Let's start with an easy one, Calleigh. You put on her list that she wants a puppy. Okay, fine. How precisely are you aiming to get one, anyway?
Ohhh no. Calleigh wants a puppy. That doesn't mean she should have one. Tryll's been dodging out of it for years.
That works quite well, actually.
Tryll and Calleigh are resting in their room when Elena just pops in. She's clad in a simple dress today, "Hi, Calleigh, Tryll? Our dire wolves have had puppies, and we're considering adopting a few of them out so they bond to members of the Crusade. Are the two of you interested?"
That's mean!
Calleigh gasps hugely, a paintbrush falling from her arms forgotten. She clasps her hands together as her eyes grow as large as very small saucers. "Puppies!?"
Though unseen, the sound of a tentacle striking a face can be heard.
The plans of PCs and DMs rarely meet smoothly.
"Puppies," Elena agrees, glancing at Tryll. "They're adorable until they grow to be the size of a horse. Tryll, are you alright?"
Calleigh streaks off out of the room with a battlecry of, "PUPPIIIEEEEEESSSSS!"
Meanwhile, '...do you really think she needs a puppy? I've been talking her out of it for years.'
"Well, you already look after Calleigh," Elena says, quite innocent. "Will looking after a puppy be such a bad thing? Plus it'll keep Calleigh busy."
Not another word is said. Tryll phases through the wall, heading in a straight line for Calleigh.
"Ah, hold on," Elena says, "Do you want to know where they are, Tryll?"
'I know where Calleigh is.'
Elena's giggles accompany you as the two go off. There's about a dozen puppies in the sprawling kennel space the dire wolves have for themselves, clustered around two she-wolves. They're tiny little things, fur snowy white and all big eyes and cuteness.
Calleigh is flitting from place to place, examining each puppy and alternating between excited squeals and cooing noises.
The wolves seem rather tolerant of it, though a few trainers are nearby. "They're well trained, if still independent," he says, "Bit smarter than your average hound."
Calleigh gets a dozen wolf puppies looking at her, a few licking or nipping at her as she passes.
What is their size compared to Calleigh?
Bigger than her but not too much so. They're puppies.
Also weren't the wolves Awakened by Muirfinn?
There's a reason he mentioned they're brighter than usual.
Tryll manifests, a ghostly eye the size of a melon. 'They seem a bit more intelligent than that.'
"Yah!" The man leaps back at Tryll's manifestation, "Don't DO that!" After a few moments of recovery, "Yes, they're smarter than most hounds. One of our fallen commanders augmented them."
'Some of them are smarter than most humans, I'd say. Unless I miss my guess, they are awakened creatures. Reasoning and thinking.' The eye peers at the trainer, the iris twisting.
Calleigh is on the ground now, wrestling playfully with one of the puppies.
The puppy licks her face and plays, the two rolling about on the ground.
"Yeah," he says, "That's why we want them to bond with members of the Crusade. Canines think in packs, and it helps them realize all of Aurora is their pack."
'Indeed. And the mothers are compliant with your intent to take their young from their care?'
'They'll still see them," The handler says, "They'll still be on Aurora. It went easier once they grasped that concept."
'Acceptable, though still somewhat cruel.'
"It was part of the pack that pushed the idea. Some of them like new experiences. Others, less so." He replies, as the puppy yips and chases Calleigh, a second one joining in.
Calleigh flies away, low to the ground so the pup will chase her, cackling away.
The eye spins on its longitudinal axis, staring at the man all the while. Silently staring. Unblinking.
The man squirms after a few moments, "Um....do you want to know anything else?"
The eye winks away. 'No, that will be all for now.'
Calleigh is now on the back of the puppy who was chasing her, clinging to its back as it careens around the area.
"Ah. Well, will you take one?" he asks then.
'Perhaps. She appears keen on the idea. I remain unsure.'
"Well, decide fairly soon before they really get attached to each other," the man says.
'It's likely too late for that.'
Calleigh does indeed look like she has found a friend.
"That one's name is Snowy," The man offers with a smile, "He's fairly smart. Maybe you can teach him some mind magic to protect her?"
With a muffled battlecry of "BRAINWOLVES!" Calleigh is once again in the melee of fur and puppies.
"Ah yeah. Brainwolves?" The handler says, and then in a quiet voice, "You're her master, right? What do you say?"
'We're equal partners. If she wants a puppy, I'll not stop her.'
Calleigh really looks like she wants a puppy.
"Then he's yours. Make sure he comes by to visit every day and you spend a lot of time with him," He says to Calleigh.
Calleigh squeals with glee. "We have a puppy!"
Okay, since you've found yourself with a puppy, do you have any plans with him you want to do IC? If not, what's next on your agenda?
When you give a child a puppy, do not expect anything productive. I'd assume that Calleigh would stay and play for a few hours. I have plans for the wolf, but those are more long-term and we can address them in the future. I will update my To-Do list, unless there's any other interaction you wanted to throw in?
Not right away, let's move on a little bit. You have on your list - in fact post it here for reference - about paragon. Have you researched it before, and if not, any idea how you intend to do that?
Oh shit you didn't lock the thread. Uhh. Time to start researching!
Quote from: Yuthirin on September 03, 2016, 02:06:34 PM
Numbered in order of importance to me as the PC, not to the characters.
1. Find a way to reliably obtain psionic items.
2. Need a proper PrC for Tryll's advancement. Something suitably epic and psionic, without doing something that another class does. Uniqueness! But also usefulness.
3. Figure out how to obtain the Paragon template (I am aware this may be impossible).
-If this is unpossible, go full rainbow (but not like Afina because that's her thing, maybe contact Renbuu. Tryll's met him before)
4. Flesh out Irrigo race. (personal goal, not IC. Could be though, if you wanna.)
5. The Incredible Adventures of Calleigh and Rosa (plus Tryll)?
6. Acquire currency.
7. Calleigh wants a puppy. (this is probably not a good idea)
7a. Teach puppy psionics, because why not.
8. Write Muirfinn's Book
Okay, make an K:A check if you're just flat researching paragon. Library bonus applies, as well as a +2 circumstance bonus.
[21:05] <PlushieIthea> DarthSquiddius roll for PlushieIthea < 56 >12 [d20=1]
Paragons are the epitome of a race. They ascend past normal limits and become children of destiny. Figures of destiny capable of overthrowing almost any threat, they are vanishingly rare. However, you have an example to draw on - Gathgorian, newly minted Duke of Hell. The process to become a paragon is unknown save to the powers themselves. Not even Aurora's library and your own lore helps much here, so you'd need to research it further.
On the plus side, paragons enjoy great power. Destiny sometimes interferes so that dangers recede, they heal in the blink of an eye and enjoy enhanced abilities all around.
Also, I'm going to include a comment by myself in nagging about this, since it's relevant and a memory refresher. It was to you when you first brought this up. Also, check this link out for the paragon template we use. It's publicly posted so feel free to check it out. http://www.soulriders.net/forum/index.php/topic,103072.msg1051027.html#msg1051027
QuoteIt's a rare template, since vanishingly few ever live up to that level of perfection. There have been a few paragons in Balmuria: G'renna in B1, who was a paragon succubus and ultimately imprisoned by the quasi power Alicia Reynes and Gathgorian in B3, a paragon cornugon and now Duke of Hell. It is reaching a perfection and becoming an exemplar of what your race is, living up to it to the utmost and even expanding on what it is and what that race means.
It is a path of power much like divinity, and in fact cannot coexist with divine rank of 1 or higher. If divinity is becoming an integral part of Creation, becoming a paragon is becoming an integral part of a race. It is a path towards quasi power status and divine rank 0, though it does not include it due to Ao being a tremendous dick and hating on many who attempt to ascend to divinity.
So let me begin this with a question: How does Tryll and how does Calleigh represent that? There's no right or wrong answer here.
QuoteYeah, you do. Takes more work there.
As for Calleigh, she feels very courre-like. On the hyperactive side of it, but that's fine. A courre isn't wholly defined but what they are, each has their own traits and quirks.
That aside, how would you do this mechanically? A prestige class? Some way of gaining the template (ala steam pixie)? Something else?
It's worth bearing in mind that mortal paragons are usually born and not made, while immortal paragons are made and not born. There's more immortal paragons due to that and the fact that mortals age and perish. A paragon outsider's around until something kills them, while a paragon mortal has a mere lifetime and then passes. Though admittedly, a fair few immortal paragons were once mortals. A paragon's a prime target for ascend while living rather than dying.
Well, let's look at our relationships with minor powers.
Chan - Friendly
Renbuu - Friendly
Various Powers of Brightwater - Friendly
We know Renbuu, and we need to visit him anyhow. Let's try him first. He might have some insight. If not him, Chan, then we'll hit up the Court of Stars.
We need a counter to Gathgorian, and right now we don't have one. A paragon psion would be a rock-solid counter.
QuoteYeah, you do. Takes more work there.
As for Calleigh, she feels very courre-like. On the hyperactive side of it, but that's fine. A courre isn't wholly defined but what they are, each has their own traits and quirks.
That aside, how would you do this mechanically? A prestige class? Some way of gaining the template (ala steam pixie)? Something else?
It's worth bearing in mind that mortal paragons are usually born and not made, while immortal paragons are made and not born. There's more immortal paragons due to that and the fact that mortals age and perish. A paragon outsider's around until something kills them, while a paragon mortal has a mere lifetime and then passes. Though admittedly, a fair few immortal paragons were once mortals. A paragon's a prime target for ascend while living rather than dying.
Yeah, I'm hoping to bypass that and come out the other side. PrC is a substandard way for me, because it would put everything off for many levels. I'm looking for something reliably obtainable in 3-4 levels without having to invest class selection in. Divine apotheosis or something along those lines would be a good avenue. Tryll is technically not mortal in that he'll never die of age. He's already hideously old. Calleigh is an outsider, and could theoretically be easily transformed by the Court.
Do you have any plan on getting in contact with Renbuu or finding him?
Tryll & Calleigh have both spent time around him before. Studied colors. Presuming he's not elsewhere, I'd assume just find him where he;'s normally found? Unless je wanders. But we did get that invitation when we were recruiting Hamogan!
He does tend to wander, yes. He's a slaad artist, all the planes are his canvas (if they want to be or not).
He's normally found in Limbo, though he's been spending a lot of time in Ben-Hadar's realm in Water lately. Working on the coral reefs there, last you heard.
Let's go to the realm of the Elemental Prince of Good Water then!
Going alone or taking anyone?
If anyone wants to go, they're welcome!
If nobody is immediately present, T&C will pick a random direction and proceed, telling everyone how great Renbuu is.
> roll 1d100
<Serith> XORNRISESAGAIN roll for Serith < 67 > [d100=67]
You wander out into the Entrance Hall - and almost run right into Moonlight, who carries a white box with her. "Woah," she says as you go into your spiel, "Wait, what about Renbuu now?"
"We are investigating!" Calleigh says. "We're gonna go find Renbuu and ask him some questions about being more awesome! Also, he invited us to a thing, and we're being fashionably late."
Moonlight shifts the box in hand, "Oh, right," she says, "Hey, do you want some biscuits? I have a few hundred here, they're for the troops. Anyway, where are you investigating?"
Calleigh's face becomes impossibly delighted. "Biscuits! Yes please!"
Fresh, hot and flaky biscuits follow. "Do you want one, Tryll?" Moonlight asks, "Not that I think you can eat, can you?"
A biscuit raises itself from the box, and is summarily inspected.
Is the biscuit magical? Can it be eaten in the same way as a Heroes' Feast can give benefits even to the incorporeal? I think you ruled on this in my favor, but can't remember for certain.
It's not magical, just a normal biscuit.
The biscuit replaces itself carefully into the box. 'Thank you, but no. I cannot eat most foods, but I do not hunger. All in all, a net gain. In response to your second question, we are seeing out Renbuu to discuss the nature of paragons.'
"Oh, I'm one. Sort of." Moonlight says, "The peak of mortal potential, though I didn't have the destiny behind me to be a paragon." Brightly smiling, "It all worked out well anyway."
Calleigh looks at her, halfway through a biscuit. In spite of having a full mouth, she enunciates clearly, "Wha? How's that work?"
"Don't know," Moonlight shrugs, closing the box once Calleigh has a biscuit. "When I was promoted and made a spirit, I had a chance to walk with Lathander and talk about...well, all the questions I had after my life. I asked him why I was born so talented, and he told me I was the peak of mortal potential. The best there could be on a human, can't get any better than I was unless you're a paragon."
A pause to adjust the box and step aside as a few soldiers come by, then a runner. "Hey, watch where you're going!" Moonlight shouts as the runner comes within a few inches of shoulder-checking her. "Jerk!" Glaring at at the runner as he goes off, "Anyway, he explained to me what a paragon is - the best of a race and someone protected by destiny. With my potential, I would have had a chance, but it wasn't my destiny to be one."
Calleigh eyes her and the runner over her biscuit. "Weeeellllllll we're trying to become paragons. Some research Tryll did said you have to be born one or made one. I wasn't born, I was made a long time ago. And Tryll was born, but that was a longlonglongloooooooooooong time ago and he's sorta unmade himself anyhow. Sorta. It's complicated. But we're tryna be better! Gotta come up with anything we can to counter the evil stuff like Gathagorialathalon or whatever his name is and Lixer cause undead are usually bad and probably Asmodeus too cause he could probably do with a good slap or three and uhhhhh maybe limes? I don't like limes. All bitter. That's not fun. Have you ever had a lime before? Gross."
"Well-" Moonlight starts, before hopping back and out of the way of a few more runners.
"You know, let's chat somewhere that isn't here." She leads you out in the courtyard, away from the path of people coming and going. She then sighs, "Well, Elena told me to run into you, so I guess that's why," she says. "I don't really know the details, I didn't ask. All I know is that if destiny had been different, I'd be a candidate to be one."
"Hmmmm...maybe we should go talk to Lathander then." Calleigh hums.
"Yeah!" Moonlight nods right away, "Though say, some advice. Lathander, well, he's a man. He pays more attention to beautiful women, you know what I mean?" Coughing a bit and smiling, "Just a suggestion if you want to bring more people along."
"Well yeah, we'll bring you. You're pretty. Uh. Everyone here is pretty. We could bring the really pretty ones if you think it would help. Then we'll go and talk with Lathander! I'm sure he won't mind. Where's he spend his time anyhow?"
"Elysium and the House of Nature," Moonlight says, "Well, him, his avatars, his proxies, that sort of thing. He's really busy with that and being the sun everywhere."
Heres's a thought: Was the sun actually shining on Lifasa when we went there to vigorously invite Willah to our dungeon?
No, just the dead sky.
"Yeah, well he wasn't doing that on Lifasa when we were there to get Willow. Willey? Wallah? Whatever. Probably devil shenanigans! I'll bet he's got a vested interest in helping us punch Asmodeus in the face now! Let's get you and Vivantha and Canderella and a bunch of other supernaturally pretty people and let's DO THIS THING!"
"Yeah!" Moonlight hops up, pumping her fist...and sending the biscuits and box flying, raining them down on Calleigh and Tryll. "Ah, sorry!"
So Moonlight, Canderella and Vivantha?
The biscuits are caught in midair and filled back into the box, which is then held in front of Moonlight for her to take.
Meanwhile, Calleigh cheers, "Enthusiasm!" and darts off to find the others.
Along with everyone else we come across because Calleigh does not understand restraint. Feel free to limit us on NPCs, though I doubt we'll see combat there.
"Oh, thanks." Moonlight sighs in relief.
Is that the party you're taking, Yuth? Just want a solid yes/no so I can get people together or not.
Yep!
Canderella's easy to get. She's milling around Elrisa's tower and recruited. Vivantha simply joins with a nod, though she asks, "So...we're to help entice Lathander to want to see us?" she asks slowly, carefully.
"Yep!" Calleigh grins. "Moonlight says he likes pretty girls, so we're grabbing the prettiest we've got!"
"Oh," Vivantha smiles, "So you came to me?"
"Well yeah, you came to mind right away!"
"Of course I'll go," Vivantha's smiling now, "When do we leave?"
"Real soon! Like right now!"
You head with Vivantha to the gates. Candrella and Moonlight are waiting for you. "Let's go," Candrerella flips her hair back, "We have a Lathander to impress."
"Yeah!"
Let's make with the plane hopping.
Sure, who's providing transportation and where precisely to?
Elysium & the House of Nature.
As for transportation, does that really matter anymore? We have items that plane shift, gate spells, and like 5 casters that can pop off Gates whenever. If it really matters, whoever or whatever is closest. It's handwaveable at this point.
That's like asking if a character put on pants this morning. Let's just assume so.
I care less about that and more about if someone in party is doing it for resource management, that's all. Also for getting back.
Also, those are two distinct places. Elysium's a plane and the House of Nature is a divine realm that has parts in both Elysium and the Beastlands.
Nobody in the Party and House of Nature.
One Tepen provided portal later, you stand on a sunny plain. It's bright here and the sun shines all the while at high noon. "Oh, I know where we are," Moonlight perks up, "C'mon, there's a town nearby. We can start there."
"Onward to victory!" Calleigh trumpets. Tryll is a silent mist surrounding Calleigh, an otherwise invisible house-sized squid monster.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=61 ]{61}
You soon reach a town - an hour's walk at most, a pleasant summer stroll. Houses are spread out here, country homes with small fields full of growing grain, often ringed by fruit trees. A many-forked babbling brook winds through the town, providing crystal-clear water. Little footbridges of cobblestone provide passage over the brook. The natives look to be a mix of mortal races and celestials, going about their business without a care in the world.
"This is Hornville," Moonlight says, "It's on the civilized side of the House of Nature. Tranquil, serene and not all that different from Elysium. Mortals who aren't suitable to become outsiders or favored servants of Lathander spend eternity here, along with a smattering of celestials who enjoy it. Anyway, I figure we can ask around, see if Lathander's been seen. He'll just pop up all around, but he usually stays in the same area for awhile, seeing to any business there. With any luck, we can get a lead."
"Ohhh, good idea!"
Canderella nods, "This should be child's play," she says, "Shall we, ladies?"
GI unless you have a better plan, Calleigh?
[21:27] <Kobot> DarthSquiddius rolled 1d20+35 GI --> [ 1d20=17 ]{52}
Canderella takes 10 on aiding you and so does Vivantha for a total of 56. Helping's limited to two, so Moonlight will help by showing you around and the like.
A bit of hyperactive courre, smiles from Canderella, a bit of Vivantha's song and Moonlight shaking a shopkeeper around get results. You're talking to a middle aged, balding man in front of his field, wearing old, dirty clothes. He wipes his face down with a kerchief, sweaty and smelling like freshly turned soil. "Yeah, he last came through about a week ago. I heard he then dropped into Kelm. That's to the north, 'bout a day's walk or so. Back a few years ago, they had a pumpkin contest during the autumn. Grew the best damn pumpkin there is and took it there, won first place. It had to have been one of the best pumpkins ever, a real superstar of pumpkins. Tell them Liney sent you, they'll sure as the sun know that name!"
"Thanks! Pumpkins are awesome!"
"Big pumpkins?" Canderella steps forward, "What fertilizer did you use? I've never had a lot of luck with them, I do better with things like corn and grain."
"Huh?" Moonlight says, a hand to her mouth as she watches this.
Liney laughs, "Oh, trade secret, lass, trade secret. But the trick with growing pumpkins is the vines. They're fragile, and if you damage them, you'll get an inferior product. You have to step like a thief when you're around them, plus make sure you water them enough. They're thirsty plants, you have to really find the sweet spot for your strain."
"I know, I always struggled with watering them," Canderella hmphs, "I'd either water them too much or not enough, it seemed. Or they didn't react well to something I tried, or beetles - ugh!" With a deep scowl, "Terrible pains, lost some promising pumpkins to them."
"Too true, too true." Liney agrees, "Why, back a few more years I lost a great crop due to some pests that set in fast. Only got the pumpkins, the other fall harvests made it fine. "
Calleigh non-nods along, certainly nothing amiss here. Succubae want to grow pumpkins? That's perfectly fine.
Moonlight tilts her head to the side, following the conversation with a curious look. Vivantha does much the same.
"Oh, you really have to stay on top of them," Canderella says, "I knew a druid who could cheat with that, but sometimes she wasn't there and bugs are still bugs. She's say something about them being part of nature, too."
"Pfaw," Liney shakes his heads, "They can be a part of nature away from my farm! At least bees make honey, but common vermin add nothing."
"Yes, though beekeeping's easy when they can't sting you," Canderella smiles, "Do you do it yourself?"
"Oh, sometimes, sometimes. I'll keep some hives for a few years, get tired of it and do it again a decade down the line. Honey's nice, but I'd rather barter for it. Smashfoot down the way likes to trade corn cakes for honey. Better to do that than to bother with the trouble of doing it myself."
Calleigh cocks her head, hey eyes adopting a far-off look before cracking up laughing. Still following along through her giggles, she asks, "What-what's a Smashfoot?"
"Oh, Smashfoot's a farmer down thataways," he waves his hand, "Everyone knows he got the name for stomping the foot of old Weatherby when he tried to cut in on Smashfoot's daughter. Broke Weatherby's foot but good!"
"Good, a daughter's virtue has to be protected," Canderella says with a hint of amusement.
As the man talks, the mist around Calleigh coalesces around her head. It forms into a tiny, pale green squid which curls its tentacles into the air and rests atop her head. Calleigh nods, flopping the squid about. "Virtue's good."
"Ah, what in tarnation's that," Liney gives the squid a stare, "Looks like a squid, but out of water. Squid's good eating if you're a fisherman, especially squid legs."
Canderella smiles softly, "I've never much cared for seafood," she admits, "It's been fun, but we really must be off." With that she turns and walks away.
"Huh," Moonlight says, saying just that and nothing else. "Didn't expect that one."
"Itsa headsquid! Bye! Thanks!" Calleigh flies off after Canderella.
Once you go off, "What was all that?" Moonlight asks, "Why are you a farmer?!"
"Oh, it's a long story about the elemental planes and learning about them," Canderella says. "Well then, shall we continue after Lathander? To Kelm."
Ready to move along?
Onward to VICTORY AND SNACKS!
> roll 1d100
<Serith> Kotono roll for Serith < 87 > [d100=87]
> roll 1d100
<Serith> Kotono roll for Serith < 74 > [d100=74]
You begin to walk. It's a lovely stroll and the weather's great. You pass the time by chatting about this or that, until ahead you see what looks like a huge table setup by the side of the road. A big wood table full of stuff, with what looks like a mercane standing besides it.
"Random shopkeeper!"
"Oh, those are the best! I got my mace from one for 10,000 gold! They didn't even realize...and I didn't either, until I broke the concealing magic on it," Moonlight admits.
The four of you walk on over. The mercane wears pants and tunic of royal purple, a cloak of gold paired with it. All sorts of knick-knacks are on the table, overflowing with them. "Travelers! Help yourselves," he says, "I'm clearing out my junk inventory and everything here's 90% off!"
A friendly reminder that Read Thoughts is always active. Is he full of BS?
> roll 1d20+10
<Serith> Kotono roll for Serith < 17 > [d20=7]
DC?
http://www.d20srd.org/srd/psionic/powers/readThoughts.htm
DC 22 Will
Tryll can tell he's on the level. Seems completely sincere, his thoughts are open.
Detect Psionics is UP. We are now SHOPPING. Hunting for goodies.
"Discounts!" Calleigh immediately buzzes over, trailing miniature headsquid tentacles behind her.
Canderella follows, looking about.
Moonlight does as well, "Oh really, just clearing out old inventory?"
Vivantha is more restrained, but joins the others, "But why here?"
"Why not?" The mercane grins, as Tryll hears his thought of wishing he wasn't stranded here for three days.
"Hmmm..." Calleigh squeaks out, perusing the table. "Well, I'm a merchant myself, sometimes. I don't know if this is necessarily a prime spot. I wouldn't want to set up shop here, and the discounts you're giving either say that you're really fond of people having your things, or you're in trouble. At the risk of sounding racist, you're a mercane. I don't see many mercane being this generous with discounts, even with trinkets. So what gives? Are you ok? Do you need help? We're really good helpers!"
Canderella has a tiny set of scales in hand, examining them up close. "That is a good point," she remarks, "Most mercane part with gold as dearly as men part with blood."
"My circumstances are difficult. My transportation off Elysium fell through and I have a few days to waste before means to escape arrive. Unfortunately, those means have a highly limited carrying capacity, so I'm trying to liquidate as much of my low value inventory as possible." He spreads his hands out at that, "Since I'll have to leave it and getting some money for it is better than getting none, here we are."
"Oh. That's it? That's easy! As long as you don't mind if we finish up here first, we can help out! Probably!"
"Really?" The mercane says, sounding intrigued. Tryll catches him thinking, if he's paying 5,000 gold for an emergency pickup, he could pay them 3,000 and still salvage 2,000, and if the carrying capacity's better, all the more worthwhile.
"Why, that would be kind of you. Are you able to take all my things?" The mercane asks, "Would this be a plane shift, a gate or different magic? Your price...I'd give you 1,500 gold for it, if that's reasonable to you."
Telepathy to the group ensues, 'We could barter him higher, take the deal, or do it for free and curry a favor from a mercane. Thoughts?'
Meanwhile, Calleigh stalls, peering at the table, "Maybe. Where are you headed?"
'It's free money, take it,' Canderella sends back.
'Just help him,' Moonlight says, 'You don't need money to do the right thing.'
Vivantha says quiet for the moment.
"The Astral," The mercane replies, smiling all the while. "There's a Consortium outpost there I'm due at."
I actually did this.
Calleigh pulls a coin out of her pouch. It is nearly as large as her tiny face. She tosses it into the air with all her little might, heaving it up nearly a foot and a half before it lands on the table. She eyes it for a moment, then shouts, "TAILS! YOU WIN! HURRAY!"
Illusory sparkles and confetti rain onto the group from above. A single squeaky horn blows comically.
"Who wins?" Moonlight says aloud at the presentation, "Did I win something?!"
The mercane simply watches it, "Curious, but I presume something good happened?"
"This guy won! We're gonna do it for free! What's your name, mister winner?"
"Robard," The mercane answers, "You'll do it...for fr-fr...f-free?" He scowls as he finally gets the word out, "That's indecent!"
Calleigh gives him a sly look. "You could always consider it a favor. It's a different kind of bartering!"
"That's more acceptable," The mercane says after some consideration, "As a matter of fact, I have something you can have as a favor." He rustles under the table, coming out with an old book. "Here."
"See, that's how it's supposed to work. Good things happen when you do good things." Moonlight says, "As long as evil isn't there to muck it up."
"It's a book." Calleigh points out to Moonlight as the book plucks itself out of Robard's hands, turning itself over and over. "It's not like it's an ancient prison for a horrible eldritch demonspawn para-deity bent on corruption and destruction of all that lives. I mean, what are the odds of that happening?"
The book looks to be a series of mental exercises on a glance. "That book's said to strengthen the mind," The mercane replies, rubbings his hands together, "Now, you were going to get me home? Let me get everything together." He starts packing things up.
"Well, first we're going to talk to Lathander. You can come if you want!"
"Oh no, I have to pack up," Robard says, doing just that, "I'll wait for you."
"You sure? Might be a while before we swing back! Might be today, might be an hour! Might not be until tomorrow!"
"I can wait," The mercane says. "I'm not going anywhere anyway."
"Okay!" Calleigh says, the book stuffing itself into her pouch after being thoroughly inspected. "We'll come find you before we leave!"
"Deal," Robard says, as the four of you resume your trip.
Ready to move along? Also loot post.
go go og
You reach the next city uneventfully. It's much the same as the previous, really.
"Most of the settlements here are about the same. So don't worry too much about it, let's get to it." Moonlight says.
Going to GI?
Requesting 1d20+35 GI roll
[22:26] <@Ebiris> roll 1d20+35 Yuth GI
[22:26] <Kobot> Ebiris rolled 1d20+35 Yuth GI --> [ 1d20=5 ]{40}
You talk around, getting the gossip of Kelm. It's rather sedate by and large, and in time, you end up in a big farmhouse. It's an oversized kitchen where several women work. It smells good in here - roasting meat, cooking vegetables, the scent of spices and jam. Overseeing it all is a middle aged woman. She wears her age like a light shawl, the barest hint of wrinkles and age only enhancing her beauty, giving her a motherly cast. She has blonde hair in a braid down her back and dimples, "Oh, Liney sent you!" she says, waving a soup ladle about. "Yes, the Morninglord was through here recently."
She pauses and gives each of you a look. Canderella gets a brief glance before she's taken to a nearby table, "Get her a good meal, she's all skin and bones!"
"I am not!" Canderella retorts with a hint of pique, a distant rumble of thunder after her words.
Further words are interrupted as the woman goes to Calleigh and shakes her head, "Oh dearie, you're even worse off than she is. Come over here," she herds you on over, "Get her a big meal, double portions relative to her size! Some of that pumpkin pie on the windowsill and don't forget the cream!"
"Now both of you sit there and eat," she instructs, "I won't have you turning into skinny waifs on my watch, no SIR!"
Vivantha clears her throat, "Ahem. Do you know where Lathander is?"
Vivantha's the next to get a look over, "...actually, you don't need any more food," The woman says, "He went west to Hill's Siren, he might still be there."
"What do you mean I don't need any more food?" Vivantha says, a note of dismay in her voice.
"But I'm a courre, I don't get-DID YOU SAY PIE!?"
"I did," The woman pats Calleigh's head with a finger, as a plate of all sorts of food is put before her - as well as another plate with a slice of pumpkin pie, topped with lots of cream.
Looking back at Vivantha over her shoulder, "Oh, I know your kind," she waggles a finger at Vivantha, "You probably swallowed a deer whole for lunch, didn't you? No more for you!"
"I...what...we're not like....we don't eat like snakes..." Vivantha stammers out, blushing and poleaxed.
Canderella goes quiet as a big plate of food is put before her and she sniffs, before tucking in. "This isn't bad," she confesses. "Though really, I'm just fine the way I am."
This gets promptly ignored as your hostess focuses on Moonlight, "Yes, he's off at Hill's Siren, Lady Moonlight."
"Thank you," Moonlight smiles sweetly. "I'll be outside once you're done fattening them all up."
"She's a lillend!" Calleigh says between bites, shaking a fistful of orange goodness at the woman, "Only the lower bit is snakey. She's nice! Don't be mean to Vivantha!"
It's good pumpkin pie, too. As you savor it, Moonlight heads out and leaves the three of you with her. The other ladies don't even glance at the scene, focusing on their cooking.
"Nonsense. If I feed her it'll all go to her hips and stomach, and she'll make her husband sad. Now eat your pie," Your hostess insists.
"I'm not..." Vivantha begins, but sighs and rests her forehead in her hands. She laughs a little, "You're right. I have to be at my best for when brave hero returns." She turns and goes out.
Calleigh eyes the woman, still shoveling food into her face.
Canderella eats at a slower pace, manners impeccable but still putting a dent in her plate. "Do you feed everyone who comes through here?" she asks.
"Only those that need it, and you two need it!" She counters, "Now finish your food."
"How come you think we need it?"
"You two are skin and bones! You're about to wither away!" The woman says, pointing at you with her ladle, "So eat up and get some meat on you!"
"Uhhhm...I'm a courre though. I don't get fat unless I wanna. Neither does she." Calleigh points at Canderella.
Meanwhile, the puff of cream is reshaping itself into a small castle.
"I don't care, you're going to eat and like it."
Meanwhile, Canderella's voice is heard in your mind, 'Just enjoy the food, we'll get out of here fastest if we don't fight her.'
More pie is eaten. The castle demolishes itself and reconstructs into an improbable creamy catapult. Calleigh places a fistful of pie into the bucket.
The creaking of ghostly ropes and wood can be heard.
'Don't do it,' Canderella sends, not even missing a bite of food.
The arm creaks backward, displaying tension totally incongruous with the materials used.
'It's not me~eee!' Calleigh sing-songs a reply.
What direction is the catapult aiming at?
straight ahead currently
Canderella quickly finishes her food up, standing, "Thank you, but we really must be moving along now. Our mission is not a light one."
With a loud clunking noise, the catapult turns to face Canderella.
"Why thank you d-what in tarnation are you doing?!" Your hostess turns on Calleigh, "Don't play with your food!"
Meanwhile Canderella makes haste out of there, swiftly so.
The catapult, and indeed the entire plate, launches itself after Canderella!
Make a ranged touch attack roll.
[10:32] <Serith> Yu roll for Serith < 39 >12 [d20=19]
Hit, her touch AC is 35.
It flies and....direct hit! Right on the back of Canderella's head. She stumbles forward and into the door, which goes open under her weight and sends her through it. "Aaaah!" she cries.
"No food fighting in my kitchen! Out, out!" Your hostess grabs you and marches you out, putting you in the air next to Canderella.
Calleigh is a mess of pie and giggles.
Canderella smiles sweetly, as a bit of magic cleans herself up, "Don't go playing in any thunderstorms," she says, heading on out.
Calleigh follows, giggling in the air slightly behind Canderella. "Aw, don't take it so seriously! You wanted to leave anyhow!"
"Right," Moonlight says once the four of you are out, starting to walk. "We have our next destination. It's a decent walk, so are all of you ready, or do you want to spend the night here?"
"We're fine to keep going!" Calleigh chirps.
> roll 1d100+1
<Serith> Kotono roll for Serith < 61 > [d100=60]
> roll 1d100+1
<Serith> Kotono roll for Serith < 57 > [d100=56]
The trip to Hill's Siren takes the rest of the day and into the night. Moonlight seems fine, as does Canderella. Both also fly more than they walk, while Vivantha keeps your spirits up with music. You pass near a few more hamlets, though you largely bypass them to continue on.
On a glance, it looks like any other hamlet. The moonlight would frame it idyllically, if not for rainbow light flying about. Beams of color, about a dozen feet long and two feet wide, streak about the skies over Hill's Siren. Each is one color, and there are enough to have a rainbow many times over. They're just flying around, turning the entire town into a rainbow's pride and joy.
"That's new," Moonlight says, not even breaking her stride at it. "The Dawnlord's there or one of his most powerful servants are. That's the sort of thing he'd do."
"Rainbows!" Calleigh cheers, "I like this guy!"
Moonlight smiles as she steps forward, "Lathander rules over light in many forms. Rainbows are but one."
"Rainbows are the best though!"
The party heads into the town. It's nothing but light - until you step in, and the sun begins to shine brightly. Night gives way to day in a split-second, a warm high noon upon you.
"Moonlight!" A man's voice, young and vigorous. "You've back already and you brought friends!"
"Lord Lathander!" Moonlight immediately kneels, "You honor us with meeting us so easily."
Vivantha quickly follows suit, though Canderella stays standing.
"You spoiled it with your prayer for this plan to work," Lathander's voice is all around you, as is his warm laughter, that makes you feel full of energy, like you just ran a race and want to run another. "Tryll, you're the motivation behind this?"
The tiny squid on Calleigh's head waves tentacles in greeting. He doesn't kneel, but then he has no knees.
'Greetings to you, Light Upon Waves! We are indeed the motivation. Thank you for meeting with us.'
"Been a long time since I've seen an Irrigo," He remarks casually, "So this should be good!"
'Yes. Well. Most of us are, ahem, gone. But! I am still here! With Calleigh!' Tentacles pat the courre's hair. She grins. 'We are seeking a way to become greater than we are now. Paragons, if you will. Moonlight mentioned that she almost became one, so we determined that it would be a good idea to start with speaking to you!'
"Wow! Shooting for the moon, aren't you?" Lathander's voice says, full of amusement, "Sorry Selune, didn't mean it like that," he calls, "You can be born a paragon or you can become one. Mortals are almost invariably born paragons, while immortal paragons are made. But do you know why there are paragons?"
'Moonlight mentioned it having something to do with destiny, yes?'
"Yes. Moonlight, take them on a quest after this to make up for the information," Lathander commands.
"It will be done," Moonlight bows her head.
"There's a secret at the core of paragons, the reason they exist. Do you know why they do?" The light asks, the sunlight streaming down from above.
'I do not.'
"Well, then I'll have to tell you why. Paragons are the highest height a race can reach. It's the prime example of a human, an elf, a courre, a lemure or whatever have you. The reason for paragons is to answer a question related to the race. They mean something and what they do means even more. In some way they're usually wrestling or representing some racial issue."
'Hmmm...while Calleigh and I both think it would be highly useful if we both became paragons, I don't think that courre have any racial issues. The irrigo do, though. Primarily that there really aren't any.'
"Oh, I've met courre paragons," Lathander says, "Oh, that was a great idea, inviting all of them over. Anyway, it may be possible for either of you to become one, but it's much easier said than done."
Calleigh laughs, "That sounds great! I wanna be a part of that!"
Meanwhile, 'Indeed? Do you have some advice?'
"Oh, that happened a few centuries ago," Lathander's voice says, "I'll invite you to the next one. My advice is that it's hard and not everyone can do it," Lathander continues, "You have to be a child of destiny, and that's an illusive thing. Oh, that's right, your nemesis down in Baator messes with destiny a lot. You could get him to tell you if you ever capture him. Destiny can be manipulated, nothing's set in stone."
'So we need to be a child of destiny, or have a destiny?' Headsquid tentacles fold in a confused manner. 'Ah, Gathgorian. Yes. He is the reason for this decision. We seek to set ourselves against him, but at this time are woefully underequipped to do so. Mortal implements do not suffice, so we are seeking out direct enhancement. We were recently on Lifasa, seeking one of the traitors who tilted the plane into the hands of evil. It is in a sad state. I do not know if you can see what happens there, as we could see no hint of sunlight in that dismal devil-infested place. While we stole away with the traitor, destroyed the fortress she was hiding in, and slew a prior companion that had been turned into infernal undeath by Lixer, we nevertheless ware hopelessly outmatched against Gathgorian. We fled in the face of his power, and I found that I was ashamed. Normally, I avoid such things, as is customary of Irrigo long past. We were not a violent species, as you may remember. Even so, fleeing from something so unrepentantly evil, from something that opposes us so directly, galled. Such evil carouses across the planes, seemingly unopposed. At least, directly. So we wish to elevate ourselves in order to oppose him.'
It's getting brighter and brighter, the sun overwhelming.
"Then answer me this: What is the destiny of the Irrigo?" Lathander asks you.
'Hm. A long time ago, I'd have said we no longer have one. There are vanishingly few of us left, if I am not the only one. I've not seen another of my kind in many thousands of years. Not since we fled our failing Prime, really. Most of us ascended to Arborea. Those that did not, can no longer reproduce. I hid for a long time from violence and strife. It wasn't until I met Calleigh that I began to become who I truly am. I have learned that while violence can and should be avoided when possible, sometimes things can only be answered with violence. Strife forces us to grow, evolve, and adapt. Without it, we remain stagnant and directionless. So, now, the destiny of the Irrigo? I cannot speak for those of us left. I can only speak for myself, and I must set my own destiny. I have chosen to set myself against those who would oppress others. My destiny is freedom, and that may indeed be true of all Irrigo.'
"That's a fine start," Lathander encourages, "It'll be up to you and your efforts to find if that bears fruit. Study that and destiny and you may find a way, even if it's a path that shows you that it's not your fate." The sunshine becomes overwhelming, "Now Moonlight, make sure to send him on a good quest for the help, you'll figure it out."
"Yes, master," Moonlight stays kneeling, "It will be done, I have an idea already."
"Oh really? Oh! Yes, that's a good idea." Then the sunlight clears, and you find yourselves back in front of Aurora.
"Wait!" Calleigh shouts, "The mercane!"
Whoops?
"Well then, Canderella says, "I'll go borrow Tepen and deal with the mercane directly."
"Thanks Canderella!"
Okay, that mission's done. What's next on your agenda, Tryll? Also go get that book appraised in loot if you're gonna.
Moonlight has a quest? Then destiny studies. And soul-searching, I guess. Also FREEDOM
"Hm. Hm. Hmmmmm." Moonlight paces back and forth, "I hate giving quests," she murmurs, "They're always too easy or too hard. Say Calleigh and Tryll, what are you two good at?"
Calleigh is sitting with her legs folded on top of Moonlight's head, braiding her hair into increasingly-complex braids. "I'm an amateur hairdresser!"
Tryll the headsquid is propelling himself through the air, slowly orbiting the pair at forehead level. 'We can do many things, though many we cannot do well. Things we can do well: Search & Rescue, Infiltration, Sabotage, Interplanar Trade, Wide-Area Healing, Brain Surgery, and Obfuscation. We pride ourselves on being not great at art.'
"Hm, hm..." Moonlight considers, seemingly uncaring of Calleigh's work, focused entirely inward. "How good is your healing?"
'Given enough time, I can heal any injury that doesn't involve limb loss or supernatural damage. I am much more versatile if I have a dedicated healer to assist me. One Heal spell or Regeneration can potentially be spread to nearly a hundred people if you can pack them close enough. Any spell cast upon me generates the same effect on any individual within 20 feet of me. It works both ways, though. If I were hit with a harmful spell, everyone would experience it as well. It's useful, but must be used wisely.'
"Y'see," Moonlight turns and faces you. spinning on her heel, "I have a friend who fights in the Blood War. He leads an independent company that focuses on opportunity attacks on weakened fiendish units. Doesn't care about who wins, he just wants to crush evil. Healing's always hugely in demand with that sort of thing, and he sometimes has trouble keeping healers on. So any help there's worth its weight in gold."
'It could go very badly, or very well. Does he possess a dedicated healer?'
"Usually," Moonlight says, "Depends who he has there, since he has problems holding healers down, like I just said."
'I suppose it's worth a shot. Without a dedicated healer, I can only grant temporary health. Calleigh can hit me with wanded spells, which is what we usually do, but a dedicated healer would be best.'
"Great!" Moonlight leaps up and down, then claps her hands together and points at you with both index fingers. "Let me go get the details ready. If you need anything in preparation, now's a good time."
'We are prepared, though if you have spare wands or items of healing, feel free to bring them.'
"Right, just get comfortable, I'll be back with details!" Moonlight turns on her heel and runs off.
Good to skip along then?
Yep. I've got no prep needed. PP is full. Aurora buffs are active.
It takes Moonlight a few hours to catch back up to you, "So," she announces, "There's a complication!"
"I love complications!" Calleigh crows, tossing a pickled cucumber into the air in jubilation.
"They're kind of uh....trapped." Moonlight clears her throat after that, "Pardon. Really trapped. This might turn into a rescue operation sort of trapped. How good are you at that?"
"Ohhhhhh, a jailbreak!? We haven't done a good jailbreak in ages! Yay! We're good at those!"
"Sort of. They're pinned in a cave on Pandemonium. They're holding a defensive line, but a really pissed off Abyssal horde is attacking. Teleportation's not an option due to the area and they lack the manpower to force their way out." Moonlight says.
"Ohhhh, we can deal with that, too! Disintegrate is a thing! And we can MAKE bodies! Or control the demonseses and make them fight each other!"
"Right!" Moonlight nods, "Do you need anyone else to help you?"
"Stealthy or healy people would do! If they're both, even better!"
"Hmmmmmmm." Moonlight hums, then snaps her fingers. "Hey Elena, everyone calls you for things like this!"
Elena appears, dressed up like a soldier still. "Hi," she says, "You two called?"
"Three!"
"Right, can't forget Tryll," Elena says, "So Balyss is around but she's in a bad mood, so step carefully." In a soft voice, "Between me and you, her monthly friend is being a real bear this time, I think. Hanna's just back, but she's not all that sneaky, but she also has a staff that can use mass heal."
"But she's a big huge chesty planetar with a big axe! I'll bet she'd enjoy smashing demons!"
"Well, you asked for sneaky," Elena says. "She's not really sneaky, so I mentioned it."
"If we don't have any sneaky healers, we should take her along." Calleigh nods at herself, proud of her sound decision-making skills.
"Alright then," Elena says, "I'll go have her come over."
So just Hanna then?
Hanna & Moonlight & whatever large number of NPCs we're about to go recruit, yes. If you think I should bring more, I request someone tanky. Dana maybe?
Dana's with Jaela en route to Fire, though they haven't left yet if you want to talk to them. Otherwise it's up to you on who you bring.
She'd going to Fire and not taking Simmer? For shame. We'll steal her instead!
Hanna and Simmer join you. They listen to your story, "Oh, so a breakout?" Simmer says, "I can set them all on fire, will that do?"
"Explosions are also good!" Calleigh says, nodding.
"Then we have this," Simmer says, "Easy as can be. We go, I set all the demons on fire, we come back with treasure."
"And mercenaries!"
"And treasure, for more fire," Simmer says, nodding along, "My emergency supply closet of fire needs more fire."
"You have a closet full of fire?"
"Of course I do. It's in a bag of holding, but it's a lot of fire in there. Lots of useful fire." Simmer nods, "You can never have enough fire."
Calleigh nod-nods. "That's a good point. Are we ready!?"
Agreement all around.
How are you going to approach this, Tryll?
Scouting, infiltration, violence
Specifically we'll scout out the location, determine enemy contingent, attempt to turn them against each other with Dominate, and then get the dudes out. Violence if required (likely)
Okay, where exactly are you plane shifting to?
[spoiler]
Moonlight
HP: 414+14/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354/354
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 333/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[4+1/day]10: (Extended Storm of Vengeance), Celestial ValorHome, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[4/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
You should probably ask Moonlight, since she hasn't shared the location with the group. I'd assume she WOULD, but you wrote her.
Whoops.
Wind. The winds howl. You stand in a cavern so vast as to be endless, criss-crossed with narrow streams choked with ice. The winds blow against you, then to your side, then ahead. They are strong winds, constantly opposing you in varying directions. Only your magic keeps the howling at bay, Moonlight coming close and raising her voice to a shout, still barely heard, "WE'RE A BIT OUTSIDE OF VISUAL RANGE OF THE OUTER ELEMENTS OF THE DEMONS PINNING THEM IN! WE NEED TO GO AND SNEAK IN OR DEAL WITH THEM FROM BEHIND!"
Even then, her voice is only half audible, the winds tearing the sounds away.
[spoiler]
Moonlight
HP: 414+14/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354/354
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 333/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[4+1/day]10: (Extended Storm of Vengeance), Celestial ValorHome, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[4/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
'Let's use telepathy instead. I'll relay.' Tryll sends to the group, quiet yet clearly audible.
Calleigh holds up a wand, her mental voice just as energetic and chipper as her normal one, 'Silence, anyone!?'
"No," Simmer gives Calleigh a look, barely heard. Then in your minds, 'No. Verbal components.'
'Right! Moonlight, you know the way? Let's go! We gotta take a look at what we're up against before we know what to do!'
Planar tolerance will help with the worst here, though it's still far from pleasant. Taking any steps for stealth? Also, general marching order?
[spoiler]
Moonlight
HP: 414+14/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354/354
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 333/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[4+1/day]10: (Extended Storm of Vengeance), Celestial ValorHome, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[4/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
The winds are actually in our favor here. They'll deaden all but loud sounds. If we need to shout to be heard over them, then we can depend on them. How's the lighting in here? Shadowy? Dark? Any good hiding spots? It's a cave, does it have stalactites? Stalagmites? What's the rock composition? Are the winds blowing in a specific general direction, or just randomly crisscrossing the room coming through the walls? What's the ambient temperature? Is the ice on the walls, or in water? If there's water, is it safe to assume that is also icy cold? Is it the Styx? Is it flowing in any particular direction? Any signs of civilization nearby? Foliage? Fauna?
Tryll & Calleigh are non-tanky. Hanna goes in front.
Just OOC details as I have work in a few minutes. A late start but still work looms.
The lightning is poor at best. Lots of shadows and darkness. Lots of hiding spots, though the wind constantly whips and erodes.
There's a few stalactites and the the reverse, but they're usually visibly wind worn or worse.
Do you have ranks in anything relevant to identify the general rock type and composition?
The winds seem to be blowing randomly, at least on a casual inspection.
Ambient temperature's cold but not freezing. Probably a little above freezing, around 35 to 40 degrees.
There's ice in some of the streams, so yes, the water in there is probably icy cold.
K:P for the Styx question. In the unlikely event you have K:L for Pandemonium, that can be substituted.
The rivers are flowing in different directions, in violation of basic water dynamics.
No signs of civilization or immediate fauna. It's rocky and miserable, plus being windswept.
We'll stick to the shadows, use natural cover. Tryll & Calleigh can phase through objects, so hiding isn't hard for them.
K:P Roll: 43 per Kobot. Can't cut & paste from here.
Pasting for reference.
<Yuthirin> roll 1d20+27
<Kobot> Yuthirin rolled 1d20+27 --> [ 1d20=16 ]{43}
Yes, these rivers are tributaries to the River Styx. They ultimately join that river and feed into it. The waters of those rivers are unpleasant but do not cause amnesia until they join in the Styx itself.
Granted, the rivers tangle, criss-cross and are generally a maze to follow. But if you do, you'll eventually find your way to the Styx.
The party will ignore the rivers then unless tactically advantageous. Time to move!
> roll 1d20+7 Hanna is not good at hiding
<Kobot> Kowork rolled 1d20+7 Hanna is not good at hiding --> [ 1d20=19 ]{26}
> roll 1d20+10 Nor is Simmer
<Kobot> Kowork rolled 1d20+10 Nor is Simmer --> [ 1d20=8 ]{18}
> roll 1d20+7 Moonlight's not the hiding type either
<Kobot> Kowork rolled 1d20+7 Moonlight's not the hiding type either --> [ 1d20=2 ]{9}
You begin to sneak ahead. You soon see it on the horizon - a vast force, surely at least a thousand strong. All clustered together around what looks to be a jagged mountain rising out of the cavern floor. They're on the very edge of your vision, far on the horizon. Closer ahead you can see winged, gargoyle-like creatures flying about, keeping a general patrol. None's near you, at least that you see, nor seem to have noticed you.
[spoiler]
Moonlight
HP: 414+14/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354/354
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 333/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[6+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[7+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[7+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[4+1/day]10: (Extended Storm of Vengeance), Celestial ValorHome, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[4/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
[/quote]
How close are the flyers to the objective, and how close are they to us?
Calleigh eyeballs the clumsy yet sufficient sneaking abilities of her companions.
Several hundred feet - we're dealing with long distances.
'Okay, so we gots lots of fliers. Probably with darkvision or something, but they're wayyyyy too far away for it to be effective. We're a few hundred feet out. We ready to get closer, or do you want us to scout ahead first?' Calleigh sends.
Moonlight nods, slamming a fist into her palm. 'Right. Scout ahead, though it's probably just a mass of demons aimed in the same direction, rather than a real army.'
Calleigh nods, turning into a tiny ball of light and vanishing into the stony ground along with Tryll.
We're headed closer, using the ground as cover. Even True Seeing can't see us!
You go on ahead. As you do, you can see the army - a great mass of demons blocking the way. At least a thousand if not more, big and small. From tiny horrors of twisted flesh and gibbering misery to great flaming titans of battle, balors that loom over it all.
Some demons fight. Blood is spilled amid them. Meaningless bloodshed, painting the ground red out of nothing more than leering spite.
Other demons mate. Gender matters not, rutting merely to rut. Horrifying things in horrifying ways, bodies used in ways not meant to be used.
Most leer in front of the cave, a trickle going in the well fortified cave entrance and into the darkness there. Those that go are given a mix of cheers and japes, a vile torrent of Abyssal.
Will save. Bonuses against evil apply. Immunity to mind affecting stops this, say so if you're immune.
[07:38] <Kobot> Yu rolled 1d20+28 --> [ 1d20=11 ]{39}
[07:38] <Kobot> Yu rolled 1d20+27 --> [ 1d20=12 ]{39}
Note that Magic Circle Against Evil & Mind Blank are active.Tryll
HP: 237
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 24), True Seeing (CL 25), Detect Psionics (CL 25)
Passive Effects: Incorporeal, Hide Mind
PP: 591
Calleigh
HP: 118
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), True Seeing (CL 25), Detect Psionics (CL 25)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 118
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 24)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
That's immunity to mind affecting, so no saves needed. Carry on.
Well that's all gross. Also totally expected. The pair loops around the camp, looking or a way in.
Assuming that as they haven't burrowed through the ground, they don't have any tunnelers? Underground movement is presumed to be uninhibited. Manifesting Detect Psionics just in case they have some sort of Alarm warding active or something to detect incoming doods.
You don't detect anything - though the dirt in the way prevents you from detecting anything unless you're right on it - and there's no sign of tunnels.
Detecting nothing, Tryll & Calleigh carefully make their way toward the inside of the cave from the back.
Moving slow so as to not spook the mercs. Also if we happen upon anything, we can bug out quick.
You go on a ways. It's hard to tell when you're in the ground completely, but you two would guess you're about half to three quarters of the way past the demons and to the cave. It's then you hit something solid as rock, blocking your way.
Being unused to impacting solid objects, Tryll is quite intrigued! An examination is in order!
Size? Shape?
It seems to be some sort of flat plane blocking your way, stretching fairly far on a quick check.
Still detecting psionics?
Yep!
The flat plane is magical.
Make spellcraft/psicraft.
Requesting roll of 1d20+40
No one was around so I did it myself.
> roll 1d20+40 for Yuth
<Serith> Kowork roll for Serith < 44 > [d20=4]
It's a ward - some variant of zone of respite or forbiddance, a custom spell. It's pretty good and what's more? It's holy magic, not demonic or evil magic. It's notably keeping things out, not keeping them in.
Keeping out a courre with holy magic!? That's rude! Keeping out an icthyian eldritch horror, not so rude. But still! Good guys!
Is it just a circular ward or is it a sphere? Can I go beneath it?
You can tell it's a sphere. A stunningly large sphere but not epic magic. Someone has something that's greatly amplifying their magic.
Instead of breaking it down, because they surely could, Tryll & Calleigh elect to head back to the group!
'Oh, you're back and in one piece,' Moonlight thinks at you once you return. 'How'd it go?'
'Eh,' Calleigh shrugs, hoisting herself onto Moonlight's shoulder, 'demons being weird. Standard evil chaos stuff. Just general grossness. The mercs are probably holed up in the cave the demons are surrounding. Loosely surrounding. Encamped around. Doesn't look like they can get inside. There's a nice big sphere of holy magic protecting the place. It wouldn't even let us through, and we didn't want to force our way through and potentially destroy it. It's not something outside the ninth circle of magic, but they probably have some sort of object enhancing it. Custom stuff, looks like it does the job though. You have a way to contact them? Cause fighting our way in is gonna be messy. Like suuuuuper messy. There's thousands of guys out there just waiting to make my tiny skull into pancake batter!'
'Did before,' Moonlight retorts, 'He's countingon us to give his forces a way out. Ideas?'
'If we can get in, we can probably just teleport them out.'
Moonlight frowns and stamps her foot, 'Hey, weren't you paying attention earlier? I told you teleportation wasn't an option due to the area!'
Hana coughs into her hand, unheard due to the howling winds, and then thinks to all of you, 'Is there a way we can overcome that?'
'Maybe? I dunno. Uhhhh...' Calleigh trails off.
'It's possible,' Tryll sends, 'though it may take some significant amount of time. I'd need to determine what is causing the effect of the dimensional barrier.'
'It's the cave they're in. Something in it scrambles teleportation, probably something in the stone,' Moonlight replies.
Simmer crosses her arms, 'So why aren't we setting them all on fire again? You know that'll take care of it.'
'Cause there's too many. Thousands and thousands. We can't set them on fire fast enough before they get to us. Then they get us.' Calleigh sends to Simmer.
'If they're able to let us through the barrier, we could bore a tunnel to extract them.' Tryll replies.
'That's a great plan,' Moonlight agrees, 'Can any of us manage a sending?'
Calleigh raises her hand with a look of triumph on her face, pauses a moment, then scowls, 'We're stupid.'
Hanna slowly exhales, 'So can you or can't you, or did you overlook something else?'
'Well, telepathy. We probably coulda felt around for brains past the barrier. Didn't think of it.'
'Do it,' Moonlight says, 'It's our best shot to do this.'
'Right!' And off they go again.
Your return to the barrier is mercifully uneventful. The winds are muffled by the ground, but somehow not stopped entirely. You can still hear them, screaming mindlessly.
Tryll reaches past the barrier with his oversized brain, seeking minds inside!
Cool, what power are you using?
Read Thoughts and Telepathy.
Very carefully NOT pointing Read Thoughts at the demons.
Cool, what's the range on them? Further, do they need line of effect or sight?
Read Thoughts is useless!
Telepathy's not though. 100 ft of range on that. No indication that anything can stop it, either. Unless specifically stated, of course. And doesn't need line of sight. Quote from: SRDA creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Go ahead then, try something. You're firing relatively blind here, so bear that in mind.
Projecting toward where he's pretty sure the cave is, Tryll sends, 'TESTING!'
You get a handful of yelps and surprised call-outs in your mind, about half a dozen or so.
'Success! Hello!'
You get three replies.
'Hello?'
'Demon?'
'Who are you?'
Presuming that primordial chaos, when presented with rigid and orderly mathematics, will lose its mind.
'Hello! A test, if you will! What is nine plus three, divided by two?'
There's a pause at that and...
> roll 1d20+3
<Rei-chan> Sunshine_Ko rolled : 1d20+3 --> [ 1d20=7 ]{10}
'Uh...10?' One voice offers after some hesitation.
Tryll hones in on that voice, no longer transmitting to the others. 'Excellent! Hello! I am Tryll! Moonlight sent us. We are your extraction team. Would you mind letting us through? We are currently underground.'
'Hold on, I'm just a door guard,' he says, 'Trying to help hold off demons with the front line. Just...just wait. Give me a few.'
'Take as long as you like, but remember that it's your time. You currently have a steadily-growing number of demons outside of your cave. Thousands of them. Lots of balors too. Eventually they will work their way in. Just a heads up.'
You wait a bit. Maybe 5 minutes, but it's hard to tell within solid matter. The only companion you have is the howling of Pandemonium's winds, howling so loud as to penetrate into the rocks of the plane.
Eventually, after a routine hello waiting for a reply, 'You're with Moonlight?' A man's voice, sharp and intense. 'Give me some proof. What weapon she's using, the color of her hair, something.'
'Yep!' Calleigh's mental voice pipes in, 'She's awesome! She's short for a mortal, but not as short as meeee, and she's got BIG RED HAIR and a MACE! Also, she's super nice.'
'Good, you pass. Can you get us an opening to get out of here?'
'We can tunnel, or do a direct assault. We'd rather not do a direct assault. The number of demons outside is significant.' Tryll replies.
'How big and how secure of a tunnel can you make? How fast can you make it?'
'As fast as I can disintegrate the stone and earth. We only need to get you beyond the cave to teleport, yes?'
'Yes. The the barrier's at the edge of the cave's effect.'
'Splendid. Whenever you're ready.'
'Hold on. Approximately 60ft ahead and then straight up,' About 30 seconds later, the field in front of you fades away.
Tryll and Calleigh immediately cross the border, heading forward!
Making a tunnel now or just going forward for now?
Going forward. Don't wanna cast outside the barrier until I need to. I suspect it will make things happen quickly.
You follow the directions as best you can and emerge amid many. Hardened warriors at the ready, weapons drawn and spells a word from completion. An irregular rabble, from the mortal to the fantastical, all turning seconds after you peek out. It's a dark, dank cave, and from behind you is the sound of battle and the cries of demons.
Calleigh pops out of the wall, ever-cheerful grin plastered on her face. Tryll follows her in mist form. "Hiya! How is everyone!?"
A startle when Calleigh is seen, though a few pale and gasp when they look in Tryll's direction. Amid all of this, a weathered figure in full armor and face concealing iron mask approaches. He's over six feet tall and moves with authority, the broad body of a warrior supporting each step. "You're our path out of this mess?" he asks, nodding to Calleigh.
"That's why we're here!" Calleigh nods. "We figure we'll disintegrate a tunnel out, build an antechamber and teleport out. How many are you?"
"You can disintegrate that much? Fine," He nods, "About three hundred. Most are in the back, preparing to escape and helping the wounded. We're low on healing supplies and our few healers are tapped out, so we have wounded." His voice muffles a bit from the mask, but it's strong and commanding. "Don't make it a straight drop, but don't make it too far back that way, either. Hurry, the demons have been periodically probing the barrier. Once they find out it's gone, they'll come underground and flank us."
"Yeah, that's what we thought. Get your guys together. Once we get out of here, we'll take you to the Aurora and you can recover in our super duper comfy beds! We can fix anything unless you're dead! And maybe even that, too! As for the tunnel, we were thinking a slope that would carry us away from the bulk of the demons. Just far enough to get teleportation active. You guys CAN teleport, right? Cause if we do it ourselves, we'll be here all week."
"We can manage some gates, and that should be enough if you can help," He says, "Hurry. We're on a clock here."
Blasts of disintegrating power lash out from the mist, melting away a perfectly smooth tube away from the cave. Conservation of time and energy is key here; each blast meticulously clears away precisely what is needed, blasting away until the end point is reached. Meanwhile, the location of Moonlight & Co. is conveyed to the man in the mask, and dispersed to the gate-creators in the group.
The intent is to stop right after the end of anchoring effect to not give the demons any more time than is strictly necessary. Tryll can cast Disintegrate 54 times before running out of PP, but he'd rather not if he can avoid it.
Cool. How much space does each disintegrate clear?
Per text, 10 foot cube
> roll 1d100
<Serith> Sunshine_Ko roll for Serith < 97 > [d100=97]
> roll 1d100 uh oh
<Serith> Sunshine_Ko roll for Serith < 61 > [d100=61]
It takes 10 of them to clear enough space. You spend the effort, the spearhead of them leading on and to where you were before. "This good?" The leader asks, as you survey your handiwork.
"Yep! Set up your gates, mask guy!" A circular area is quickly bored out.
'Where is Aurora?' he asks back.
"Elysium this month!"
Aurora's in Elysium right now, Yuth, not Air.
I FIXED IT
Portals open and people begin to go through - orderly and careful, wounded being carried through first. They're hurrying as, "Rear guard's holding in good order," A runner comes up, a dwarf that moves like the wind and wears loose clothes. "We should make it, the collapse should slow them down long enough."
More and more go through, "Are you coming with us?" The leader asks in the meantime.
"Nope! We'll meet you there! Gotta go pick up the others. Maybe let Simmer burn up some demons before we leave!" Calleigh shakes her head. "We'll see you in a bit! If you get there before us, tell the gate guards that Moonlight and Tryll sent ya, otherwise you'll get the unicorns. Nobody wants the unicorns."
"Good luck," Several offer you and you flee away.
You return and find chaos. The three are surrounded by demons and ashes, back to back to back as they fend off hordes. Dozens of them burst into flames just as you come up, Simmer's forehead trickling blood all down her face as she says, "Burn!" Gear, some burned and some intact, litters the ground around them. The twisted weapons of demons and plunder, all lying about as the three battle. Hundreds of demons from seemingly nowhere and everywhere, completely surrounding them.
You're joining a battle in progress. Roll initiative and I'll add you to init. Current init is Hanna (27) > Moonlight (22) > Demon Horde (19) > Simmer (14)
[spoiler]
Moonlight
HP: 307/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354 (41)/354
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 291/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Temp boosts: Celestial Valor (+8 mind affecting, +4 attack rolls, weapon damage rolls, saves, ac. All sacred. Weapons count as holy, doesn't stack.
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[5+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[6+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[6+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exilex2FC2.
[2+1/day]10: (Extended Storm of Vengeance), Celestial ValorHome, Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[0/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
[/quote]
[/quote]
Can I get two rolls, one at +7 for Calleigh, one at +6 for Tryll for init please?
[16:23] <@Ebiris> roll 1d20+7 C
[16:23] <Serith> Ebiris roll for Serith < 9 > [d20=2]
[16:23] <@Ebiris> roll 1d20+6 T
[16:23] <Serith> Ebiris roll for Serith < 24 > [d20=18]
Init is Hanna (27) > Tryll (24) > Moonlight (22) > Demon Horde (19) > Simmer (14) > Calleigh (9)
You came up about 50ft away from them. Demons everywhere, even right overhead as you peek out and see this mess. Hanna opens.
With a single word of overwhelming magic, holy power comes off Hanna like a wave, immolating demons all around her.
Righteous exile.
> roll 1d20+23 SR
<Serith> Sunshine_Ko roll for Serith < 26 > [d20=3]
> roll 20d6
<Serith> Sunshine_Ko roll for Serith < 70 > [d6=4,3,2,6,5,4,5,2,3,2,6,1,4,6,2,1,3,5,1,5]
> roll 1d20+23
<Serith> Sunshine_Ko roll for Serith < 41 > [d20=18]
The blast incinerates a pair of manes running at her, knocking a vrock back and setting a pair of hezrou aflame. As this happens...
Go Tryll.
[spoiler]
Moonlight
HP: 307/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354 (30)/354 regeneration 11
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 291/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Temp boosts: Celestial Valor (+8 mind affecting, +4 attack rolls, weapon damage rolls, saves, ac. All sacred. Weapons count as holy, doesn't stack.
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[5+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[6+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[6+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exile.
[2+1/day]10: (Extended Storm of Vengeance), Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[0/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
[/quote]
[/quote]
[/quote]
Move action concealed by ground (can't AoO unless they can easily see me and punch through the ground), free action, and standard action. Tryll flows through the ground the remaining 50 feet, rising from the ground amidst the party as a globe of light. He addresses the party, 'The mercenaries have been extracted to Elysium, and we are ready to leave when you are done having fun.' As he says this, a burst of negative energy explodes from a nearby group of demons and flyers, a pillar of night-black flames whirling around them and up into the sky.
Stygian Conflagration
1d4 negative levels. No save to resist, but SR applies.
15 ft. wide by 40 ft. tall.
Requested rolls:
1d20+25+2 to beat SR
1d4 negative levelsTryll
HP: 237
AC: 45
Touch AC: 28
Flatfooted AC: 39
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 24), Detect Psionics (CL 25)
Passive Effects: Incorporeal, Hide Mind
PP: 473
Calleigh
HP: 118
AC: 47
Touch AC: 25
Flatfooted AC: 36
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Detect Psionics (CL 25)
Passive Effects: Magic Circle Against Evil, Tongues, Incorporeal, Improved Evasion
Psicrystal
HP: 118
AC: 31
Touch AC: 14
Flatfooted AC: 29
Active Effects: Inertial Armor (Extended, CL 25), Mind Blank (CL 15), Fortunate Fate (CL 13), Planar Tolerance (CL 7), Magic Circle Against Evil (CL 24)
Passive Effects: Unanimated (currently being used by Calleigh as a staff, gains no bonuses to initiative. No strength or dexterity score)
Psi-like ability (Ectoplasmic Shambler): Ready
> roll 1d20+25+2 to beat SR
<Serith> Iddy roll for Serith < 28 > [d20=1]
> roll 1d4 negative levels
<Serith> Iddy roll for Serith < 2 > [d4=2]
/quit
The demons are enveloped. Some resist and others wither under the storm, as Moonlight holds. 'Fine, open a portal already!'
'On it," Hanna says, 'Be ready, I'll miracle us out of here! Everyone be close!'
Moonlight holds.
Demons everywhere. A haze of dark energy rips through all of you, like a tornado wave.
> roll 1d20+24 combined demonic energies SR
<Serith> Sunshine_Ko roll for Serith < 27 > [d20=3]
> roll 1d100 Tryll incorpreal, 51+ beats it if he doesn't have SR that stops it anyway
<Serith> Sunshine_Ko roll for Serith < 44 > [d100=44]
Hanna's SR holds. Tryll's incorporeality holds. Simmer and Moonlight need Will saves.
> roll 1d20+28 SImmer (+4 celestial valor)
<Serith> Sunshine_Ko roll for Serith < 31 > [d20=3]
> roll 1d20+36 Moonlight (+4 celestial valor, +4 occult slayer)
<Serith> Sunshine_Ko roll for Serith < 50 > [d20=14]
> roll 20d10 Simmer full Moonlight half
<Serith> Sunshine_Ko roll for Serith < 116 > [d10=6,8,7,6,6,7,5,10,2,5,5,10,5,5,5,3,4,5,5,7]
> roll 2d4 rounds sickened Simmer only
<Serith> Sunshine_Ko roll for Serith < 6 > [d4=3,3]
Simmer looks weak and pale afterwards, coughing up blood as she staggers. "Shit!"
Moonlight bears it better, as demons clash all around you, clawing at the three of them.
<Serith> Sunshine_Ko roll for Serith < 2, 19, 5, 6, 10, 20, 6, 3, 19, 17, 13, 9, 2, 3, 5, 3, 18, 16, 9, 18 >
> roll 1d3 1 Hanna 2 Moonlight 3 Simmer
<Serith> Sunshine_Ko roll for Serith < 2 > [d3=2]
> roll 1d20 crit confirm
<Serith> Sunshine_Ko roll for Serith < 16 > [d20=16]
> roll 2d8+17
<Serith> Sunshine_Ko roll for Serith < 31 > [d8=7,7]
In the chaos that follows, a bloated mane leaps onto Moonlight's front and bites her neck, torn off as she raggedly bleeds. "Ugh! Hurry!"
Simmer falls to her knees, sick. As she vomits blood, she grabs a wicked looking longbow with one hand and a heavy shield with another, breathing heavily.
Simmer is ready to go. Calleigh's up.
[spoiler]
Moonlight
HP: 218/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354 (30)/354 regeneration 11
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 175/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Temp boosts: Celestial Valor (+8 mind affecting, +4 attack rolls, weapon damage rolls, saves, ac. All sacred. Weapons count as holy, doesn't stack.
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[5+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[6+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[6+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exile.
[2+1/day]10: (Extended Storm of Vengeance), Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[0/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
[/quote]
[/quote]
[/quote]
[/quote]
Tryll flexes his brain, manifesting a barrier around the group as the power washes over them!
Intellect Fortress up as an immediate action! Link (http://www.d20srd.org/srd/psionic/powers/intellectFortress.htm)
Calleigh joins the group the same way Tryll did. "Everybody ok? Healing?" Calleigh brandishes a wand at Moonlight.
Cure Critical, 4d8+10
[18:50] <@Ebiris> roll 4d8+10
[18:50] <Serith> Ebiris roll for Serith < 32 > [d8=5,8,6,3]
Moonlight's wounds heal as Hanna kicks a vrock back and quickly calls out, "Gwynharwyf!" That single word seems to express it all, as the demons reel back in terror. It's the last thing you see here, as reality blurs and you stand before Aurora, safe and sound. Whew!
You made it. Simmer's panting in pain, but holds shield and longbow. "Even..." she looks up, "Got some treasure out of it."
Free act, loot post incoming.
[spoiler]
Moonlight
HP: 252/414
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Hanna
HP: 354 (30)/354 regeneration 11
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
Simmer
HP: 175/333
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL23), Heroes Feast (CL20), Superior Resistance (CL23)
Bonuses: +1 morale attack and Will saves
Negative Conditions:
Resources Used:
----
Temp boosts: Celestial Valor (+8 mind affecting, +4 attack rolls, weapon damage rolls, saves, ac. All sacred. Weapons count as holy, doesn't stack.
Always active: Detect Evil, Detect Snares and Pits, Discern Lies, See Invisibility, True Seeing.
Spell-like abilities
At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-earthquake, greater restoration, mass charm monster, waves of exhaustion. Caster level 22nd. The save DCs are 16 + spell level.
Hanna casts as a 23rd level cleric with access to the War and Wrath(BoED) domains. The save DCs are 20 + spell level. Her spell themes are holy magic, healing and extended buffs. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1).
[6/day]0: Create Waterx6.
[8+1/day]1: (Doom), Divine Favor, Ray of HopeBoEDx2, Shield of Faithx3, Twilight Luckx2BoED
[8+1/day]2: (Spiritual Weapon), Close Woundsx2SC, Eagle's Splendorx2, Extended Divine Favorx2, Hold Personx2
[7+1/day]3: (AfflictionBoED), Cure Serious Woundsx2, Prayerx2, RefreshmentBoEDx2, Telepathy TapBoED. S(1d3 str).
[7+1/day]4: (Radiant ShieldBoED), Blood of the MartyrBoED, Dimensional Anchorx2, Extended Prayer, Freedom of Movementx2, Stars of ArvandorBoED.
[7+1/day]5: (Righteous Might), Dancing WebBoED, Extended Freedom of Movement, Greater Commandx4, Sacred GuardianBoED.
[5+1/day]6: (Extended Righteous Might), Antilife Shell, Healx3, Extended Righteous Mightx2.
[5+1/day]7: (Power Word Blind), Extended Exalted RaimentBoED, S(1d4 str), Fortunate Fatex4SC.
[6+1/day]8: (Power Word Stun), Consecrated Radiant Assaultx4, Extended Fortunate Fatex3, Lion's Roarx2SC.
[6+1/day]9: (Foresight), Consecrated Fire Stormx2, Mass Healx3, Miracle, Righteous Exile.
[2+1/day]10: (Extended Storm of Vengeance), Cleansing RainHome, S(1d4 str), Mass Freedom of MovementHome, Summon Monster XHome
BoED - Book of Exalted Deeds.
FC2 - Fiendish Codex 2.
S - Sanctified spell. Sacrifice cost is noted in parentheses.
SC - Spell Compendium.
Hanna casts as an 13th level Champion of Gwynharwyf. The save DCs are 19 + spell level. Her spell theme is anything that helps while in a rage. Her metamagic options are Extend Spell (+1) and Consecrate Spell (+1)
[5/day]1: Divine Sacrificex5BoED
[4/day]2: Shield Otherx2, Warcryx2BoED
[4/day]3: Cure Moderate Woundsx4
[3/day]4: Break Enchantmentx2, Glory of the MartyrBoED.
[2/day]5: Cure Critical Woundsx2
BoED - Book of Exalted Deeds.
--
Always active: Greater Mage Armor, Superior Resistance.
Spell-like abilities
3/day-charm person, deep slumber. 1/day-burning hands, elemental swarm(fire only), fire seeds, fire shield, firestorm, flaming sphere, incendiary cloud, plane shift(fire only), produce flame, suggestion, wall of fire. Caster level 22nd. The save DCs are 19 + spell level.
Simmer casts as a 22nd level sorcerer. (Caster level 30th for lingering flames; caster level 28th for fire descriptor spells; caster level 23rd for other spells. +2 caster level bonus to overcome spell resistance.) Her spell DCs are 19 + spell level. (DC 20 + spell level for fire descriptor spells.) Her metamagic options are Searing Spell (+1), Fiery Spell (+1), Empower Spell (+1) and Maximize Spell (+2). All metamagic costs are reduced by 1 (minimum 1) for lingering flames. Simmer may 3 times per day apply maximize spell to any spell through her metamagic rod. Simmer heals a number of hit points equal to the spell level when she casts a spell with the fire descriptor. Simmer's spells with the fire descriptor set opponents ablaze, dealing 1d6 fire damage per round. Simmer may nine times per day declare a fire descriptor spell overwhelming, which renders a target dazed for one round if they fail the save. Simmer may seven times per day declare a spell that deals damage a battle spell, adding 3 points of damage per die of the spell. With her mystic fire gauntlets, 3 charges per day, swift action, add 2d6/3d6/4d6 bonus fire damage to a fire spell you cast.
[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[9/day]1: Blades of FireSC, Detect Secret DoorsFB, Lesser Orb of FireSC, Raging FlameSC, Ray of FlameSC, Shield.
[8/day]2: Boiling BloodCM, CombustSC. FireburstSC, GlitterdustFB, ScorchSC, Scorching Ray.
[8/day]3: Body BlazeSS, Fireball, Gaseous Form, Greater Mage ArmorSC, TonguesFB.
[8/day]4: Assay Spell ResistanceSC, Channeled PyroburstPHB2, Firestride ExhalationCM, Hallucinatory TerrainFB, Incendiary SurgeCM.
[8/day]5: Earth ReaverSC, Greater FireburstSC, Mage's Faithful Hound, Planar ToleranceSC, SeemingFB
[7/day]6: Fires of PuritySC, Lingering FlamesCM, MisleadFB, Superior Resistance.
[7/day]7: Delayed Blast Fireball, Greater Teleport, SequesterFB, Summon Monster 7.
[7/day]8: Greater Arcane FusionCM, Horrid Wilting, Irresistible DanceFB, Simmer's SurpriseHome
[7/day]9: Deadly SunstrokeCM, ForesightFB, Transmute Rock to LavaSC, Wish.
[0/day]10: Simmer's Contagious FireburstHome, True Meteor StormHome
CM - Complete Mage.
FB - Bonus spell from Fey Bloodline.
Home - Homebrew.
PHB2 - Player's Handbook 2.
SC - Spell Compendium.
SS - Sandstorm.
[/quote]
[/quote]
[/quote]
[/quote]
[/quote]
[/quote]
Calleigh's response is to blast Simmer with healing too. Right in the face!
4d8+10
[14:01] <Nephrite> roll 4d8+10
[14:01] <Serith> Nephrite roll for Serith < 29 > [d8=2,2,8,7]
"Let's go see if we can find Moonlight's Mercenaries!"
"T-thanks," Simmer says, wounds healing further. "Elysium should take care of the rest."
"Whew, that was close," Moonlight exhales, "Those demons just appeared out of nothing. No idea how they found us, but they did."
Fast healing 2 due to Elysium, so any injuries are going to mend automatically anyway.
"Weeeeeee...mighta set them off when we started gating out the guys. Or maybe it was the tunneling. Either way, we probably started it. Sorry." Calleigh looks contrite.
"Whatever, they're demons," Moonlight says, "Let's go find them!"
They aren't far. They're gathering perhaps a mile away, getting their hastily tossed through things together and having a meal. The iron masked man approaches all of you, "Moonlight," he greets, only to be stopped by Moonlight running up and hugging him.
"Idiot!" she scowls, giving his chest a fist pound. "You could have asked for help sooner, like before I just happened to message you!"
Calleigh blinks, then leers at the pair. "Awwww, did we rescue your boyfriend!? You should have said so!"
"No!" Both of them say at the same time, glaring at Calleigh. At least you assume Mr. Iron Mask is, but he sounds like he is.
"I'm telling him he's an idiot for nearly getting himself killed and not getting help!" Moonlight hmphs.
"The two mages with sendings were ambushed. They're dead," The masked man says, flatly. "Our backup scrolls of it were lost in another ambush, where some of our supplies were put to the torch."
"...oh." Moonlight says, quietly. "Oh."
Calleigh is unfazed, grinning cheerfully. She turns to Simmer, "Didja get to burn up some demons?"
"Yep," Simmer dusts her hands off, "So it wasn't a wasted trip. Plus hopefully that bow and shield are magical, so we'll make some money off of this, too."
"Speaking of," As Moonlight withers, the masked man approaches all of you. "Did Moonlight introduce me to you?"
"Good!" Calleigh says to Simmer. She turns to the man, "She sure didn't, Mister Iron Face! She also didn't mention that you were tall, had a metal face, or were a man! Are you a man? Is that your real face? Are you actually tall or is it an illusion? I met a sprite once who was good at illusions. He was like seventy-five feet tall. WAAAAAAAY to tall for a sprite but he made it look good with all the flowing lines and the big black coat and the metal arms and wait no that's a golem but he DID have a really nice coat and he liked flowers and what's your name?"
"She didn't even tell you my name?" The man sighs, echoing behind his mask. "Urian." He reaches into a pouch on his side, tossing you a small, pale green stone. "Ioun stone, should be worth some good gold. For services rendered."
Calleigh catches the stone! "Yay! Pretty stones! Thanks Urian Ironfaceman! Happy to rescue you from demons! Wanna join our group of devil stompers!?"
"Urian Ironmask, by the way," Urian corrects, "Aurora into the Blood War?"
"Dunno!" Calleigh says, cuddling the stone, "We might be! I'm not in charge of that! I just know we like to stop devils and they did some stuff to Lifasa that's super gross!"
Hanna steps forward. "Not really, except when it crosses paths with Aurora's goals. If you want to fight in the Blood War, we're not it. We're focused only on the devils."
Urian shakes his head, "The Blood War is our goal." He turns then, "I must see to my men. Moonlight...thank you."
Moonlight perks up at that, as...
Good to return back to base now?
Yep!
Loot post. Decide what you're doing with all of that first and sort it out. Let me know when you have or if you already have.
We've got nothing we want out of it. The stone is tempting, but the Psi-Jolt is moreso.
Okay. Post back, go ahead and sort that out and who gets what.
Posto.
Again. Go finish shares up in there.
Posted. Done. I'm hungry.
One more since Simmer's being difficult.
Updated.
Next on the agenda now that you're done with that adventure?
1. Destiny Studies.
2. Soul-searching.
3. I dunno, pie?
Cool, what's your next step in that?
Not honestly sure where to start. Gods being cryptic in that they don't know the value of a solid and clearly marked roadmap. So. Uh. Open to ideas! Or just asking EVERYBODY. Possibly irritating ALL of Brightwater if we can't find what we're looking for in the vast and ancient land of Medi. Maybe something in Medi's quarters would turn up something? Nobody ever goes there.
Elena prefers it that way.
Go ahead and clarify precisely what you're asking around about and we'll work from there.
Looking for ways to alter or guide destiny, I guess. That's what Lathander suggested? Right? I'm not misreading that?
Okay, cool.
You begin to ask around - but barely go far until you find Mirajane by the portals of the entry hall. "I wonder," she says aloud, "Is it your destiny to find me here, or my destiny to find you here? When you see the future, you begin to wonder about things like that."
"You see the future?" Calleigh asks, "Will there be rainbows!?"
"Yes," Mirajane says without missing a beat, "But that's not what you need to ask me. Tryll?" she asks, looking right at him.
'Destiny seems to be a fickle thing of late. We are seeking ways to manipulate destiny in order to counteract the strength of Baator.'
"I've been thinking about that," Mirajane says, "Our enemy is one who can manipulate destiny, but we know precious little of how he does it."
'So we need to prioritize countermeasures or learning how he does it, so that we may do the same.'
"Yes," Mirajane nods, "That would align well with your current goal as well, wouldn't it?"
'It would, yes. Have any suggestions?'
"Moore's been dealing with destiny, he's a good place to start," Mirajane asks, "On a related subject, what did you find out about paragons?"
'Not much. Lathander stated that paragons at their core are the pinnacle of what their race represents. We must become children of destiny. No ideas on how, though.'
"What does your race represent, then?" Mirajane asks, leading you through a portal to the officer's quarters. It's quieter here, no one immediately about.
'Very little, really. The irrigo, as a race, barely exist.'
You slip past several rooms, until you come into one that seems unused. Mirajane closes the door behind all of you.
"That's the problem then, isn't it? The irrigo are a forgotten memory. What destiny do they have? They've been left behind in the sands of time." Mirajane says, "What destiny could be wrought from a race like that?"
'That's true. I've not seen another of my kind since our Prime was...well. Since the irrigo ascended and a very few of us elected to remain behind. Our destiny was likely "to ascend," and once that was met, the rest of us were left without a direction.'
"Then you need to choose a new direction, one that represents your entire race or what's left of it." Mirajane says. "That's what I think, anyway. Otherwise, however will your race's destiny matter at all?"
A moment of silence, then: 'Yes...yes I believe that is what I will have to do. If the irrigo no longer have a destiny, then I will have to forge one myself.'
Mirajane nods, "We can't escape destiny, so we need to use it to our benefit. Then, what will you try and make as the irrigo's new destiny?"
'That's...an excellent question. Can it be simple? Must it be complex and vague?'
"I don't have the foggiest," Mirajane admits, looking away momentarily. "I believe you should start with simple, however, and see from there."
'Very well. My destiny is to cross this room.' Tryll says, crossing the room.
Mirajane claps. "Congratulations. Did it turn you into a mythical paragon?"
Tryll checks.
It's hard to tell, but you don't seem to have changed at all.
'Nothing appears to have changed. I do not seem more powerful, nor do I feel filled with purpose. Experiments will need to be done, though I doubt that a simple declaration of destiny is sufficient.'
"I don't doubt it has to be something more meaningful," Mirajane says. "Something that means something to the irrigo."
'There's an idea. Maybe I should seek out the others. It's not...impossible that they've survived.' Tryll ponders.
"Do you know of any?" Mirajane asks.
'I haven't seen any of them since our Prime ended.' Tryll admits, 'And that was a very, very long time ago.'
"I'd start with divinations," Mirajane suggests, "I can't see mundane investigations helping with that much time having passed."
'Perhaps that's for the best. We all went our separate ways.'
"Will you need help with those divinations, then?" Mirajane inquires.
'If you would be so kind?'
Cool. What's your divination plan then?
We'll start with a broad divination. We might catch one of them.
If you're looking for specifics: What is the current location of all remaining irrigo?
We'll handle this OOC and breezily until we get to the meat of it.
Anyway, that also needs to include what spell you want to use or have Mirajane use. Check her list, she can always cast miracle if you'd like a direct hand and see if the Triune helps.
I actually have the psionic version of Divination.
The answer you get is thus: Far and wind, as ever the capricious zephyr shall take them.
I'll spare you an auto pass K:A check and say this: Divination has to be fairly more focused than that. Question's too broad, divination focuses on narrower question within a week's time. Commune or stronger magic may be better suited.
THEN WE SHALL SEEK OUT BALYSS
Balyss is found overseeing the lycanthropes and other forces in training. You tear her away long enough for a consultation. "Divinations? I can do that. Tell me what you need and Selune will show the way."
Calleigh gets a big smile on her face and takes a deep breath, then stops and looks put out. She lets the breath out in a playful huff, then floats off to find a werewolf to play with instead. She has a paintbrush.
'Hello Balyss.' Tryll sends, 'Mirajane and I attempted to divine the location of the last remaining members of my race and were met with...failure. Perhaps we did not put enough power behind it, or perhaps we asked too broadly. I was hoping you could help.'
Mirajane clears her throat, "I could help you with that as well instead of seeking Balyss." Her voice is calm, not even angry.
Balyss says, "Well yes, but I'm also skilled. Two heads are better than one."
'Three are best, really. Pooling our resources to exceed our individual skill levels. Synergy.' Both women are treated to the odd sensation of a nod accompanied with too many fins and tentacles. 'Three is best. Irrigo society was entrenched in the number three, and using that can only help us.'
"Three is a number of great power," Balyss confirms, "Let's do this."
Elaborate on plan/spell used.
I'l looking for the location of at least one of the four remaining irrigo. Assuming any of them are still alive. Spell-wise, I'll take whatever I can get. I'll cast Divination again with a more specific wording, but that's the most I can do. If they can commune, that might be better.
Balyss'll commune. Questions you want asked?
1. Where are the other four?
2. Additional ways of manipulating destiny?
3. If all four cannot be located via spell, is any one locatable?
Balyss takes those, "That's only three and I can ask many others. Any more suggestions?"
"Have clarifying questions ready if an answer demands them," Mirajane suggests. "Also, how do you know there's only 5 left?"
'Because I was there when we fled the plane as it collapsed.' Tryll says, in answer to Mirajane's question. 'Five out of however many millions that chose to die instead. We ran, and scattered across the planes to evade pursuit.'
'As for follow up questions, if any of them are still alive, a way to find them would be preferable. Locations, even if it's just a place they were last seen or knowable. If they actually answer the destiny question, we'd like specifics. How to manipulate a racial destiny, methods of guiding destiny, and how to cement that destiny.'
"Alright," Balyss says.
Do you want to firm up any of those questions or are we good to roll?
'If names will help, ask for Gytha and Thorajin. Those are two names I remember.'
With that, the commune is cast.
Who is paying for the component?
"...interesting," Balyss says once the spell concludes, entire form shedding faint moonlight as she rises.
Mirajane merely nods and smiles, and after a beat, "Do tell us all, though."
"To your first question, I found the location of Gytha. He resides in the Deep Ethereal in a place called Famille. He named it himself, apparently." Balyss says, as the last of the moonlight fades from her.
How much is it?
'Good, good. Anything else?'
1,000 gold, Tryll.
"I was informed of ways to control and manipulate destiny. It's complicated," Balyss says, rubbing her forehead, "Selune gave me a glimpse of Her point of view."
'I can read them from your mind, if you are willing.' Tryll offers, 'If they are too complicated for words.'
"No, I just need a few moments to collect myself." Balyss leads you to a back room in the Lunatic cathedral, taking a seat there. "The first thing you have to be able to do is to see destiny - see the future. Seers are essential to this. You can't act on destiny if you don't know what it is. Powerful magic or natural talent's a given for it, and you have to understand that law and chaos are always at war over fate. Law seeks to uphold and strengthen it, chaos seeks the opposite. As such, no destiny is ironclad short of great interference, and even then, it can be overthrown like the Child of Lifasa."
Distant tiny shouts of "I just wanna paint you a little!" are ignored.
'Clairsentience, then. Bother.'
"Not your strongest field?" Balyss asks, as Mirajane joins all of you.
"Anyway," Balyss picks right back up, "Secondly is the wisdom to be able to manipulate events towards the destiny you like. The best analogy I can think of is..." A pause to rub her temples, "It's like playing chess with millions of pieces on the board, and they can move in whatever direction they please. So you have to start small, little things and build your way up. Learn how to control small things, twist fate on the micro level. Learn it and slowly grow, be a keen judge of people."
'While the field itself is not barred to me, its greater auspices are. This will require some great forethought, and possibly at least one additional psion like myself. Perhaps Hamogan can aid us.'
A muffled crash from outside, and a splash of something liquid. Laughter.
'The control of destiny is unsurprisingly complex. All players must be taken into account. We will need to plan, and planning isn't my strongest skill. Anything else?'
"There's more advanced methods. That's the most direct way. Specialized magic and the ability to impose probabilities and numerology onto destiny," Balyss says, "I think that's something like what Taelfagn does. You learn ways to constantly improve a destiny's chances, ever working so that grander and grander changes are possible. At the highest level we have his machinations, which we've seen directly."
Again the mildly unpleasant sensation of nodding tentacles. 'Numerology as well. Hmm.'
"There were nine traitors," Mirajane says, plainly.
"Yes," Balyss agrees, "You can see the obvious handiwork of numerology there. Creation knows the power of numerology, repeats it and justifies it endlessly. Used properly, I think it can be used to guide destiny through that."
'Do we have a numerologist?'
"Nope," Elena pops in, "But Muirfinn is friends with one, Glitterosm. You should look him up, call in the favor."
"Thanks, Elena," Balyss says, "Can't help but listen in, huh?"
'Likely not. Thank you, Elena.'
"You're welcome!" Elena vanishes then.
"Ahem," Balyss coughs into her hand, "So there you go."
'Nothing on Thorajin, then?'
"Nothing," Balyss says, "The only one I got anything on was the one I mentioned."
'Alright. We'll look into Gytha then, and this Glitterosm as well. Thank you for your aid, ladies.'
Fantastic, your next move?
Go get Calleigh, apologize to any werewolves painted unwillingly, and go find Glitterosm I suppose.
Quick OOC review time. Back in the Coda, Glitterosm was a potential recruit, but due to the structure at the time, I largely handwaved it. I'm going to ask you - Yuth OOC, not Tryll or Muirfinn IC - how you want to handle this.
1. He's been in Aurora and you can go contact him, we settle this out and I make him an NPC statblock.
2. He went back to Brightwater and is doing his thing there, though cooperating with Aurora and helping them out.
3. He's off doing something else and completely unrelated to Aurora.
TBH, Muirfinn never followed through with the recruitment. Glitterosm was brought to the Aurora to recover from his ordeal, and was free to stay or leave. Muirfinn considered him a friend, and would have wanted him to stay on, but the conversation never happened. If he stayed, great. If not, we'll go to Brightwater to find him again. 1 or 2 are acceptable here.
That was partly on me due to the focus on the Coda at the time. So let's go with 2 for now, spin it like that.
Glitterosm's abode in Brightwater is found easily enough thanks to Muirfinn's notes and Glitterosm leaving directions. The end of the alleyway is quiet, away from the bustle of the streets. The outer door has been replaced in favor of an intensely packed diagram of the cosmos, with the various planes having many and myriad numerical notations.
Busy weekend!
Calleigh looks bored. A loose stone lifts itself from the street and raps three times against the door. Politely.
The door creaks as it slowly opens. "Enter," Glitterosm's voice beckons you.
The door pushes itself open, Calleigh zipping in to look around while Tryll enters at a more sedate pace.
Within all is dark, dominated by a great 3-dimensional image of the planes. The outer planes ring everything, then the inner planes, then the prime in the center. That is where Glitterosm stands, as the planes steadily whirl about. Numbers fly about everywhere, attached to everything and ever-shfiting, always changing.
Calleigh flies right up to Glitterosm's face and says, "HI! I'm Calleigh and Tryll is here with me and we're here to talk with you about DESTINY!"
"Continue," Glitterosm says, "I owe Aurora and Muirfinn my life. I will help you as far as I am able."
"Ohhhh, yeah. The turtle man. Shame about what happened." Calleigh nods, "We're...sorta working on it? Actually, we should be working on that. Huh. That's a good idea! I don't think anybody's really sure what happened to Myooorfeen," Calleigh's face screws up in concentration, "I think. It was real confusing! But! We're trying to change our destinies so that we can become mythical paragons and be able to better oppose those weirdos from Baator!"
"Yes," Giltterosm says calmly, looking to Tryll with a face that says something like, 'Can I have that again, minus the courre-speak?'
Or maybe his stomach's bothering him, hard to tell.
Calleigh's face adopts a tiny, adorably-confused look.
'To clarify;' Tryll interrupts, 'Calleigh is expressing regret for the loss of Muirfinn, though we did not get the opportunity to meet him. While there were brief talks of rescuing Muirfinn and Leif from whatever fate befell them, I believe a member of Aurora attempted to divine their fate and was told by Selune to mourn him, and to free Leif. While the undead form of Leif has been destroyed and his spirit released, nothing has been heard of about Muirfinn. It's unlikely that Baator would simply throw away a skilled spellcaster, and from what we have heard he would have reappeared on Water if he were slain.'
'That being said, we are here because we are seeing to alter our destinies, to better pit ourselves against the forces of the Nine Hells. We spoke directly with Lathander some short time ago, and he advised we look into direct manipulation of destiny. Your name came up while we were researching ideas on the Aurora, so here we are.'
"Destiny can be understood in the numbers," Glitterosm begins to narrate, "All of the cosmos and Creation are defined by numbers."
Before him numbers whirl, a great blur of them. "To understand numerology is to understand how Creation works and learn to control that. Would you like an introductory lesson?"
'If you wouldn't mind.'
"In all numerology, the numbers define all. Listen well and learn."
The number 1 surrounds Glitterosm and he narrates, "The number one represents the self, which defines all else in relation to yourself."
Then the 1s fall away and 2s flow around Glitterosm. "The number two represents the dualogy of the body and the soul, be they apart or one and the same. With the study of one comes the understanding of two. The study of the self inevitably leads to the soul, for it is the seat of all you are and all the potential of what you could be."
The twos slowly break apart and reform into 3s. "The number three represents truth, for three is the absolute number of truth and power. With it comes great power and insight, along with knowledge."
The threes morph into 4s and Glitterosm snaps his fingers, "The number four represents death. After all, one of the greatest truths of Creation is that everything must die, even if it is only so it can live anew."
The 4s fall away like rain and 5s spring up to replace them. "Self, body and soul, truth, death. By learning four of the most primal numbers in Creation, the way to great power is learned. In combination the truth of the self and the soul overcome the inevitability of death."
Now 6s take the place of the 5s, floating all around Glitterosm. "The first five numbers are ultimately internal. The next four are external. Six is the number of the Abyss. It represents madness, power and infinity."
Now the 6s crack into 7s. "Seven represents the Heavens, for any who look into the Abyss understand there must be an answer to that madness. In the Heavens there is that answer, and with that number comes that power."
The 7s ever so slowly become 8s, one shift at a time. "Eight is the number of Limbo. With madness tamed, what comes is creation. Wild creation for the sake of it, the ever-stuff of Limbo represented."
Next come 9s, and a chill comes to you. "In time, you come to understand this wildness has to be tamed. Chained in the manacles that represent Baator, and from this the number nine arises."
"From there," he says, now surrounded by all the numbers, "Comes ten and every number thereafter - where the numbers are blended together, and meaning is gathered from how they mathematically interact. For example, the number 27 is sometimes used by Baator, especially by Mammon, as 9 times 3 is 27."
"There's a badger slaad on the Aurora named 27!" Calleigh says helpfully.
'I see. Can you tell me how we can use this to manipulate destiny?'
"Are you familiar with Primus and Mechanus?" Glitterosm asks, "The Inevitables believe that Creation can be fully mathematically expressed through numerology. Through this every detail of Creation can be properly accounted for and controlled through numerology. One who can see and understand the numbers can manipulate them, and with that destiny itself."
'I'll admit that neither of us are in the right headspace for such lawful pursuits. Would you be willing to aid us? You are welcome on the Aurora.'
"Yes," Glitterosm agrees right away, "I will repay my debt to Aurora like that, then."
"Yay!" Calleigh cheers, clapping her hands and flying in circles around Glitterosm's head. "We can help you pack!"
"That isn't needed. Most of my things are already in a bag of holding," Glitterosm says. "I will be ready shortly."
"Handy!" Calleigh says.
Soon enough Glitterosm is ready and...
Decision point. Choose one of the following, Yuth.
1. Glitterosm joins as a full NPC with stats as well as an introductory quest.
2. Glitterosm joins as a shop NPC with a shop about numerology and related services.
3. Glitterosm does something else because of an idea you had and you can't wait to share it with us.
I'm giving you the choice here since his recruitment was essentially handwaved back in the Coda and can go all sorts of ways. Call it a freebie thanks to Muirfinn.
Let's go Option 2. We can always bug him later for more if we REALLY need him.
Done. He has a shop in the Aurora topic. Talking to Glitterosm's next up unless you have something you'd rather do first?
Nope!
Glitterosm's shop is much like his home in Brightwater, only scaled down due to size constraints. You enter and find Glitterosm there, dressed in a dark purple robe with hooded cowl. His hands are together and his head is bowed. "Welcome, Tryll. Welcome, Calleigh. You seek the wisdom of numbers?"
"Yep! What can you tell us?" Calleigh chirps.
"Numbers are the key to destiny and understanding creatures." Glitterosm begins, voice deep, sonorous. The shop slowly darkens as the diagram of the planes spins around him. "A numerologist strives to understand them, to pluck meaning from Creation and comprehend its methods. In time, the greatest of us learn how to manipulate the numbers to various ends. A number changed in the right place and the right time can bring victory from defeat or ensure success is unchallenged - or doom a person, a group or even an entire nation."
The spinning ends and stops with Baator before all of you. The diagram shows the nine layers, each detailed exquisitely. "I believe the Duke of Destiny understands this and has used it as a tool to lay Lifasa low. I cannot comprehend how an entire world can be perverted and the mind able to manage the calculations. It is unfathomable but here we are. Nine traitors against Lifasa. Nine sigil-rings, that I have no doubt, even if I am told Aurora has only recovered two. A third nine is likely - nine seals, nine barriers, nine something."
The diagram spins again, becoming a blur, "But I do not accept this! I do not accept that Baator will manipulate fate to Asmodeus' ends. No." The spinning stops, all the Heavens before you now. "The numerologist learns that Creation has forces and counter forces. Nothing is unopposed. If nine is our fate, we shall find refuge in seven. If there are nine traitors, let them be opposed by seven hero-generals."
Now the diagram fades into near invisibility, "I give you the number one, Tryll. For you have been along for a long time. Your race is lost to the winds and you stand on your own. You are yourself and yourself alone. For now, find others and seek to learn from them and reflect on what your race is and what your race will be."
As Glitterosm goes on, Moore flutters into the shop. Glitterosm pauses after that, "I am with someone at the moment," he says, glancing over to you.
"Ah, um... when you're done, could I get you to look at something?" He holds up Muirfinn's diary. "Sorry to interrupt."
"It hardly matters now. The mood is ruined," Glitterosm mourns, then waves a hand. "Reflect on what I have said for the moment, Tryll. Your name is...? Also, what is that book about?"
"Ah... I'm sorry." He apologizes again. "My name is Moore, I'm... ah... continuing in the footsteps of... I think you knew him, Muirfinn? On a rather... looming task." He asks, flying over with the book, then he stops. "Ah... I'm sorry, before I show this to you, are you mentally protected? I don't mean to insult you, but I don't want to subject you to anything untoward."
Calleigh zips over to Moore, no longer occupied by the pretty lights of Glitterosm's display. "Hi! I remember you!"
"Hi Calleigh." Moore says with a smile. "How're you?"
"Quite," Glitterosm says, in a tone that suggests that all pixies and courres lead to headaches. That or he has a headache, take your pick. He then looks in Tryll's direction, "Do you have any further questions on what I have said?"
'I do not.' Tryll says, 'Though I think I should mention that another of my kind has been divined to be hiding in the Deep Ethereal. We plan on seeking them out.'
Meanwhile, Calleigh is peering at Moore's book. "Whatcha got there?"
"It's a diary someone kept about a monster Aurora has locked up." Moore explains. "There were some numbers in it I thought might be relevant."
"We have a monster!? Can I see it? Is it like a griffon!? Griffons are pretty! Why would we lock up a griffon? That's mean! Moore, you should let the griffon free so it can fly!"
"It's not something you want to see." Moore says with a frown. "It's a very dangerous abomination that I'm working on finding ways to fight."
"Oh! We know all about horrifying abominations!" Calleigh says confidently.
"I don't doubt it." Moore answers with a small smile. "But... ...no, I think you're right. It isn't fair for me to decide who should and shouldn't know about these sorts of things. You're a member of Aurora just like anyone else, both of you." Moore makes a general gesture in what he assumes is Tryll's direction.
"At the same time... Understand that if you open this and read it, you're agreeing to get embroiled in something very dangerous. Both of you." He looks serious -- more serious than usual, at any rate. "I'd gladly accept your assistance with the task, if you're willing, however."
"Eh," Calleigh waves dismissively, "How bad could it be? We've spent time in Limbo. It gets pretty weird there."
Moore takes a breath and then offers the diary over. "Then please forgive me for the burden you're going to be opened to."
Calleigh puts her hands on her hips. "You're being really weird about this."
"It's a really weird situation." Moore answers. "You'll understand once you read it."
The book plucks itself out of Moore's hands, being far too large for Calleigh to lift herself. It floats up, turning end over end. Above Calleigh, a cephalopodan eye the size of a serving platter manifests. It peers at the book, taking in every detail.
After a moment, Calleigh lets out a triumphant, "Ha!"
Moore smiles at that. "You know, I actually have a mask now that would let me see you." He's obviously talking over Calleigh's shoulder when he says this. "But it's my understanding you can be heard if you want to be regardless, so I won't invade on your privacy." He turns back to Calleigh. "It's still dangerous, but I know both of you are brave."
Calleigh shrugs. "People always want to ruin the fun. Be that way!"
Above her, the eye is joined by two more beneath it. Tendrils phase into being beneath it, three sets of three not unlike loathsome whiskers. Weird gills appear followed quickly by whoasHITHOUSESIZEDGIANTSQUIDMONSTER.
'Quite.' Tryll broadcasts; voice smooth, placid, and genderless inside Moore's mind. 'Calleigh is pleased because she was right. Muirfinn was not a Selunite.'
Moore laughs a little bit at Calleigh before he nods politely up at Tryll. "I'm not sure why that was ever in question... this sounds like a story I didn't hear about. Either way, it's good to see you. Hah, get it? Because you're... nevermind." He takes in a breath. "Either way, yes, I had hoped to get some insight into the string of numbers mentioned in there -- it may just be crazy rambling, but from what I've learned, sometimes crazy rambling actually means something."
'If you ask Renbuu, perhaps. If it's about colors. With Ygorl, all ramblings matter. Numbers have meaning, though. They can be both ordered and chaotic. Order and entropy are reliable forces, and known quantities.' The book holds itself still in mid air, a tapping sound coming from its cover. 'Calleigh was under the impression that Muirfinn was a Selunite, from information gathered from Vivantha. I was skeptical. Vindication is pleasant, though it is not without its own bitter aftertaste. The Mother Ocean is known to me. Though not venerated by most of the irrigo, my race, we were aware that there were other gods. The Great Triune was enough for us in most cases.'
As the book is opened, Tryll's top eye peruses the warning on the interior cover. The lower two remain fixed and unblinking on Moore. 'Madness is only occasionally meaningless. Madness is sanity to some, and boring to others. The ravings of madmen are filled with valuable information should you be prepared to sift through the obfuscation.'
Moore nods in agreement. "If there's anything I've learned in the last few months, it's that you have to have the wisdom to find the right note and harmony in a discordant chaos. I suppose it's like the two of you -- you have a harmonious balance that you've both struck, balancing out extremes on either side."
'Oh, don't be fooled. We do not offset each other. We encourage each other. There is synergy. While I am nominally in control of the relationship, she is free to do as she pleases in the overwhelming majority of cases. I am simply calmer. Much like the surface of a tranquil pond. The surface is not everything.'
Calleigh makes faces at Moore. It's adorable.
'That said, there is a rightness to your words. In a way. Harmony is an intrinsic aspect of creation. We're getting sidetracked though.'
"It's important to bring up, considering the topic." Moore says with a gesture at the book. "That creature -- He disrupts harmony. It's why it's so important that we rid Creation of him."
Glitterosm listens in to all of this, "May I see the book as well?"
"You may be familiar with the material anyway." Moore says with a nod to Glitterosm.
"Yes," Glitterosm says, "I would like to see those numbers you mentioned."
The book angles itself to be easily viewable to Glitterosm. 'Feel free to page through. Don't mind me reading over your shoulder. Through it. Whatever.'
> roll 1d20+10 Glitterosm Int check
<Kobot> Kotono rolled 1d20+10 Glitterosm Int check --> [ 1d20=3 ]{13}
Glitterosm reads those numbers and shakes his head, "An extremely complex number set. One could spend days on it to fruitlessness. It would be the work of weeks and months to coax a meaning from it."
"Well, is there anything we could do to expedite the process? I think it may be relevant to all of this." Moore says.
Is that a roll anyone can make, or just a Numerologist?
"Intelligence boosts," Glitterosm says, "I currently lack one after my encounter with The Father."
Glitterosm has the training to possibly discern something right away. It would take a lot more time for someone else to pour over it and try to come up with something.
Moore rubs his chin. "I could make you a lot better at numerology, but... well, I can loan you my belt if you'd like. This is important, after all. I could also try and see if I can mimic a spell to help out."
"It would help, but it will take time," Glitterosm warns.
Moore nods. "All right. It will probably wait until after this matter with Hell, whatever that actually is." He takes in a breath. "I'll come back once that matter's concluded or I find out I'm not to be involved in it and we can work together."
Okay, are you about done here, Moore?
Yes.
Okay, I'm going to continue with Calleigh and Tryll in here. Before I split you and get them rolling again, what's next on your agenda?
Help out as needed. He's not going to leave since it seems like there's a pending task or two for Aurora at large.
You can come to the Deep Ethereal with us if you like!
Aw heck, why not!
Up to you if you wanna join your wagon to that one, Moore.
If they're going now, sure -- otherwise I can wait until the current Aurora matters are done before I go with them.
I'm going to assume that's a no for the moment, so I'll move you to a new thread. Yuth, if this is wrong, say so and I'll compensate at that point to get Moore back over here. Moore, new thread time.
Well, not like, instantly. I planned to finish up with Glitterosm and then plan the trip to go get the other floating brainsquid.
Superb.
Once Moore is gone, Glitterosm clears his throat. "Where were we?"
'Reflection and seeking others. Determination of destiny.'
"Yes," Glitterosm agrees, "As I said, I give you the number one, Tryll. Find others and seek to learn from them, then reflect on your race is and what it shall be. That is the first step. Prepare yourself for your journey."
'Well, we were headed to the Deep Ethereal next to seek out another of my kind. Good idea? Bad idea?'
"You are on the right path. Find another and find knowledge of your race and your race's destiny in him, or perhaps begin to forge a new one. Good fortune," Glitterosm says.
'Excellent. We will see you later.'
The Cow Says: Moooooooooooooooooove it along!
Great. Taking anyone with you?
Hanna and Simmer? Also Moore, if he's still available.
Sure. Gimme a sec to determine Moore. Another post coming.
The four of you gather, ready to go. Moore catches up as...
Go ahead and set yourself up, Tryll.
Tryll is a tiny headsquid, Wrapped loosely around the top of Calleigh's head like a strange winter hat. The pair is surrounded as ever by a very thin cloud of mist. "We're headed into the Deep Ethereal today, to a place called Famille! We're looking for another of Tryll's race, who may or may not be the owner of the place. A micro-plane? Demi-plane? Whatever. It's in the Deep Ethereal! Everybody good?"
"Everyone had a chance to use the arch, right?" Moore asks. He's wearing a rather fanciful-looking mask for some reason. "We should take the opportunity to gain Aurora's might."
Calleigh eyeballs Moore for a moment with tiny eyeballs. "Sure. What's with the mask?"
Moore and Hanna can see Tryll's form floating placidly in midair, facial tentacles waving lazily around Calleigh as though underwater.
"It's got some strong magic that I think, considering our location, will truly shine." Moore explains. "But as you can see, it forces me to rhyme." He sighs after that. "It gets a little annoying at times. ...argh!"
Hanna smiles a little bit, "Oh, that's a common one back in the Court. A clause that you are forced to rhyme when you wear it. I once had an ax like that, but I ultimately grew weary of rhyming to the max."
"So if you had to say the word, 'acquiesce,' how would you rhyme it?"
Moore gives that some thought for a moment. "Well, with a word like Acquiesce, you'd probably end up saying 'yes.'" He says, then he rubs his chin. "I wonder if that was me or the mask..."
"ANYWAY," Simmer cuts in, "How about we get going? We have ethereal stalkers to burn and psychic mind squids to find."
Calleigh spins in mid air, turning to point at Simmer excitedly, "YEAH! Explosions!"
"All right. Well, Tryll, you know where we're going, right? So by all means, illuminate our path with your light." Moore says with a gesture outside of Aurora's gates.
Okay. Ball's in your court to declare where precisely you're gating/shifting to. Once you do, I'll move us along, Yuth.
Close as we can get to our destination. Divination to locate if necessary. If not, we'll head to the Deep Ethereal and move from there.
The Deep Ethereal is chilly, foggy. You appear floating in it, nothing but thick mists in every direction. However, your divinations suggest it should be ahead of you a little ways.
Hanna looks around, a hand on her axe handle. Once nothing happens she lowers it, "On guard, you can find strange things here most unexpectedly."
Moore looks around himself, then casts Lay of the Land to get an idea of what actually -is- around them, if anything at all.
"It's the ethereal! It could be anything! Ghosts! Ravagers! Mushrooms! ANYTHING!" Calleigh loops and dives around Hanna's head.
Moore uses magic to scan around. It's mostly foggy emptiness, save for something a mile ahead. Some sort of strange obelisk of stone, rising hundreds of feet up.
Hanna watches as Calleigh zips around, "Yes, I once faced half dragon, carnivorous mushrooms," The angel's delivery is deadpan, though she smiles despite it. "That copper dragon had a taste for all sorts of horrifying things." With a long sigh, "Had to put him down, he'd given himself to Zuggtmoy."
"The demon queen of mushrooms!? Why!?"
"About a mile ahead of us." Moore says. "Let's get there without any fuss."
"Insanity," Hanna says, just as deadpan. "What else do you expect as an answer to that?"
"I dunno." Calleigh looks sheepish.
"Exactly." Hanna says and like that, the matter is dropped.
You soon come to the obelisk. It is a massive pentagon of reddish-brown stone, base standing in midair as it rises up into the fog. Nothing's around here other than it, no sign of creatures or immediate danger.
Hanna's sorta feeling a bit mean, huh?
Also, roll for WTF is it?
Not really, there's just not much to joke around about when a copper dragon turned evil comes up.
Examining it then, Tryll?
Yep
You feel a dim awareness ping your mind, followed by a telepathic inquiry. 'Entry?'
Uh...
'Yes, please.' Tryll replies.
The obelisk glows and a line of lightning comes from it, forming a portal.
"This is different, we're being invited right in," Simmer says.
"That's nice of them." Moore says with a nod.
"Maybe it recognizes how AWESOME we are!" Calleigh grins. "Let's go!" She heads in, Tryll keeping pace.
Moore will follow likewise.
You stand on a pier before a vast ocean. A few wooden buildings are behind you, but all ahead are the seas.
'Hm.' The presence of an irrigo in your mind, faraway but amused. 'Tryll? It has been so long.'
to be clear, do any of us hear anything besides Tryll?
Just Tryll.
"Well, I wonder from what this all stems." Moore says with a glance around.
"Nowhere and everywhere," Simmer says, "This is probably a demiplane. If Tryll's friend made it, he's powerful."
Moore nods. "I hope they don't mind that he brought some guests."
"Does he?" Simmer asks Tryll, waiting.
"Maybe!" Calleigh plays along.
Meanwhile... at the Legion of Doom
'Gytha! It's true then! You are alive! Well. Alive as we get. Are you well?'
'Well as can be,' Gytha replies, 'I study many things now. Your timing is...interesting.'
'Oh? How so?'
'I have long been pondering things.' Gytha replies, 'What is one to do when they are alone? Are we not a triune race instead of solitary? To what end is one without others? What is a single pier against the endless ocean worth?'
'I chose not to be alone. I have companions. Friends. I'm forging a purpose. I've come to invite you to join us. I'll be seeking out the others as well, to see if they've survived. Simply put: I'm putting the band back together.'
'I have been considering my purpose as well. Tryll, are we meant to be alone, even with friends? Tell me that. Tell me if you feel the irrigo are meant to be forgotten relics of another age.'
'Gytha, you sound depressed. Have you been alone all this time?'
There is a long pause. '...it has been so long,' Gytha says into your mind. 'I have had so long to do nothing but think.'
'You do remember that's not healthy, right?'
'What else am I to do? Our race is gone.' Gytha sends to you, as the pier extends before you. The ocean parts around it as it becomes stairs leading you down. 'Come. Come and see my answer, Tryll.'
"Time to move, folks!" Calleigh lowers her voice, "He, uh, may or may not be depressed. Or crazy. He's been alone the whole time, apparently. Yeah." She makes a face.
Moore smiles a bit at Calleigh. "Then it seems it will be our duty to rekindle their hope."
"Let's go!" Tryll and Calleigh head forward!
Moore follows along!
The stair leads you deep into the ocean. All parts around you as you reach the sea floor and keep on going, earth parting just like water. 'Just keep going, you'll see my aim,' Gytha says in Tryll's mind.
'We're coming, we're coming.'
All you proceed down the stairs. It leads into the earth and into a laboratory of worked stone. Here are endless arrays of magical diagrams and glass specimen tubes big enough to hold a few Hannas each. Some are empty and some have bits of matter in them. A tentacle in one, a bit of flesh in another, that sort of thing.
Moore keeps quiet, for all that his thoughts on how interesting but ultimately lonely all of this work is can probably be felt.
"What is this?" Hanna asks quietly, looking all around.
Simmer's attempting K:A in the meantime.
> roll 1d20+32 SImmer
<Kobot> Sunshine_Ko rolled 1d20+32 SImmer --> [ 1d20=12 ]{44}
"No..." Simmer gasps, a hand to her mouth. "This is forbidden magic."
Moore will take 10 for 62 at K:A at her mention!
The body parts, the diagrams...all suggest one thing. The magic to create a soul and sentient life, to go beyond a mere golem and make a mortal creature. The greatest of creation magics, to be as a deity and give life from nothingness.
Feel free to share with the group, Moore!
Calleigh's face is pressed against glass, flitting from tube to tube. "This is wild!"
Tryll floats placidly onward, undisturbed.
"Can you ask your friend why they were so lonely they thought to create life in their home rather than just seek it out?" Moore asks. "This seems like more than a mere lonely shout."
'He is likely not simply creating life. He is trying to resurrect the irrigo as a race. Possibly. I will ask, nonetheless. Gytha? Would you like to share with the group?'
'You understand. I'm so tired of being lonely,' Gytha's voice is in Tryll's mind, breaking. 'I'm so tired of it, Tryll!"
Callegih chirps, "Yep!"
'Of course I understand, even though don't know if the Triune would necessarily agree. We all made our choices, Gytha. Most chose to die. We few chose to live a stranger life. We forge our own destiny now. That's why we're here. You are lonely. Alone. This is unnecessary.'
Floating out from behind a glass tube (how?!?!), Gytha emerges. He looks much like Tryll if a bit smaller overall, moving listlessly and visible to the naked eye. He speaks in all your minds now, 'Is there any point? I struggle but prophecy dictates Creation slides to an inevitable end, just as the irrigo did. I strive and struggle yet I know it is futile.'
"Um..." Moore offers a bow and then a wave. "I can't say I completely understand your perspective, but I will say this: To life your life fully and to its end is what most people would call bliss. To what do you struggle with? Why you are still here in Creation? I mean... that answer lies within, doesn't it? It's up to your imagination."
Unfazed, Calleigh waves cheerfully at Gytha.
Tryll replies to the group, his mental voice calm and measured. He gives up the ruse of his appearance atop Calleigh's head and manifests, his form visible to all. 'I'm not sure which prophecy you speak of, but all things end, Gytha. Even Creation. Even gods. There is both nobility and meaning in the struggle for life. Life begets death, and death also begets new life. There is always hope, in spite of what a yugoloth might say. The point to life is...well, I suppose that depends on who is asking the question. It's individual, both on a grand scale and something much smaller.'
Facial tentacles unfurl, spread in an expansive gesture, 'An elf's purpose may or may not be the same as the elves' purpose. A blade of grass may have a different fate from the meadow it resides in. The fate of the irrigo was to pass, to join with the Triune and eventually even join the eladrin. We still have destiny, only now we choose it. Our original story has ended. The irrigo are gone, and mostly forgotten except by a very small few. Now, we are who we wish to be. Who we choose to be. We few remaining, and I have hope that all of us remain, have the opportunity to forge a new destiny. One beyond the Triune, beyond the shackles of mortality.'
'We are exceptional, all of us. In one way or another. We may not have been when we fled, flukes knotted behind us, from the collapsing waters of our home. We are now, though. Look at how far you have advanced. Look at me, I was a clerk. You were a gardener. Humble beginnings do not define our ends. I am asking, will you join us? Perhaps you will find your meaning and purpose among the others. I can see at least Sylvie being intrigued with your work.'
Diplo check here, Tryll. +5 bonus and Moore can attempt to aid as well.
[21:27] <Nephrite> roll 1d20+46 diplo aid
[21:27] <Kobot> Nephrite rolled 1d20+46 diplo aid --> [ 1d20=16 ]{62}
Can I get a roll for 1d20+39+5 please?
[21:37] <Nephrite> roll 1d20+39+5 Tryll is diplomatic
[21:37] <Kobot> Nephrite rolled 1d20+39+5 Tryll is diplomatic --> [ 1d20=16 ]{60}
Total of 62 after Moore aids.
A laugh. A long, sad laugh from Gytha, who slumps down, a mass of tiredness and tentacles. 'Oh Tryll,' he says in a heartbroken voice, 'You were always the strongest of the four of us. You see hope even in this dying age. Can it be there's something worth it? Something worth my mad research? What has so bolstered you?'
'I spend a very large amount of time with a courre.' Tryll replies matter-of-factly.
Gytha stares at you for an uncomfortably long time, 'All because you have a familiar?'
'I get by with a little help from my friends, Gytha. Sometimes a lot of help. I spent time searching for meaning, rather a lot of time. After I got done hiding and decided that I couldn't waste away anymore in some trench on a prime somewhere, I started exploring. The first thing I learned was that most mortals are spooked by our appearance. It doesn't appear to be a supernatural thing, rather than instinctual? Adventurers see similarities in us to aboleths, though those more savvy realize that we're larger and less violent. For a long time, I traveled alone. Eventually, I met Calleigh in Arborea, and we hit it off quite well. She and I bonded; she as my familiar, though it is by far and long more of a partnership. From there, we started doing good. Helping people. I got stronger, we had a great deal of fun, and I met some good people. The group I'm with now, they have undertaken a terribly noble cause. We've found ourselves agreeing with their work, and have been aiding them. I can tell you more if you're willing to join us on Aurora. Though you might know it by another name. Tell me, did you come across the name of Medicant in your time seeking knowledge?'
"I think he also means that he found something that gives him his own hope -- a connection to the world outside of the one he was part of for so long. A connection shared by all his allies in Aurora." Moore clears his throat. "If it was more appropriate, I'd explain it all in a song."
Moore makes a sour face at that. At least he didn't have to rhyme Aurora...
'Aurora!' Gytha says, stirring, 'All of that...and you are with the Aurora?'
'Of course.'
"Aurora tends to be a bit of a beacon; A gathering place for all sorts." Moore says. "If you wished to join, I'm certain you'd meet a wide variety of cohorts. "
'I thought Aurora to be a lie, a myth of hope at the end of the age.' Gytha replies back to all of you.
Moore smiles and shakes his head. "You have no reason to give into your despair. Hope can be found, and it can be found there."
"Loneliness kills the soul," Hanna agrees, coming up to Tryll and laying a hand on his body. "We all need one another to survive. It's time to come home with us. Aurora can help you, right Tryll?"
'Most likely, yes. On the chance that those on Aurora cannot help you, they will know someone who can. Connections are important, Gytha.'
Gytha slumps further. His voice is quiet, 'Very well, Tryll. I'll trust you, but I cannot move these things from this demiplane to Aurora. Can Aurora come here?'
'We could always attach the demiplane to Aurora.' Tryll points out.
"You're both more familiar with the capabilities of Aurora than we are," Moore says with a look to Hanna and Simmer. "But I think it could come this far?"
"Medicant was hidden in the Deep Ethereal, so yes," Hanna says, "We could attach it as well, we'd need to talk to Elena."
"From what I hear Jaela's always wanted a tower or something." Moore agrees with a nod.
"If it's an entire ocean, we could use it to make the water elementals happy and attract some marid," Hanna says, as Simmer continues to scowl and frown at everything. Quietly at least, not making it any worse.
Calleigh alights on Simmer's shoulder, patting the side of her head. "Maybe we can find a volcano or something to offset it later?"
Okay this is winding down, so what's your moves from here, y'all?
Poke a general not busy (Ithea?) and take us to the Deep Ethereal to absorb Gytha's demiplane.
Unless we're handwaving that.
Okay. Ithea's still on sabbatical, so back to Aurora for the moment.
The return to Aurora is quick from there, Gytha staying behind for the moment. Once you enter Elena pops up, 'Hi," she says, dressed up like Calleigh. "How as your trip out?"
Calleigh addresses her larger clone. "Oh it was fun! But short! I was expecting more explosions. Simmer too, I think! We had no trouble at all! We found Gytha and he has his own demiplane to se need to go to the Deep Ethereal with Aurora so we can attach it to Aurora! That way we'll have our own cavern tower cave thing full of alchemical horror! Or something like it. I dunno. Neat stuff! Who we gotta talk to to get this place moving?"
"Adrian's the general on duty today," Elena says, "He's atop the Graceful Blow tower."
"Thanks! You look pretty by the way!" Calleigh grins.
Adrian's found atop the tower, watching the bustle of the courtyard and munching on an apple. He's dressed in normal clothes rather than armor, watching everything dispassionately. "Elena said there's something you found?" he says as all of you fly on up.
"Ayyyyyyydriaaaaannnn!" Calleigh yells, flying in circles around Adrian's head. "We found so much cool stuff you wouldn't even believe it!"
"Try me," Adrian says, taking another bite of his apple.
"We got a brain squid creating life from nothing using alchemy and magic! He's got a cave-tower thing and we wanna attach it to Aurora! Only good things can come of this."
Adrian sighs, "I wish Ithea was here to deal with this," he says to no one in particular, then looks to Moore and friends. "Run that by me again?"
"Tryll found one of his former companions from his race." Moore explains, taking the mask off. "They had created a demiplane where they were doing some experiments on creating artificial life due to some hopelessness they had felt about the end of their races' life." He says with a nod to Tryll. "That particular conversation can be held until they arrive here, but suffice to say I think their demiplane could be used to further Aurora's goals and also provide some more space for some of our watery-affinity individuals."
"Yeah, that!"
"Well-" Adrian begins, before Elena pops up.
"Adrian, Jaela's back and she's bringing ships through!"
"Ships? Right." Adrian finishes off his apple and tosses it behind them, "I'm fine with it, but let me ask the other generals."
For clarity, I'm going to be combining threads shortly and hashing everything out there.
New thread up.