," he says at last. "In truth I don't entirely know anymore. So much has happened."
"I once met a wise marid, to who I asked questions of great profundity. His answer to all of them was that he didn't know." Sanzha gestures ahead as you fly, "Rarely do I meet a soul wise enough to say that he doesn't know."
"...There's far wiser men than I," Oberuth grunts, "Far, far, far wiser."
"I hate to be the contrarian, but I believe in mortals and their better natures," Seira casually interjects herself into the conversation. "And of those with magic I've come across, starting from those I trained around Balmuria and all the way to my current efforts, most are decent folk. Few have the focus to advance so far as to alter reality on a whim, too, whereas there is no shortage of children who came from money, nobility or both and feel entitled. Does it really matter whether you impose your will on your fellow men through the arcane, through force of arms or via commanding other men in your employ? To those they abuse these powers against, I mean. Would it be a meaningful difference to them?"
"You never hate to be contrarian," Elle points out in the meantime.
"You have a high opinion of people," Sanzha remarks, "It may not make a difference to them, power is power - but not all kinds of power are equal."
Seira giggles at Elle's words, the sound perhaps strange coming from a dragon that dwarves the others.
"Few things in Creation or Beyond are equal," she muses in response to Sanzha. "Are Tempus and the Red Knight, even when they represent War? Which I happen to, myself, as well. Are two snowflakes alike? Not that I've ever seen. This, what I've done here, is to take a complicated argument and condense it unfairly into an example that might qualify, but cannot manage to grasp the complexity of the argument in question. I did this, because I believe that as you and Oberuth discussed the dangers of mages, you did the same thing. When we make sweeping statements, we by necessity have to cut the individual and lower ourselves to the most common denominator."
Shrugging, Seira suggests, "Take Balmuria's mages for the period three of us here lived in the city. The Guard, not a villainous bone in our body. Elle, here, tyrannical to some but a big softie at heart. Mikhail, who came to a bad end, but was not born evil and whom we could've reached. In the end, someone who made a mistake. And what of the fearsome empire opposing us at the time? Claris, an honest man of the cloth who ended up in charge of the newly-established Barony of Valandia."
"Have you ever seen it snow in Mechanus," Sanzha says, starting to smile more at this, a real smile. "They're all identical there."
"The Baronies were incredibly lucky to have us," Oberuth says, "It could have been so much worse. You're also a big optimist, Seira."
"If Seira can't be optimistic, who can?" Elle banters back, "It's part of her job."
"So it is! And the context was a Prime, so there, Sanzha!"
Smiling slightly herself, Seira tells Oberuth, "How about another Prime? I naturally took interest in Miss Songsteel's Prime of birth, and its mages aren't actually that bad. A scholastic society, a magical meritocracy that didn't actually feel smiteable, and curiously enough, the kingdom of one of Kascha's friends from Aurora. Most of the governments were lead by powerful mages, although all of them were restricted to mortal power aside from Alyssa Songsteel, and yet the people did alright. Or how about we look over at Valar's realm of origin? Even in the nation of Malana where the Prime itself has been all but consumed by Auril, all it took was a spark, a bit of discreet aid, and it was enough to illuminate the good in people willing and ready to do good. If I'm an optimist, it's because the people I watch over validate my beliefs time and time again. How, then, can I do anything but support them with everything that I am?"
Oberuth inclines his head to you after all of that. "I only have one question then: How many Primes are the opposite, where evil triumphs and surges? How many times have the monsters won?"
"Creation is not really in a balance, the way I see it. Fiendish interests are very active, as are Shar's agents and other villains. Celestial support is often subtle and done from afar, and doesn't raise to the same level of intensity. And yet, worlds don't fall. People don't turn on each other, not in the quantities you would expect to see if all things were equal. It's enough to give anyone hope!"
Gimme a quick d100 as you all go?
"Until worlds do fall," Sanzha points out, "But as long as they haven't, there's still hope. Even in rare cases there can be hope after, but Lifasa was strange start to end."
"Don't forget Benfal, either!"
18:51 <Seira> roll 1d100
18:51 <Rei-chan> Seira rolled : 1d100 --> [ 1d100=38 ]{38}
You fly a time longer as the conversation dies off. You see it far ahead in the fog, floating. A manor home, in impeccable condition. It is surrounded by green lawns and sunshine radiates from above, from nowhere to give the manor a sunny glow. It's a big, spacious country home with two stories, a large garden to the sides and back.
"Large manor and a plot of land ahead," Seira informs the others, leading them to it.
"More free floating land?" Oberuth says, "We're running into more of that than usual."
"My eyes see for five miles into the distance," Seira logically points out. "And Sanzha manipulates probabilities. Between the nature of this plane, her divinity, her anarch nature and a bit from the crown, I figure it's enough."
Oberuth doesn't comment further as you approach the manor. Nothing happens as you come closer, perhaps thankfully.
Seira examines everything!
Perception 115.
It's a beautiful manor with yard and gardens. From here you notice absolutely nothing wrong with it.
Shrinking down to her usual form, Seira decides to head inside!
"Nice," Elle remarks as you go, "Someone has style."
As you head to the front door, a voice is heard on the wind.
"Come to memories, stay until the end of the dream."
"Sure thing! We've been looking for dreams, after all!"
Seira opens the front door and holds it chivalrously for the others.
"Hope it's the dream we need," Elle remarks as you open the door.
When you do, you can feel it. Reality changes around you - something a mortal may not understand, but you're far from being a mortal. You can feel it shift in familiar ways, power moving about here to change things. You could try and disrupt it with your divine will if you wish.
"Dreams are taking hold," Seira notes, choosing to observe for now. "Let's wait and see before trying to guide them."
Everything around you is dark and gray. Then a moment later it's night, the manor before you lit up. Lights come from the windows, setting all into radiance.
Finding herself outside the manor once more, Seira knocks on the door! Now someone will surely open it for her!
The door opens smoothly. A gray slaad butler is there and bows low, "Madam," it says in impeccable Common. "May I take your coat?"
"Oh, so this is Seira's dream," Elle says in understanding.
Oberuth eyes the slaad as a hand drifts to the hilt of his blade.
Projecting a fancy coat into being, Seira hands it over to the butler with a wide smile!
"Certainly!" she allows, before stepping inside.
"Very good, ma'am," he stands aside as the party enters, "Please come with me."
Mildly regretful that Vayley had not accompanied them on this trip, Seira does so.
Thus in you go. Past finery to a room filled with...dragons?
Dozens of dragons of all color and metallic shade are here, chatting. They're all sized so they're about equal to Hanna, several snacking on finger foods or drinking from wine glasses. A pleasant buzz of conversation fills the air.
That seems like fun, so Seira transforms while keeping her side reduced comparably! Then, it is a matter of finding a wine glass, for conversation will surely follow....
Looking for any particular subjects or the like?
Let's find out who the host is and what's the occasion!
You wander and come up to a black dragon and a silver dragon, chatting away. The black dragon is overheard saying, "...and I really have to hand it to our host, she has this in claw."
The silver dragon pops a gold nugget into her mouth and quietly chews before, "It's the best party this century. None of the riff-raff got in."
"Doesn't it add some spice to life, though?" Seira voices, sipping from her wine glass. "Keep things from falling into familiar patterns by shaking them up?"
"Ah, Seira. Wonderful to see you here," The black dragon smiles, as your companions hold back and just stare at at it all. "How has that miserable mess in the elemental planes treated you?"
"Quite well, actually! I came out ahead, which means my ideals came out ahead, which means a great many people are better off now and that leads back to me coming out ahead."
"Splendid," The silver dragon remarks, "Such a beastly affair, I heard what happened in the Battle of Father and Son."
"Imix threw everything he had against me when we clashed, and lost his army and his precious artifact before running away," Seira laments. "Zaaman Rul didn't even have time to scold him properly. What is the point of attacking your enemy if you run before you do any serious battle, I ask you?"
"Survival," The black dragon says, "Nothing more, nothing less. Why, what else could it be, unless he forgot a pressing engagement. Though I find the encroachment of Baatorian interests into the City of Brass most vexing. Vexing and confounding I say, several enterprises have had to draw back and reassess in light of this change. I'm afraid I may have to pull out my interests in Fire altogether, though the Baatorians have been extremely generous offers." A sniff, "But I will not work with Baatorian barbarians. I prefer a more civilized people."
"I just so happen to be planning to expand my interests in Fire," Seira notes casually. "Perhaps that would provide new opportunities without distasteful compromises."
"Perhaps," The black dragon says thoughtfully.
"The Baatorian offers are more than generous," The silver dragon says, "I've made several profitable agreements with them recently and expanded my interests in Fire. Be what they are, but they also understand that business is business, and our business is our business."
"The efreet also thought that, until their business became Baator's, and their relationship turned to one of... master and vassal is the kindest way to say it," Seira says, giving the wine in her glass a swirl with a practiced flick of her wrist. "I would caution against listening to them, given the numerous instances of these offers turning into something else entirely when one least expects it."
Then -
You're back outside of the manor. You blink slowly. You feel as if you just woke up from a nap, refreshed. Your friends stand next to you.
A pause.
"You have weird dreams, Seira," Elle says at last.
"I thought the butler was very dapper," Seira insists. "And what a dignified gathering!"
"Still better than my dreams," Oberuth gives the manor a look, "I'll not risk going in again."
Sanzha titters, "You really must attend a marid soiree, Seira. You'd fit right in."
"I've had the pleasure, once or twice," Seira muses, before nudging Elle slightly with a wing. "Your turn."
"I suppose it won't harm anything," Elle says, stepping to the door.
It opens as Oberuth hangs well back and away. Donald opens it, wearing a smile and nothing else. "Elle," he calls, "I have the strawberry sauce ready and warm. Did you bring the cream?"
Sanzha politely turns away and clears her throat. "Not all dreams are meant to be shared, but I congratulate you on your passionate relationship."
Elle reaches out, expression pale, and closes the door firmly.
She's honestly thought it would take more than merely opening the door for the dream to advance there. Still....
"Sanzha, your turn?"
Elle looks utterly mortified, pale and drawn, as Sanzha smiles, "Oh, I'll have to demur as well."
"Come on, show us your dreams of Donald!"
To Elle, Seira sends, I've adventured with Donald for years, it's nothing I haven't seen before. And I know how he talks, don't worry. It was positively tame for him.
"Can we just go?" Elle says, "Please?"
"Oh, fine. Just let me try something."
Seira approaches the door, but this time enforces her will on the forming magic to open it into the Heart of Dreams!
Rank check.
20:27 <Seira> roll 1d20+5
20:27 <Penuche> Seira invokes Penuche's magic: < 6 > [d20=1]
Nothing.
Nothing happens at all.
"I think I'm onto something, here," Seira says slowly as she takes a step back. "When I give the signal, focus on opening the way to the Heart of Dreams. Together, we might have a shot."
"My, what an interesting thing," Sanzha agrees.
Elle merely nods, "Then we'll do it together."
Now!
Seira reaches for the door, serving as the focal point for their hopes for reaching the Heart of Dreams!
Rank checks, y'all.
20:55 <Seira> roll 1d20+5
20:55 <Penuche> Seira invokes Penuche's magic: < 19 > [d20=14]
> roll 1d20 Elle
<Penuche> Kotono invokes Penuche's magic: < 11 > [d20=11]
> roll 1d20 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 16 > [d20=16]
Before you, a yawning, ragged chasm opens, as if to invite you in.
Keeping it open, Seira leads the way inside!
Perception.
Perception 115
It's warm here.
A beach?
A sunny, warm beach?
Mmm, you were about to go lie down and tan. It's so warm here?
(Then why are you in your combat gear?)
There's just something pleasant in enjoying a pleasant warmth in dragon form. It's not the same as swimming in gold, but desirable all the same!
The beach awaits you as Elle is already going there, starting to take off her outer robe as she goes.
Wait, that's wrong. Weren't you just embarrassed over a naked Donald, Elle? A naked Elle woud probably make Oberuth embarrassed in turn, Seira reasons, blinking owlishly.
This requires a Diplomacy check.
22:05 <Seira> roll 1d20+80
22:05 <Penuche> Seira invokes Penuche's magic: < 83 > [d20=3]
+2 for men!
Elle pauses and slowly says, "...What am I doing?" she asks aloud.
Why, you're being coerced by a dream, just like we were told! Seira chortles. We were told that they would oppose us to the last, and must be mastered.
Coming to her senses as she speaks, Seira snaps her claws together and speaks to all of her friends, Our goal first, playtime after.
Sanzha steps up with a smile, "What a cunning little bit of trickery."
Oberuth stomps forward, "Nothing more than trickery."
Seira checks for magic!
Spellcrafting.
10 for 120
There is no magic at all.
I think we reached the entrance, Seira tells the others. Even though we're drowning in magical effects, I can't see any conventional magic.
Oberuth nods shortly, "This way," he says, striding away from the beach. "The dream's not right there. Different."
"You can tell," Elle quickly gets herself back in order.
"Yeah," Oberuth doesn't slow down, "It isn't as it should be."
"Wow, thanks! I'm pants at this," Seira says, following in dragon form.
"I've dealt with twisted and hostile dreams not my own for decades," Oberuth says as he leads you along. Ahead is just a bit of plain land - which shimmers and shifts a you approach, into a stairway into the sky above.
"Perhaps once this excursion is done, we can finally go and ask Sylian why?" Seira offers, following Oberuth's lead.
"We can ask him many things," Oberuth's voice is stony at that, hand going to the hilt of his sword.
"Be prepared that you may not like the answer," Sanzha says, "So often we find out that the answer is not the satisfaction we hoped for." With the hints of a smile on her face, "Will you fight him, Hellman?"
Oberuth spits to the side as you stride up the stairs, "Is there any point?" He says, a bitter tone to his words. "When weighed against necessity?"
"If we choose to damn a good man to save Creation, that's a terrible plan and we should do better," Seira responds, shifting back again to better fit in. "Definitely, there is a point. The other side deals in necessity." She snorts, adding, "And yet, somehow, the ones who are forced to make the hard choices and painful sacrifices are always someone else for them."
"Is that why the Heavens praise martyrs so?" Sanzha remarks as you climb higher and higher. "Because at least martyrs have the decency to make the hard choice and sacrifice themselves rather than another?
"There is that aspect," Seira agrees, nodding at her friend. "Look at it this way. Had Sylian approached Hellman properly, explained as much as he was able to and then asked him to volunteer, I believe the Commander would have done so. But just because the outcome is likely to be the same doesn't mean the choice is irrelevant. If you deprive a person of their agency, if you keep them from making a choice, then something quite real is diminished in the process. That is a big reason for why the heavens praise those who make the choice to save others."
Smiling slightly, Seira adds, "It helps that these martyrs and their heroic sacrifices often make for engaging stories and their legends serve to inspire a great many others to improve Creation. That would be another reason for the popularity."
"Hold on," Oberuth says shortly, "Ahead, to the side. Here."
"Can the rest of you see it?" Seira asks, trying to spot the differences herself.
Perception 120.
Any special means of perception?
scent, low-light vision, darkvision, blindsight and tremorsense
You can't feel anything - it seems remarkably real to you on a glance. Your senses concur.
"I can," Sanzha says, "The color and shape is wrong, isn't it?"
Oberuth nods slightly as Elle says, "I don't. Do you, Seira?"
"Regular divine senses cannot spot the difference," Seira responds, shaking her head.
And yet....
Oberuth's powers came from the Beyond, but Sanzha's must be from that Crown. While a powerful artifact, it is still of Creation, and that means that means and methods exist in Creation itself to spot the difference. Between that and being pointed out at the right spot, Seira should be able to force a new sense! Not something as complete as scent and blindsight, perhaps, but closer to a variant on the detection magics. Just as Lagann had taught her to detect hidden metals and analyze them, so can she surely come up with... Greater Dream Sight? The name is bad, she'll have to come up with a proper one, but a way to detect and analyze dreams all around her.
Right, so despite phrasing the Crown isn't an artifact but an epic magical item. I figure I could Miracle or divine power a variant on Detect Magic or Greater Arcane Sight to spot this stuff! Plus, Seira has experience with seeing different coloration from the Deck: You feel full of life and vitality. Around you, things are sharper, outsiders dimmer (15ft radius).
Okay, obligatory homework: Is there any spell even remotely like this that already exists?
It's a perfectly fine use of alter reality in theory, I just want to know if anything similar is already on the ground.
If I knew of a spell like this I would've said so. However, there are a lot of variant Detect spells, and Arcane Sight is just a better Detect Magic.
Something to do this is reasonable enough, yeah. I can't think of anything similar.
The dreams before you shimmer - and one part of them does seem off now, the part Oberuth advances on.
"Specialized magic to the rescue!" Seira cheers, gathering that same power at her fingertips and then tapping Elle with it. "Let's take a closer look there!"
You go to that part - and when you reach it, it dissolve sinto a golden archway, inviting you deeper in. You can't see anything past it, your vision blocked.
Seira leads the way in as any sensible leader would.
A moment of falling.
All of you land safely amid a sea of stars. A glorious sea of stars, radiant all about you. As you bask in the starlight, far away you can see a throne rise. A throne on which a woman with hair of green snakes sits, clad in a white robe. A matching blindfold sits over her eyes. She is within an inch from being close enough to touch and yet miles away at once, a harmony to it that should be impossible, and yet she does so.
"The form of a blindfolded gorgon," Seira murmurs.
Hello, Guardian, she greets her. I am Seira Aryn, and these are Elle Stronger, Sanzha and Hellman Oberuth. How should we address you properly?
"Guardian," Oberuth inclines his head forward.
Sanzha smiles, "A pleasure."
Elle steps forward, "Yes, tell us what you wish us to call you. Something inspiring!"
"I am Guardian." The gorgon whispers, a soft hiss to her voice.
Now that we have been properly introduced, let me formally announce that we are here for the divine seed that was entrusted to you. It is our understanding that you may wish to test our mettle before deeming us worthy of it. We could proceed to that, or we could just talk first, whichever you would prefer. While you are limitless in power, it must get lonely without company.
"The end comes," The gorgon says. "The dreams of the end have begun. The dream of the prophecy is complete. Nothing can change this final, inevitable fate." It speaks very softly throughout. "Will you spend your last times in conversation with me?"
While a clash of all the higher powers draws near, this twilight of the gods will not necessarily be the End. Not for the Creation we all love and protect, Seira responds.
The prophecy, if you refer to the Prophecy of Primus, has a fatal flaw. I'm confident in it, after studying it for considerable time. We can, in fact, change this supposed fate and we will do so, she promises, before frowning in consideration. My offer was of a proper conversation, as you must have so much to teach us, while sharing our unique perspective with you might well bring something new to a being who has nigh-everything, but if you desire my company until the battle for Creation's fate, I can provide an avatar to go with you into the Beyond. I wouldn't run out of things to talk about, that's for sure.
"You do not understand," The Guardian says, softly. "It has begun. Shar moves. There is no time to wait. Today begins and it is the Last Day. This test means nothing now."
I don't believe that, Seira says honestly. However, on the off chance it is the truth, please give us what aid you are able. If direct interference is forbidden, there was one who opposed Shar with Zaphkiel's blessing. You are not bound by the Temporal Compact, and could glimpse at Ianvasah's soul, mind and memories at the moment just before she was destroyed by Shar. You can also copy her soul, memories and sense of self and place them into a fresh body. If you pick a duel between us as your trial for us, then you are allowed to spend your power that way.
"Liar," Oberuth declares, "What, you wish to test us in a nightmare, Guardian?"
Elle's breath catches but she takes a long breath, "I agree, I do not believe you."
Sanzha merely titters, "The best part? I'm sure you could put on an incredible show otherwise to convince us."
"I have no reason to serve your wishes or request," the Guardian says, plainly.
I cannot force you into anything, Seira agrees. I can, however, plead my case and hope that you agree. From the moment you were created, you've lived in a hidden corner of Creation, able to see everything but never to interfere. Even this one time you can leave your mark on Creation by choosing which side gets the divine seed, you are forced to leave immediately afterwards and never to return. So it comes back to the question of do you love the land of your birth? Do you want Creation to prosper? Do you want to give us the best chance at driving off Shar and striving to make an ever-better life for everyone?
A silence.
"This is not the first seed you have collected?" A plain question, to the point.
You are the second guardian I am challenging, Seira responds, nodding. I have been granted a single use of two other seeds that were used to elevate my friends, however. If you refuse us, others will come. Given the coordination on the part of those wishing to save Creation, there is a very high chance that any other approaching you in that case would wish it ill.
Gesturing at her side at Oberuth, Seira says, Look into the Commander's past. See what he had done for his people. View the sacrifices he had made. Look at his judgement of the God-King, Daa-vid, and of how he brought back the others who fought desperately for Creation alongside him. It is from there that I got the idea that there might be powers that could bring back the dead that are barred even to a deity of my stature, if only I could plead my case before them properly.
Elle is next. My oldest friend, loyal and curious. She had lead a good life, and had it all. There was no reason for her to throw herself fully into danger, to wade into the front lines of the many conflicts we have engaged in to try and make life better across Creation. Yet she did it without even being prompted into it.
Looking at her other side, Seira smiles. Sanzha, a good friend and a close ally despite the way we occasionally clash over our perceptions. I hope to show her the inherent goodness in all one day, but that never held us back from bringing everything we had into our partnership. She, too, could've aimed to take back all that she had lost, but instead she chose to join my cause with all that it will entail. There were no promises of renewed ascension at the time, no explanations of the reasons behind our actions. Yet she went all in, and was indispensible in rediscovering secrets known only to Io and sharing them with others.
Smiling at the guardian, Seira says, Unlike myself, it is their first time seeing a being like you. I cannot imagine how terrifying it must be, yet you saw the way they immediately stood against you at your suggestion to give up. Test us further if you wish, for we are willing to prove our mettle. We will not stray. However, if you hold some measure of sympathy for the Creation that has been your home all this time, please find it within you to make those trials in such a way that would help us further should we succeed in them.
You said something sufficient for a diplomacy check, go ahead and gimme one.
21:19 <Seira> roll 1d20+95 divine insight
21:19 <Penuche> Seira invokes Penuche's magic: < 96 > [d20=1]
"Then we will begin," The Guardian says at last, her throne fading back along with her. "Prepare."
Since she's giving them the opportunity, Seira casts the spells she needs to share with everyone here before nodding at the Guardian in resolution.
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Seira
AC: +14 normal/+9 touch/+17 incorporeal (+2 insight Foresight, +5 sacred Shield of Warding, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +8 ghost touch shield)
Attack: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Ref Save +13 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Arcane Spellsurge
Armbands 10/10
Fire Damage +7 7/7
Amusingly, this also reminds me I had +10 more to Diplo.
"Get ready," Elle warns as abruptly space moves around you and - !!!
Go ahead and roll init now, we'll be using a stable init with things added to it rather than lots of new init sets.
[spoiler]
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Lady Sanzha
HP: 735/735 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 16/16 Bardic Music 35/35 Water Devotion 1/1 Trident Elemental Damage 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes:
Elle
HP: 851/851 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used:
SLAs Used:
Spells Active: Epic Mage Armor (CL35)
Notes:
Commander Oberuth
HP: 1205/1205 (regeneration 35)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Defensive Stance 13/13 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack 1/1 (rnd)
Spells Used:
SLAs Used:
Spells Active:
Notes: Immunity to sickened and reduces nausea. Immune to critical hits and precision. Allied defense applies combat expertise to all adjacent allies.
Supreme Initiative, DvR5
> roll 1d20+28 Oberuth
<Penuche2> Kotono invokes Penuche's magic: < 30 > [d20=2]
> roll 1d20+29 Sanzha
<Penuche2> Kotono invokes Penuche's magic: < 30 > [d20=1]
> roll 1d20+22 Elle
<Penuche2> Kotono invokes Penuche's magic: < 31 > [d20=9]
Init is Seira (Supreme) > Elle (31) > Oberuth = Sanzha (30)
More in the next post.
"You shall fight dreams," The Guardian intones, "Can you overcome the dreams of Creation?"
"We must overcome every challenge, if we are to save it," Seira responds, ready to spring into action the instant an opponent appears!
Thus they emerge. To the north, about 120ft away, is a familiar foe. A tarrasque, hazy around the edges. It looms impossibly large, ready to charge.
To the south, 60ft away, emerges a snarling wolf. It's larger than a dozen wolves and snaps its jaws, full of sharp, dagger-like teeth.
To the west, 100ft away, emerges a skeletal dragon, eyesockets alight with green light.
"Begin." The Guardian says.
> roll 1d20+34 haze tarrasque
<Penuche> Kotono invokes Penuche's magic: < 43 > [d20=9]
> roll 1d20+8 wolf
<Penuche> Kotono invokes Penuche's magic: < 11 > [d20=3]
> roll 1d20+10 dragon skeleton
<Penuche> Kotono invokes Penuche's magic: < 21 > [d20=11]
Init is Seira (Supreme) > Haze Tarrasque (43) > Elle (31) > Oberuth = Sanzha (30) > Dragon Skeleton (21) > Wolf (11)
Open Seira.
Does Greater Arcane Sight tell me if any of them have any spells? They're within range. Perception 115, Spellcraft 120. Also, do my ridiculous knowledge tell me why the tarrasque is hazy or what the wolf is? Also, I presume the dragon is undead despite being a dream creation for the purpose of anti-undead stuff?
This all comes with the proviso that as a Guardian, things could be changed for any or no reason at all. They can basically cheat from what you understand.
They radiate no magic at all, despite being obviously magical creatures.
You suspect the tarrasque is some manner of phantasm or dream creature, or under a decidedly overpowered blur effect.
The wolf just looks like a giant wolf.
You'd assume it's undead, it is a giant walking skeleton.
Seira dashes to the west, stopping within thirty feet of the fake dragon to glare at it contemptuously. Her magic responds, and a fiery ray lashes out at the undead!
18:33 <Seira> roll 1d20+42+5 SR
18:34 <Penuche> Seira invokes Penuche's magic: < 50 > [d20=3]
18:34 <Seira> roll 1d20+68 ranged touch
18:34 <Penuche> Seira invokes Penuche's magic: < 88 > [d20=20]
18:34 <Seira> roll 1d20+68 ranged touch crit?
18:34 <Penuche> Seira invokes Penuche's magic: < 78 > [d20=10]
18:35 <Seira> roll 40d12 twinned blazing radiance if hit
18:35 <Penuche> Seira invokes Penuche's magic: < 233 > [40d12=233]
18:35 <Seira> roll 80d12 twinned blazing radiance if crit
18:35 <Penuche> Seira invokes Penuche's magic: < 585 > [80d12=585]
18:36 <Seira> roll 21d6 sneak attack
18:36 <Penuche> Seira invokes Penuche's magic: < 73 > [d6=2,5,1,3,5,4,1,1,4,5,2,6,6,5,3,4,2,2,4,6,2]
I pre-activated the Armbands of the Spark, so I can deal precise damage to everything! And what a happy time. Damage is doubled since undead, so 466+73 if regular hit and 1170+73 if crit.
Twinned spell, so:
2486 if crit, 1078 if normal hit. No save.
I still have a standard and a swift, so please resolve this first.
Ting! Your spell bounces away at the last minute. You've used this spell enough to know what it is - ray deflection, or something about identical.
Seira wages war on the undead's magical defenses! Just because she can't see them doesn't mean she can't sunder them!
Dispelling, how many checks?
18.
Chain Dispelling
18:56 <Seira> roll 18#1d20+40
18:56 <Penuche> Seira invokes Penuche's magic: < 48, 58, 56, 53, 47, 50, 60, 56, 41, 58, 44, 47, 48, 43, 48, 52, 50, 53 >
There's a ripple around the creature but nothing else. None of the normal magic that crumbles or dissolves, but you at least see that much of a sign of the spell you cast.
Anything else?
Seira channels the other Blazing Radiance into her drawn sword and waits.
Gambit.
Init is Seira (Supreme) > Haze Tarrasque (43) > Elle (31) > Oberuth = Sanzha (30) > Dragon Skeleton (21) > Wolf (11)
> roll 1d20+84
<Penuche> Kotono invokes Penuche's magic: < 95 > [d20=11][/i]
The hazy tarrasque charges in at the rest of the party, the distance closed in a second. Elle looks up as its maw comes down at her - and it only catches an afterimage. She's already gone, a blur back as she chants words of magic.
Elle holds a moment pending the others, since she'll probably unload on whatever isn't occupied or if something looks weak enough to finish off. Oberuth and Sanzha.
> roll 1d20+75 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 82 > [d20=7]
> roll 1d20+70 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 90 > [d20=20]
> roll 1d20+65 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=7]
> roll 1d20+60 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=5]
> roll 1d20+70 (+13 Seira) crit confirm
<Penuche> Kotono invokes Penuche's magic: < 83 > [d20=13]
> roll 1d8+55
> roll 1d8+55
<Penuche> Kotono invokes Penuche's magic: < 56 > [d8=1]
<Penuche> Kotono invokes Penuche's magic: < 57 > [d8=2]
> roll 1d8+55
<Penuche> Kotono invokes Penuche's magic: < 61 > [d8=6]
> roll 1d8+55
<Penuche> Kotono invokes Penuche's magic: < 61 > [d8=6]
> roll 2d8+110
<Penuche> Kotono invokes Penuche's magic: < 114 > [d8=1,3]
In retort Oberuth steps in, Tears a blur of steel as he slices into the hazy tarrasque. Each blow rips a bit away from it, healing in instants, but he keeps the pressure on. As this happens, Sanzha hops back, a warbling and water song that fills the air.
Inspire courage, so +8 morale attacks/weapon damage and saves vs fear. Also activates melody of water for Sanzha.
Elle in the next post, getting this one done now so I don't lose it after that long interrupt.
[spoiler]
+8 morale Sanzha as well as melody of water activated for her.
+charisma to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+33 temp HP.
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Lady Sanzha
HP: 735+72/735 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 16/16 Bardic Music 35/35 Water Devotion 1/1 Trident Elemental Damage 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes:
Elle
HP: 851+72/851 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used:
SLAs Used:
Spells Active: Epic Mage Armor (CL35)
Notes:
Commander Oberuth
HP: 1205+72/1205 (regeneration 35)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Defensive Stance 13/13 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack 1/1 (rnd)
Spells Used:
SLAs Used:
Spells Active:
Notes: Immunity to sickened and reduces nausea. Immune to critical hits and precision. Allied defense applies combat expertise to all adjacent allies.
Oh Sanzha, that was what prep time was for!
> roll 1d20+73
<Penuche> Kotono invokes Penuche's magic: < 88 > [d20=15]
> roll 30d8
<Penuche> Kotono invokes Penuche's magic: < 139 > [d8=5,7,2,7,6,8,3,6,2,1,2,4,4,7,7,1,8,4,2,4,7,5,1,6,6,2,8,1,8,5]
Total of 174 after Elle's add on bonus.
> roll 1d3+30
<Penuche> Kotono invokes Penuche's magic: < 33 > [d3=3]
68 after add on bonus.
Elle gestures at the hazy tarrasque, a slash of force and a shot of force hitting it dead on. It momentarily stops it as Oberuth tears in, but only for a moment as, "Strong as one," Elle says, "Hit it harder!"
Init is Seira (Supreme) > Haze Tarrasque (43) > Elle (31) > Oberuth = Sanzha (30) > Dragon Skeleton (21) > Wolf (11)
Skeleton is up.
The skeleton hisses strange words of arcane magic that - !
You can counter this if you want, assuming you have your counter game online. It's a spell titled Flayed Man. It does exactly what it says it does, to agonizing effect.
[spoiler]
+8 morale Sanzha as well as melody of water activated for her.
+charisma to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+33 temp HP.
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Lady Sanzha
HP: 735+72/735 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 16/16 Bardic Music 35/35 Water Devotion 1/1 Trident Elemental Damage 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes:
Elle
HP: 851+72/851 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: 3: Quickened Sandalphon's Unerring Projectile 11 Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL35)
Notes:
Commander Oberuth
HP: 1205+72/1205 (regeneration 35)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Defensive Stance 13/13 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack 1/1 (rnd)
Spells Used:
SLAs Used:
Spells Active:
Notes: Immunity to sickened and reduces nausea. Immune to critical hits and precision. Allied defense applies combat expertise to all adjacent allies.
It's one of my SDAs!
21:47 <Seira> roll 1d20+40 chain counterspell!
21:47 <Penuche> Seira invokes Penuche's magic: < 57 > [d20=17]
The spell is smoothly countered as you stop it cold, while a moment later it gestures with a slash and...
Another spell, this one Torn Body. It rips your body apart, as you might guess.
Try harder, Seira scoffs.
21:50 <Seira> roll 1d20+40 chain counterspell!
21:50 <Penuche> Seira invokes Penuche's magic: < 53 > [d20=13]
Another spell crumbles before you as a third comes - another Torn Body - a relentless follow up as it finishes with one final slash.
Grudgingly, Seira has to admire this sort of devotion to slinging powerful magic in sequence. However, it does seem futile, so perhaps that's the undead lack of common sense in action?
21:57 <Seira> roll 1d20+40 chain counterspell!
21:57 <Penuche> Seira invokes Penuche's magic: < 50 > [d20=10]
The third spell breaks as well, shattered. You're safe for the moment as the wolf howls and charges in - at an angle, right at you.
Reach?
5ft
> roll 1d20+88 (+2 charge)
<Penuche> Kotono invokes Penuche's magic: < 99 > [d20=11]
AC?
111 at present
Yet Seira whirls around and blocks the assault with her sword, pressured as...
Go.
22:11 <Seira> roll 1d20+68 counter!
22:11 <Penuche> Seira invokes Penuche's magic: < 81 > [d20=13]
Actually +12 with magic so 93.
22:13 <Seira> roll 1d8+93+12+22d6
22:13 <Penuche> Seira invokes Penuche's magic: < 180 > [d8=4][d6=1,1,2,3,6,5,1,4,5,4,1,1,3,4,5,4,1,5,2,4,3,6]
Also 2 points of Str damage.
Your retort tears into the shoulder of the wolf, no blood as you rip flesh apart. You slow it down for several moment as it makes not a sound from the injury.
Carry on.
After chastising the puppy, Seira turns into fire and blitzes through both it and the skeletal dragon. Ashes settle in her wake, some of them forming into small elementals to harass the lesser dragon as she lashes out with her sword!
Swift on Fiery Leap, swift on summoning elementals to flank with, full attack
Fiery Leap on both wolf and dragon:
22:16 <Seira> roll 1d20+41+5 SR
22:16 <Penuche> Seira invokes Penuche's magic: < 48 > [d20=2]
22:18 <Seira> roll 15d6 goldenfire Ref DC51 half
22:18 <Penuche> Seira invokes Penuche's magic: < 46 > [d6=6,2,3,5,1,1,4,4,1,1,2,1,5,4,6]
Full attack on dragon:
22:19 <Seira> roll 1d20+70+12
22:19 <Penuche> Seira invokes Penuche's magic: < 90 > [d20=8]
22:19 <Seira> roll 1d20+70+12 +30 from MMoP if 90 missed
22:19 <Penuche> Seira invokes Penuche's magic: < 101 > [d20=19]
22:20 <Seira> roll 1d20+70+12 +30 from MMoP if 90 missed
22:20 <Penuche> Seira invokes Penuche's magic: < 98 > [d20=16]
22:20 <Seira> roll 1d20+70+12 +30 from MMoP if 90 missed
22:20 <Penuche> Seira invokes Penuche's magic: < 87 > [d20=5]
22:20 <Seira> roll 1d20+65+12
22:20 <Penuche> Seira invokes Penuche's magic: < 84 > [d20=7]
22:20 <Seira> roll 1d20+60+12
22:20 <Penuche> Seira invokes Penuche's magic: < 79 > [d20=7]
22:20 <Seira> roll 1d20+55+12
22:20 <Penuche> Seira invokes Penuche's magic: < 82 > [d20=15]
22:20 <Seira> roll 1d20+67+12
22:20 <Penuche> Seira invokes Penuche's magic: < 98 > [d20=19]
22:20 <Seira> roll 1d20+67+12
22:20 <Penuche> Seira invokes Penuche's magic: < 80 > [d20=1]
22:21 <Seira> roll 1d20+67+12
22:21 <Penuche> Seira invokes Penuche's magic: < 98 > [d20=19]
22:21 <Seira> roll 1d20+67+12
22:21 <Penuche> Seira invokes Penuche's magic: < 83 > [d20=4]
22:21 <Seira> roll 1d20+70+12 +30 from MMoP if 90 missed CRIT confirmation
22:21 <Seira> roll 1d20+70+12 +30 from MMoP if 90 missed CRIT confirmation
22:21 <Penuche> Seira invokes Penuche's magic: < 86 > [d20=4]
22:22 <Seira> roll 1d20+67+12 CRIT confirmation1
22:22 <Penuche> Seira invokes Penuche's magic: < 97 > [d20=18]
22:22 <Seira> roll 1d20+67+12 CRIT confirmation2
22:22 <Penuche> Seira invokes Penuche's magic: < 87 > [d20=8]
Channeled spell discharges on a hit:
22:22 <Seira> roll 1d20+42+5 SR
22:22 <Penuche> Seira invokes Penuche's magic: < 58 > [d20=11]
22:23 <Seira> roll 40d12 twinned blazing radiance
22:23 <Penuche> Seira invokes Penuche's magic: < 250 > [40d12=250]
Twinned Blazing Radiance, x2 vs undead. Total damage: 1000 (no save).
22:23 <Seira> roll 1d6+110+23d6+12+1d6
22:23 <Penuche> Seira invokes Penuche's magic: < 207 > [d6=3,2,4,6,6,1,3,6,2,6,2,6,2,5,1,1,3,5,6,2,6,1,3,2,1]
Forgot +7 from fire devotion, so 214
22:24 <Seira> roll 1d6+110+23d6+19+1d6
22:24 <Penuche> Seira invokes Penuche's magic: < 222 > [d6=2,2,6,2,6,4,5,3,6,3,6,1,5,6,5,5,1,2,5,3,4,6,3,1,1]
22:24 <Seira> roll 2d6+220+23d6+38+1d6 if crit
22:24 <Penuche> Seira invokes Penuche's magic: < 361 > [d6=5,4,2,2,3,3,3,6,5,2,5,3,3,1,6,6,6,4,6,3,5,4,4,6,1,5]
22:25 <Seira> roll 1d6+110+23d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 210 > [d6=3,5,2,1,6,2,6,4,3,1,6,5,3,3,3,3,4,3,1,4,3,2,3,2,3]
22:25 <Seira> roll 1d6+110+23d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 212 > [d6=1,2,2,3,5,1,2,5,1,6,3,6,4,5,4,5,2,2,1,4,4,6,1,5,3]
22:25 <Seira> roll 1d6+110+23d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 227 > [d6=4,3,2,3,6,3,3,6,1,5,5,5,3,6,2,3,5,1,3,6,6,3,5,6,3]
22:25 <Seira> roll 1d6+110+23d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 215 > [d6=4,3,6,5,1,4,1,4,3,4,6,1,3,3,3,6,6,1,1,3,5,1,3,4,5]
22:25 <Seira> roll 1d6+110+23d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 225 > [d6=2,5,1,2,2,6,1,4,6,1,2,5,4,3,5,6,5,4,6,6,4,6,5,1,4]
22:25 <Seira> roll 1d8+113+22d6+19+1d6
22:25 <Penuche> Seira invokes Penuche's magic: < 207 > [d8=2][d6=3,2,3,3,3,5,6,4,6,2,3,1,4,3,2,3,2,1,4,2,3,2,6]
22:26 <Seira> roll 2d8+226+22d6+38+1d6 if CRIT
22:26 <Penuche> Seira invokes Penuche's magic: < 351 > [d8=7,7][d6=5,4,2,1,2,5,2,4,4,4,4,1,4,1,3,5,2,5,1,5,3,3,3]
22:26 <Seira> roll 1d6+107+22d6+19+1d6
22:26 <Penuche> Seira invokes Penuche's magic: < 213 > [d6=3,4,3,5,2,4,3,1,5,2,4,4,5,2,3,4,6,5,1,6,5,6,1,3]
22:26 <Seira> roll 1d4+107+22d6+19+1d6
22:26 <Penuche> Seira invokes Penuche's magic: < 206 > [d4=3][d6=3,6,2,2,3,4,6,1,4,6,3,5,2,1,1,2,4,3,6,1,5,1,6]
22:26 <Seira> roll 2d4+214+22d6+38+1d6 if CRIT
22:26 <Penuche> Seira invokes Penuche's magic: < 322 > [d4=3,1][d6=3,1,3,1,1,3,2,6,3,4,6,1,3,1,2,5,1,4,2,4,5,4,1]
22:26 <Seira> roll 1d4+107+22d6+19+1d6
22:26 <Penuche> Seira invokes Penuche's magic: < 217 > [d4=4][d6=4,1,6,4,2,4,5,5,3,3,4,5,5,5,3,6,5,3,6,1,1,1,5]
Still remaining in Gambit.
Init is Seira (Supreme) > Haze Tarrasque (43) > Elle (31) > Oberuth = Sanzha (30) > Wolf (11)
Gimme a Fort save, Seira.
09:26 <Seira> roll 1d20+74+10
09:26 <Penuche> Seira invokes Penuche's magic: < 85 > [d20=1]
Incidentally, did I have to use MMoP or not?
No, you did not.
Go ahead and give me a simple reply. You're going to get focus tomorrow so we can progress this battle tomorrow, while I focus on Moore's struggle tonight.
simple reply
Init is Seira (Supreme) > Haze Tarrasque (43) > Elle (31) > Oberuth = Sanzha (30) > Wolf (11)
You tear through your foe, the skeletal dragon ripped apart. In turn it falls apart, unable to resist your assault. As it falls apart magic blasts it, dissolving it into nothing. One down as you stand there and the haze tarrasque bears down on Oberuth, turning on him.
> roll 1d20+84 bite
<Penuche> Kotono invokes Penuche's magic: < 92 > [d20=8]
> roll 1d20+84 horn
> roll 1d20+84 horn
<Penuche> Kotono invokes Penuche's magic: < 100 > [d20=16]
<Penuche> Kotono invokes Penuche's magic: < 103 > [d20=19]
> roll 1d20+84 claws
> roll 1d20+84 claws
<Penuche> Kotono invokes Penuche's magic: < 103 > [d20=19]
<Penuche> Kotono invokes Penuche's magic: < 90 > [d20=6]
> roll 1d20+84 tail
<Penuche> Kotono invokes Penuche's magic: < 88 > [d20=4]
The horns do con damage but Oberuth immunes.
> roll 6d8+30+2d10+30+2d10+30+2d12+30+2d12+30+4d8+30-75
<Penuche> Kotono invokes Penuche's magic: < 209 > [d8=5,8,5,8,8,3][d10=8,10,1,4][d12=3,7,8,7][d8=3,6,6,4]
Improved grab.
> roll 1d20+114
<Penuche> Kotono invokes Penuche's magic: < 120 > [d20=6]
Oberuth is assaulted, mauled. He's bloodied as the wounds heal nigh instantly, all while with a great gulp, it bites him and swallows the former Commander down. At this the haze of the tarrasque seems to spread and...
Will all.
[spoiler]
+8 morale Sanzha as well as melody of water activated for her.
+charisma to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+33 temp HP.
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Lady Sanzha
HP: 735+72/735 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 16/16 Bardic Music 35/35 Water Devotion 1/1 Trident Elemental Damage 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes:
Elle
HP: 851+72/851 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: 3: Quickened Sandalphon's Unerring Projectile 11 Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL35)
Notes:
Commander Oberuth
HP: (137)1205/1205 (regeneration 35)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Defensive Stance 13/13 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack 1/1 (rnd)
Spells Used:
SLAs Used:
Spells Active:
Notes: Immunity to sickened and reduces nausea. Immune to critical hits and precision. Allied defense applies combat expertise to all adjacent allies.
19:25 <Seira> roll 1d20+71+12
19:25 <Penuche> Seira invokes Penuche's magic: < 99 > [d20=16]
My bad, that's +10. So result of DRAGON (97).
> roll 1d20+50 Oberuth
<Penuche> Kotono invokes Penuche's magic: < 62 > [d20=12]
> roll 1d20+52 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=1]
> roll 1d20+48 Elle
<Penuche> Kotono invokes Penuche's magic: < 66 > [d20=18]
Waves of haze fill the battlefield as Sanzha seems to slow down, slackening beneath it as...
Elle, she'll wait on Oberuth because she suspects what he's gonna do may put him in the way of spells.
> roll 1d20+75 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 93 > [d20=18]
> roll 1d20+70 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 90 > [d20=20]
> roll 1d20+65 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 83 > [d20=18]
> roll 1d20+60 (+13 Seira)
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=9]
> roll 1d20+70 (+13 Seira) crit
<Penuche> Kotono invokes Penuche's magic: < 88 > [d20=18]
> roll 1d8+55
> roll 1d8+55
> roll 1d8+55
<Penuche> Kotono invokes Penuche's magic: < 63 > [d8=8]
<Penuche> Kotono invokes Penuche's magic: < 56 > [d8=1]
<Penuche> Kotono invokes Penuche's magic: < 56 > [d8=1]
> roll 3d8+165
<Penuche> Kotono invokes Penuche's magic: < 177 > [d8=3,1,8]
Sure enough, in a moment, the throat of the haze tarrasque is torn open. Oberuth leaps out, a single step that has him land with a soft thump on the ground. As the tarrasque reels back, Elle points dead ahead at it.
> roll 1d20+60
<Penuche> Kotono invokes Penuche's magic: < 76 > [d20=16]
Maximized Queen's Displeasure. 240 damage.
The blow slashes hard into the tarrasque, a slash enough to rip deep into it. It's again wounded as Elle calls, "Keep it up. Sanzha? Sanzha!"
The former Padisha wobbles there, eyes unfocused and empty. She makes no moves at all.
Meanwhile, did you move at all from the wolf? It's up.
[spoiler]
+8 morale Sanzha as well as melody of water activated for her.
+charisma to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+33 temp HP.
Glorious Rally, Celestial Valor, Recitation. Everyone gets Superior Vigor. Seira will also cast Arcane Spellsurge on herself and activate the Armbands of the Spark and Fire Devotion.
Benefits to Oberuth, Elle and Sanzha from this and the long-duration precast spells:
AC: +17 normal/+12 touch/+12+ghost touch armor/shield incorporeal (+2 insight Foresight, +5 sacred Shield of Warding for those with shields, +3 luck Recitation, +2 dodge Visions of the Future, +5 natural armor Dragonskin, +ghost touch armor/shield)
Attack: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Damage: +10 (+4 sacred Celestial Valor, +6 morale Glorious Rally)
Fort and Will Saves: +13 (+4 sacred Celestial Valor, +6 morale Glorious Rally, +3 luck Recitation)
Ref Save +16 (+5 sacred Shield of Warding, +6 morale Glorious Rally, +3 luck Recitation, +2 insight Foresight)
Ability Checks: +2 (+2 morale from Good Hope)
Init: +2/+6 (+2 morale from Good Hope, +4 one-time bonus from Sign)
72 temp hp
Also fast healing 8 (Superior Vigor), immunity to all death spells, magical death effects, energy drain, and any negative energy effects (Mass Death Ward), immunity to poison and fear (Heroes's Feast), energy resistance 30 to fire/cold/acid/elec/sonic (Energy Resistance x5), being a difficult target to divination (Nondetection), becoming impossible to track without magic, and limiting the usefulness of scent (Pass Without Trace), moving and attacking normally everywhere, as well as receiving +15 to CMD vs grapples (Freedom of Movement), being healed with 150hp once if dropped below 0 (Fortunate Fate), reflecting 1d4+6 spell levels of spells that have you as a target and aren't touch spells (Spell Turning), +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks and a really nice and deep commanding voice (Voice of the Dragon), true seeing, +10 to perception and immunity to being dazzled or blinded (Vision of the Omniscient Eye), immediate ability to analyze magic (Greater Arcane Sight) and our favorite combo of detecting when someone's scrying on you and blocking their teleport for 3 rounds any time they try to teleport within a 165ft radius of you.
Lady Sanzha
HP: 735+72/735 (fast healing 3)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 16/16 Bardic Music 35/35 Water Devotion 1/1 Trident Elemental Damage 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes:
Elle
HP: 851+72/851 (fast healing 5)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Dragon Breath (DD) 1/1 Touch of Vitality 126/126 Mythical Cast Maximize 3/3
Spells Used: 3: Quickened Sandalphon's Unerring Projectile 11 Queen's Displeasure 12 Maximized Queen's Displeasure
SLAs Used:
Spells Active: Epic Mage Armor (CL35)
Notes:
Commander Oberuth
HP: (137)1205/1205 (regeneration 35)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Defensive Stance 13/13 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack 1/1 (rnd)
Spells Used:
SLAs Used:
Spells Active:
Notes: Immunity to sickened and reduces nausea. Immune to critical hits and precision. Allied defense applies combat expertise to all adjacent allies.
The wolf was 30ft away from the skeletal dragon which I flamed over to melee. It is welcome to follow after! I'm in Gambit.
Fantastic. What's your reach now?
5ft
The wolf charges in, and at the last moment flips up. Up and over you as from its stomach a barrage of blades rain down on you, sudden and intense.
Ref.
Really, wolf?
20:12 <Seira> roll 1d20+71+12 improved evasion
20:12 <Penuche> Seira invokes Penuche's magic: < 89 > [d20=6]
I know, right?
Seira? She's just not there, a blur before she returns as the wolf lands 10ft opposite you.
Go.
Seira's earlier strike is keenly felt by the wolf, but rather than take advantage of that momentary distraction Seira erects a tent of force around the wolf and dashes to aid her friends against the tarrasque!
Lingering damage:
20:21 <Seira> roll 22d6 lingering
20:21 <Penuche> Seira invokes Penuche's magic: < 72 > [d6=2,6,1,1,5,2,5,1,3,5,6,1,1,5,2,3,2,3,6,6,1,5]
Swift for Sekmid's Trap around the wolf, duration 12 rounds. Moving within range, then Fiery Leaping to get into position flanking it with Oberuth.
20:25 <Seira> roll 1d20+47 SR
20:25 <Penuche> Seira invokes Penuche's magic: < 50 > [d20=3]
20:25 <Seira> roll 15d6 Ref DC51
20:25 <Penuche> Seira invokes Penuche's magic: < 51 > [d6=1,2,5,2,6,2,2,5,6,5,3,1,4,6,1]
Attack!
20:27 <Seira> roll 1d20+70+12-1 30 MMoP, 31pa
20:27 <Penuche> Seira invokes Penuche's magic: < 94 > [d20=13]
20:28 <Seira> roll 1d6+110+19+31+23d6 and 2 str damage
20:28 <Penuche> Seira invokes Penuche's magic: < 244 > [d6=3,2,6,6,5,6,6,6,1,2,5,3,1,5,1,1,3,1,6,5,4,1,3,2]
What's with Sanzha? Spellcraft 10 for 120, Knowledges for more than that.
You think she's lost in dreams.
Sekmid's trap surrounds the creature in a cylinder of force 30ft wide and 60ft tall. If you want to put yourselves in that, that's well and good, but bear in mind the magic missiles don't discriminate and attack any creature in the cylinder.
I continue staying in Gambit, though I'll use MMoP to boost my AC for the tarrasque's first three attacks on me and Wings of Cover for the next two if the attack string continues.
Also, Sanzha is seriously defeated by dreams? Despite this?
Crown of Dreams
These circlets are made by the eladrin of might by harvesting fragments of Queen Morwel's dream. It appears to be a thin, purple-red circlet set with a large ruby. The wearer is immune to sleep effects of all kinds, as well as effects that would disturb or disrupt his sleep (such as the nightmare spell). The wearer constantly sees fragments of potential from the dreams of everyone, granting them vast insight. This grants the wearer a +8 enhancement bonus to Wisdom, as well as constant true seeing.
The wolf thing:
I assumed this situation. Sanzha+Elle+Hellman+Tarrasque ----- Seira -10ft- Wolf
Thus, Sekmid's Trap is: Sanzha+Elle+Hellman+Tarrasque ----- Seira -5ft from Seira=Sekmid's Trap begins-10ft from Seira=Wolf --35ft from Seira=central point for Sekmid's Trap--65ft from Seira=Sekmid's Trap ends.
Guardians don't care about things from limited creatures, when they wish not to be. I get what you're saying but you're dealing with someone who can ignore the rules whenever they want, within the limitations given to them by the Incarnation. It would be worse without the crown, incidentally.
It also doesn't matter because of this next line.
Seira flows into position to flank, leaving the wolf trapped and the tarrasque bloodied again.
...and in that moment, the tarrasque and wolf are gone.
"The first round is yours," The Guardian's voice is heard. "You have proven superior to them." Sanzha shakes her head as if clearing it while, "Prepare for the next."
"Thank you," Seira says, healing those who need it and boosting Oberuth further. "And since you're upping the challenge, let's take it seriously for now!"
With those words, she transforms into her draconic self!
Everyone at full, Oberuth was the only one who lost temp HP, so I'm giving him 20 via a Greater Heroism recast.
For Seira, DRAGONS and Seira's Arcane Thesis.
"Do you need any more support, Seira?" Elle asks as she readies herself.
Chance to chime on anything.
Seira shakes her head. One should always keep an ace up their sleeve!
This time what appears is 10fta way from the party and is...a metal cube? A metal cube about 5 by 5 by 5. Its sits on the ground here, otherwise unremarkable.
Seira studies the cube as she circles around it while remaining 10ft away from it.
Perception of 115, Knowledges of 135, Craft/Metalworks and Craft/Traps for 120, Spellcraft 135 (Divine Insight). Do I see anything? Does it ring any bells, like say a cube of disintegration?
It's a perfect cube, not a single flaw. More importantly, it radiates overwhelming magic. In this case, you can tell what it is. An entire dream held within, an entire world of dreaming fantasy.
"This is a contained dream," Seira informs the others. "Hellman, Sanzha, you have greater insight into dreams, so the three of us will touch it together. Elle, get back over a hundred feet, just in case. If we're sucked into the dream for over half an hour, pray to me. If you can't get through, try to wake us from it."
Then, Seira positions her claw over the cube as she awaits for Hellman and Sanzha to follow suit.
Oberuth comes forth, "It's a trap," he says, flatly. "It won't be anything but."
"Then beat the trap," Elle calls as she flies back, "Don't take it lying down."
Lady Sanzha merely inspects it and nods, "Whatever it is, we'll have to overcome it."
Focus on a world where Ianvasah's soul has been copied just prior to the moment of death and placed into a suitable body, Seira tells Sanzha and Oberuth, giving the latter a sense of just who Ianvasah was. Perhaps this is how we can help ourselves.
Out loud, she counts, "On three. One, two... three!"
Give me a Charisma check, I suppose.
21:53 <Seira> roll 1d20+13+2+5+16 improvisation
21:53 <Penuche> Seira invokes Penuche's magic: < 41 > [d20=5]
You stir.
You're...lying in a forest, gaze upwards towards the tree branches. The sound of a brook babbling is heard. Birdsong fills the air.
It can't be comfortable, so Seira shifts into her regular self and starts making her way towards the waters.
It's a forest, plain and to the point. It's also a brook, unremarkable on a glance. It winds on down, waters flowing.
Seira uses a variant on Find the Path to find the center of this world while stretching her divine will to speak to her friends.
Hellman, Sanzha, Elle, can you hear me? I'm in a forest near a brook.
As am I.
Forest as far as I can see.
Elle, you were brought with us after all?
What about my Find the Path?
You're feeling pulled to the north.
Yes. Forest as far as I can see. Above the canopy is dirt and if you push through that, another layer of forest. Despite sunlight I don't see any sign of open sky.
Hellman, how about you? Try conveying your response in a prayer if you can hear me.
As she gets her bearings, Seira tries to estimate the distance by walking to the side for a bit and then triangulating where the two paths will likely cross.
It's basically trigonometry, Seira should be able to manage it easily. I'd like a rough figure for how far the 'center' is.
You lost me there pretty completely, I admit. Math is not my forte. Try explaining that one a little more in depth?
I was hoping to spare you the details, but sure.
The spell finds me the shortest, most direct path to my target. That's a vector from point C (my starting point) and point A (which stands for my destination). I face point A, then turn 90 degrees to the right and walk a distance. I stop at point B, and turn towards point A again. I have a second vector! Moreover, it's what you call a right-angle triangle. I can calculate the distance, since I know two of the angles (which means I know all three) and the length of the leg in between.
(https://upload.wikimedia.org/wikipedia/commons/6/6f/Rtriangle.svg)
In the interests of being transparent, I don't have the foggiest idea how that works, algebra and beyond were not where my talents lied in schooling. I'll take your word for it.
It's a long way ahead, hundreds of miles.
Pursing her lips, Seira uses a powerful Lay of the Land spell to see across hundreds of miles. She's curious just what exists at her destination, as well as whether there are any settlements or places of note.
Seira also uses her divine will to augment all the senses she has at present to try and see whether any people are within five miles of her.
Which are scent, tremorsense, the regular modes of sight and blindsight.
Also, anything from Obi?
There's no people within range and no landmarks of note. It's just forest in every direction as far as the spell goes.
Nothing from Oberuth.
My magic tells me that there is forest for hundreds of miles across, Seira informs her friends. There is a spot it considers its center, but there is nothing distinctive about it. Also, you are unlikely to be within miles of me, barring the Guardian blocking my senses. Finally, Oberuth is cut off from me.
She shrugs a bit helplessly. There is nothing to do but treat it as a hostile dream. And Zaphkiel told us we had to defeat and master them to get ahead. Once more, we'll try to affect this world. When I give the word, condense this world to one with the size of Cauldron's main ballroom from the recent gathering we had there. It will still be a forest, but only we and Ianvasah would be allowed to exist there. Ready?
You get two responses of ready to that.
On three. One, two... three!
And Seira focuses all of her magically-boosted will on the process!
Charisma check.
My bad, forgot to note that I was using a scroll of Beauty of the Dragon Princess in tandem with Improvisation to get the best Cha results.
19:33 <Seira> roll 1d20+13+2+5+16+2 improvisation, dragon princess
19:33 <Penuche> Seira invokes Penuche's magic: < 57 > [d20=19]
Aid me, Elle and Sanzha~
> roll 1d20+15 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=5]
> roll 1d20+11 Elle
<Penuche> Kotono invokes Penuche's magic: < 26 > [d20=15]
In a moment, you all stand in a a forest, together. Oberuth glances around as the four of you stand there amid nature.
"Progress!" Seira cheers. "Hellman, where were you before?"
She spreads her senses to tell whether they've managed to shrink the size of the forest, using the same magical support as before.
Lay of the Land to tell the size of this forest and anything of interest, any people miles around me....
"Forest," he says simply.
The forest is no bigger than a mile around. It's simply forest and then nothing at all.
"Thoughts? Nothing is around, as far as I can tell. We did shrink the forest to a mile across."
"It's just for...est..." Elle trails off. "We wanted Ianvasah. Did we get her more directly?" She asks aloud.
Lady Sanzha hums, "Can a dream be that literal? Of course it could, dreams operate by the rules of fancy and whimsy, not the hard rules of reality."
"Please explain. Do you suggest this is the representation of her soul?"
"It's rather..." A beat, "Expected for a druid," Sanzha goes on, "But could the dream be copying Ianvasah's soul and we trod on it?"
"Zaphkiel said that Bytopia itself would resist those that seek its divine seed," Seira muses slowly.
"And Kascha had documented the case of the Prime of Lifasa speaking to Aurora's champions. It's not as farfetched as it first sounds," she admits, flexing her arcane might to form an elven body. Much like the product of a Clone spell, it will not contain a soul, but if Sanzha and Elle are right that won't be a problem. "Suddenly, I am reminded of how we came to count Oraga as our number."
"You think we can?" Elle says at last.
"Should the Guardian not move against us, and it proves to be more solid than a passing dream," It's said very slowly by Sanzha, "Maybe. It's such an uncharted territory that I know not. The Queen of Stars would know, and she lost a consort not long ago - and did not recreate him. Perhaps it is her choice and nature, but I would suspect this speaks against it. Or that the divine is impossible but it may yet be possible for a mortal."
"The rules for mortals are different than for the divine, and the rules for Guardians are another thing entirely," Seira says reasonably. "Let's do this! Elle, Sanzha, follow my leads. Oberuth, please prepare to breathe life into her once we're done with the power of the Fairest Star!"
And then, rather than waste time on what-ifs, Seira follows the actions she has done time and time again, bringing a pretty girl back to life by calling upon her spirit and placing her into a delicate elven vessel! If only Kascha could have been here contributing her own divine will....
Charisma again.
20:47 <Seira> roll 1d20+13+2+5+16+2+10 improvisation, dragon princess, 1-week bonus
20:47 <Penuche> Seira invokes Penuche's magic: < 54 > [d20=6]
> roll 1d20+15 Sanzha
> roll 1d20+11 Elle
<Penuche> Kotono invokes Penuche's magic: < 26 > [d20=11]
<Penuche> Kotono invokes Penuche's magic: < 23 > [d20=12]
A hazy body. Ianvasah in the forest, but a dull, dark thing. The flickering of a dream as you begin to open your eyes.
Oberuth reaches out and the dream becomes real - more real. Less hazy, but still indistinct.
Yet it stands there, lifeless and without a single reaction.
Let's try more extreme measures, Seira says, thinking back to how they've put Zariel back together. It took a divine spark, so she consecrates the area through an extension of her will and reaches out to place her proxy spark in the still Ianvasah!
In that case, Perception.
Perception 115
You get...
A feeling of wrongness. The spark refuses to settle in, as the entire dream ultimately disintegrates before you. You stand where you fought, untouched but with no sign of Ianvasah.
Your proxy spark returns to you unused and undamaged, to be clear.
"Why would you do this, but not allow us to succeed?" Seira asks the Guardian. "Are you unable to realize how important it is to us to have all hands on deck? How impossible a task it already is for us, who unlike you have many limits and are still striving to save Creation?"
"My task is a test," Is all the Guardian says. "Are you prepared for the last test?"
So that was a pass? Why? Because they destabilized the dream and destroyed it?
"Yes."
Then the answer is simple, "Show me your wife's perfect dream, Seira. You may not summon or call on her."
Without missing a beat, Seira calls upon her understanding of how dreams have been forming here to call up a weaker but nonetheless still impressive replica with her arcane might, divine power solidifying it much like Oberuth's touch had earlier.
It is a gathering, more formal than a picnic yet still casual enough to allow for proper relaxation. Nature abounds, yet the familiarity of their divine realm is a welcome echo, the unity of elements always at her beck and call. Seira and Amaryl are there, sitting by an energetic stream. Amaryl with her hands resting on the grass as she leans behind her, eyes closed contentedly. Seira is perched on a stump, showing off one of her rarely-used skills as she sings quietly, her voice merging with the sounds of the forest. Xera and Emily are there, enjoying a light lunch, and if all of Seira and Amaryl's close friends are giving the family a bit of private time, their presence at the gathering is felt.
Deities, however, are not entirely focused in one place, and so Amaryl and Seira's avatars are working with those of their daughters to help administer Creation and make life better for all, the job much easier after the forces of Evil had been defeated. Perhaps that Answer will not be immediately accepted by the Incarnations, but Seira and Amaryl share this one between them, and what differences do come up boil down to aesthetics.
Seira can capture her beloved wife's desired aesthetic pretty well after decades of marriage and telepathy, however.
Give me a Charisma check as well real quick.
19:06 <Seira> roll 1d20+13+5+2+16 cha
19:06 <Penuche> Seira invokes Penuche's magic: < 39 > [d20=3]
The dream manifests for one beautiful moment, all around you. That is all, and yet all that is needed.
"You have created a dream, however momentary," The Guardian agrees.
"And with your lack of limits, you know it's what she dreams of when she dreams of perfection. Details shift and change, family grows, but the core of it is still the same after all these years," Seira tells the Guardian.
"You have done enough to fulfill my duty," The Guardian says at last. "Human." His gaze turns to Oberuth. "Why have such things been done to you?"
With a darkening expression, "I'm told it was needed." Oberuth declares, voice tight. "And that I'll meet him meet again."
"You have held an entire world in your hand," The Guardian goes on, voice a quiet hiss. "The spark of life rests in your hand now. Why?"
There's a short pause before Oberuth says, "I made a choice that life is better than death," he says at last. "No matter how unnatural it is." He holds out his hand and looks down at it, "Life for myself, life for those I touch, life for the Fairest Star."
"Seira," Attention is turned back to you, "What of death to you?"
"Are you asking what it means to me?" Seira inquires. "When I was a mortal, it was the final enemy to be overcome. As a deity, I've found it to be far more surmountable, but still, there are times like with Ianvasah where my own power is not enough. And yet, just as with poor Shamal, I still try in the hope that those with greater abilitis will help me for I don't have the necessary power in the present."
Looking reflective, she adds, "For regular mortals whose souls come to me, death is a moment of choice. Either a sense of retirement, perhaps with reward for a lifetime well-spent, or a chance to continue to do good on a higher level of existence. But still, it is never the end. The Cauldron doesn't accept souls that merely want to merge with it and cease to exist altogether. It is never the end of a story."
"I understand now. The dream with Ianvasah." The Guardian remarks.
"Who can accept death?" Elle declares with a toss of her hair back, "There's so many more reasons to live."
"The arguments I used are both true and valid. We do need her help to improve our chances against Shar, and she would aid us all and Creation itself greatly. Yet at the core of it all, for me, is a refusal to accept a dead end as the one that befell her soul. Will you reconsider?"
"I could breathe a spark of life into a dream here, but it would only ever be a copy, but I am not a genie to be wished on." he ultimately says. "I only have one wish to grant to those that are worthy."
Before you it appears - a divine seed, gently hovering in the air.
"My task is at an end." The Guardian declares, "Take this and I shall depart this Creation."
"My offer still stands. Let me know where you're going, and I will send my avatar into the Beyond to keep you company," Seira reminds the Guardian, taking the seed.
The moment you take the seed, the Guardian is gone.
Immediately Sanzha exhales, "That...was tense," she says at last. "More a fool to ignore me, but better than to face that gaze."
"We gave it a good try, and our primary goal is met," Seira reasons. "Oberuth, once more. Want to ascend? No strings attached, don't feel committed to join Cauldron's pantheon if you do."
How many charges, btw?
3.
"No," Oberuth's answer is immediate. "I've had too much power as it is, and I'll get more before this is done. Thank you Seira, but no."
Seira nods. It wasn't in any way unexpected, given they discussed this just before setting off, but it is important to pause and reconfirm such things before important decisions.
She absorbs the first charge, and offers the divine seed to Sanzha. "How about we go in reverse alphabetic order?" It's as good as any, really.
Sanzha takes it agreeably, "To progress," she says, as you feel yet more power fill you. It's familiar by now as you advance again and...
Okay, that puts you at DvR6 I think?
That is correct, I have graduated from demigodhood!
"Starting today, the Cauldron can finally consider joining Creation as a proper realm rather than a demiplane," Seira voices, smiling happily. "With you two ascending properly, we will hold the necessary power to protect it."
Congratulations!
You feel....more now. New parts of yourself, expanding above and beyond as you were before. You feel glutted on divine energies, bolstered and strengthened yet farther.
"Finally," Sanzha says, "I'm back. The Cauldron will rise."
"Welcome back!" Seira congratulates Sanzha with a hug! Elle will get one of her own once she ascends properly as well!
Sanzha returns it as Elle glows and...
"There's so much I didn't understand," she murmurs, "How did I live so blind before?"
And Elle is pulled into a delighted hug!
"It'll take a while to realize how similar most things are to how they were before," she muses, "so how about heading back to the Cauldron for now?"
"Let's return," Sanzha agrees, "We have much work yet."
Good to move over to Alicia?
Sure. Oberuth is invited to return with us, since we promised him help with his gear via Elle. She can make them artifacts and boost them besides, and it's better to have top gear while facing Sylian in the Beyond.
Sure. Locked.