Okay, refresh me on your aim here.
Want to find a tree or something from Lufasa to put in the lair to make a grove. I have a crazy idea to use it as a focus to gather and hold any energy from Lifasa we can find and the memories of Lifasa to act as a focus and battery to help heal the planet when we get it back. Like a restoring spell to try and avoid the godly reset button used on Benfal.
Okay, sounds cool. Do you have any idea how you'll get a tree from Lifasa?
Absolutely none! I figure some divination or maybe some dryad help.
Okay, let's start with the divinations. What spells are you going to try?
I guess Vision followed by Discern Location, then Wish if I don't think it's enough?
Okay, go ahead and put out your question as the spell instructions and post the expense in loot.
Surraruthru begins casting in his lair, focusing on the memories of his grove and the oldest living tree in it.
Question: Where is the oldest and most healthy tree from Lifasa that can be reasonably obtained?
Make your caster level check.
[blockquote]Rolled 1d20+26 : 6 + 26, total 32[/blockquote]
You get the following: Ever it lies within the Grove of Plenty, where memories of the past wait in gentle repose.
Surearuthru notes the name of the location and tries to discern its location!
Using Discern Location: Grove of Plenty
As noted in chat, discern location is banned. Choose another action.
You can also make an K:P check on the Grove of Plenty, since you're clearly interested in knowing about it.
> roll 1d20+40 K:P
<Serith> Iddy roll for Serith < 46 > [d20=6]
It's a location in the Beastlands. It's located somewhere in Karasuthra, the deepest layer of the Beastlands. It's noted to be a place where trees of all kinds imaginable grow under the eternal moonlight of the realm.
I have no idea what the Beastlands or Karasuthra are. More info?
The Beastlands are one of the Heavens. It's a place where nature and animals rule supreme and the souls of most animals automatically go there.
Karasuthra is the third and lowest layer of the Beastlands. It's always night there and the moon shines brightly.
Gotcha, thanks. BTW, am I back in Aurora?
Yes, as you finished last thread there. I don't see why you wouldn't be there.
In that case, I'd like to do some research on making my plan for the tree viable.
I'm not entirely sure where to start, but maybe something with those memory crystals for the Secretus quest (need to return those) and some kind of restorative ritual? Maybe some fey magic turning the tree into a purification type deal.
Okay, post your plan plus an K:N roll then an K:A roll. Include the library bonus.
Plan is to research a way to make the tree a repository of healing/restorative energy and memories of Lifasa. The intent is to keep adding anything we can find that has energy or strong connections to Lifasa to the tree's energy, as well as finding a way to let Lifasa natives imprint their memories of it on to the tree with the hope of transplanting the tree into a major ley-line to feed that restorative energy and memory back into the planet once we liberate it. The hope is this will allow the planet to heal and restore itself without having the gods use their reset button like on Benfal.
I plan to plant this in my lair, or somewhere more accessible to others if need be, to protect it and try and use the lair to amplify it, if possible.
> roll 1d20+40+15 K:A (Note, meant for this to be K:N)
<Serith> Iddy roll for Serith < 58 > [d20=3]
> roll 1d20+41+15 K:A
<Serith> Iddy roll for Serith < 70 > [d20=14]
You're pretty sure on one thing after studying - you're going to need an expert in plant life and magic, an extremely skilled druid or the like. You can grasp the outlines of what you need to do, but it's highly specialized work.
"Elena, could you give me a moment of your time, please?"
Elena pops in, "Sure," she says, "I was just trying to convince Galariel we needed a puppy and it wasn't going anywhere."
"I've found it's best to ask for forgiveness than permission. Didn't Calleigh and Tryll get their hands on some small dog animals recently? Alternatively, I can get you one in Brightwater if you'd like.
Anyway, do we have any Druids in Aurora? Especially knowledgeable ones. I need help with a... tree."
"Muirfinn was our resident druid," Elena admits, "He's not here right now, we don't have any druidic specialists to replace him yet."
Surraruthru grunts.
"Do we have any allies that have a good druid? If not, when do you think Muirfinn will return?"
"I don't know," Elena admits, "I don't think it's going to be soon."
"Hmm... Another, then. Ideas? Has anyone in our diplomatic section dealt with any druids?"
"Oh, I know Morniel has. He knows everyone, go ask him," Elena says.
Surraruthru nods.
"Where is he at the moment?"
"At the memorial wall," Elena says, "He's just looking and reflecting, I think."
"Hm. I should let him be for now. Would you do me a favor and let me know when he's finished?"
"I will," Elena says, "Oh, where's Kascha," Elena smirks, "She's usually tending to you like you two were married."
Surraruthru snorts.
"Aren't you the ultimate tracker here on Aurora? You'd know best. She's likely still embarrassed about it being pointed out and trying to make herself upset about it. Venting somewhere, maybe. I've been trying to decide if I want to work out her perfect man to shift into just to tease her with. Ideas? Or too far?"
"I'd say something, but..."
Elena vanishes as the door to your lair opens. Kascha comes in, "Surru? Oh, there you are!" She strides on in, "How was the trip to Sylica?"
"Mostly uneventful. I was given this."
Surraruthru reaches into his haversack and pulls out the bardiche, tossing it to Kascha.
"For now, it'll be added to my hoard. Until I find its true wielder or the like."
> roll 1d20+8
<Serith> Kotono roll for Serith < 11 > [d20=3]
"Kyaaaah!" Kascha startles visibly, fumbling the bardiche and stepping back - and right onto a bit of stray coinage, falling back and hitting the the ground hard. The bardiche lands atop her as she twitches once and manages, "Oww!"
"I really thought your reflexes would be better considering all the combat experience you have. Reminds me more of why Seira sent me to you in the first place. Are you alright?"
"My reflexes are fine when someone doesn't throw a damn weapon at me," Kascha snaps, a wince as she rubs the back of her head. A moment later she flushes terribly, "Sorry, I didn't mean that. I must be spending too much time around Jaela. But please don't throw weapons at me like that."
Surraruthru chuckles.
"If it gets you to relax and vent like that, I may have to make it a regular occurrence."
"Please don't," Kascha bows her head, "What were you doing in here?"
"Planning. A little research. Now waiting for Morniel to have free time. Need to find a Druid. A powerful one."
Elena pops back in. "Hi, he's done and coming on over."
"Thank you. Hopefully he has a contact that can help me withe trees."
Morniel isn't long, soon coming into your room. "Surraruthru, you need my services?" he asks.
"Yes. I need to locate a powerful druid to help with a tree. Know of one?"
Morniel clears his throat and says, "I see. I presume this is more than a mere tree?"
"Indeed. I know a tree from Lifasa is in the Grove of Plenty. I plan to retrieve it and plant it in my lair. With some research and ritual, I believe I can make it a repository for the memories and energy of our survivors. I plan to plant it in a major let line to help restore Lifasa. I'm hoping it will prevent the gods from having to do what they did on Benfal."
"Hmmmm..." Morniel murmurs, "I do know a few druids who could help, but they seldom help for free. Few druids find their way to Celestia, the path of nature is one that will not accept both good and law together."
"Hm. If they are exceptionally powerful they might be worth it. Do you have any other ideas?"
"Not anything that isn't contacting others and hoping they're willing to help," Morniel says.
"Very well. Please set up introductions for me."
"I will. Is there anything else?" Morniel asks.
"Not that I can think of. Thank you for your time."
Any other prep or just going to wait on this?
Well, just the research for it, but I think you said I need the druid for that. So I guess hydra time until then?
Whichever you prefer. We can skip if you wanna do the druid now or do the hydras now.
Hydras. Haven't done anything with them in a while. Kascha can come if she wants.
She will.
The hydras are swimming in their new lair in Gytha's demiplane, splashing about and having fun. Playful fun, you can tell. Mock hunting and socialization on a glance.
Surraruthru grins and casts Elemental Body: Water (after connecting Kascha to the tapestry) and diving in to play with them.
Kascha laughs a little bit, "Aren't you a bit old for this," she teases, following along with you.
"Faerie dragon." is all the response she gets before Surraruthru zips off, darting through the tangle of necks and heads.
Hydras snap and bite around you as you go, "Surraruthru!" More than a few call, Kascha following in a much more sedate and safe manner.
Surraruthru greets them in kind, snapping back at frills and kicking off of larger necks for speed and direction changes.
Like this you have a bit of play, moving fast in the icy-cold waters. Soon enough that winds down a bit, the hydras coming up to the surface all around you.
Ball's in your court here.
"So how's everyone doing? Things have been changing fast lately and I haven't been able to visit much. I've had to spend some time in recovery."
"You look better," One hydra says, "Can you give me monk lessons soon, now that you're back. I want to be graceful like that."
"Unfortunately, I can't. I went through a ritual to become a True Dragon and doing so stripped me of that knowledge and replaced it with more magic. I can, however, find another to train you. I would certainly be happy to do so."
"I thought you smelled different," Another says, "You smell more like Gold or Baleruk now."
Surraruthru nods.
"Yes, I've become like them in some ways, just more magic. I've been working it at it for a while, but now that it's accomplished, I can spend more time with you all. Is there anything you'd like to do or see? Or eat?"
"Magic then," Blue moves up and calls, "Show us your magic!"
Um, doesn't Aurora have some kind of protection from certain spells? I know the teleport thing doesn't work, but is there other stuff?
That's mainly it.
Surraruthru begins casting, focusing his magic on the hydras!
Celestial Valor, CL 26. Means I can target 26 of the hydras.
Your magic spreads out, as strong as ever. The hydras cheer as several of them study carefully. "Cast another! Let us see some more."
"Alright. Everyone stay away from the water."
Surraruthru begins casting, calling forth Acid Fog to roll over the water, watching the area to make sure he can cancel it before anyone gets hurt.
Acid Fog, CL 16.
"Oooh, that was different," Another hydra pipes up, "Different source, right?"
Many heads nod at once, while others go to exchange looks with other hydras.
"Indeed. The first was the product of my study. I advanced in it much further than the other. The second spell was from my innate nature as a true dragon; true dragons embody magic and much magic originated from them."
"That's right," Kascha speaks up, "That's why many wizards consult with dragons to learn more magic. While not all dragons are archmages, magic comes naturally and easily to them. They understand it in ways we have to train ourselves to do."
Surraruthru nods.
"Kascha here specializes in understanding how dragons are connected to magic. She's also a follower of Seira, like me. She's the reason I'm here, actually."
"Yes," Kascha says, "Celestials have arcane magic as well, but our true mastery lies in divine magic. We are, after all, servants of the divine. To many celestials, divine magic comes as naturally as arcane magic does to dragons."
"And I have a bit of Celestial in my blood as well."
Surraruthru lets his mouth twitch into a slightly disturbing grin for but a moment before continuing.
"My transformation let me strengthen my connection to magic, giving me a deeper pool of arcane energy to pull from. Basically, a lot more magic every day."
"Yes, precisely," Kascha says, "Surraruthru's connection is big and strong now. It's impressively developed."
"Elena would have had a field day with that sentence. I'm surprised she didn't pop in for it. In any case, was there anything else you all wanted to know? Also, did anyone need anything or want to go somewhere?"
Kascha clears her throat, and in a whisper out of the side of your mouth, "Not everyone is obsessed with matters of the flesh."
Questions. Blue's first by sheer chance, "Can we go swim in the River Oceanus?"
I have no idea what that is.
K:P check real quick.
Take 10 for 50.
The River Oceanus is a river that flows through all the Heavens. Compare and contrast the River Styx. It's clean, free flowing and its waters are extremely refreshing. Unlike the Styx, it doesn't cause memory loss. In fact, the river's a good liquid base to use for healing potions.
"I can see if it can be arranged. I don't think it'll be an issue, but I think we should let the locals know first."
"It should be fine. There's vast stretches to in Elysium and no one will mind, as long as we don't get up to evil or trouble," Kascha says.
"There we go. We'll find time. Anything else?"
"Yeah, how'd you transform? Can anyone become a dragon?"
"Perhaps. I did it and so did Seira. Balruk changed into a prismatic. I believe the way to do so is different for everyone. I used the heart of another dragon."
"I wanna be a a dragon!" About half a dozen hydras speak up about that, "Dragons are powerful, like you!"
"Well. Tell you what, I'll ask Seira about that. That's a little beyond me for this many."
"Yes, yes," Kascha says quickly, "We'll talk to Seira, since it's not done lightly."
"Wait," One pipes up, "Can you turn a girl hydra into a boy hydra? If you can change into a dragon, can you change that, too?"
"Well, yes," Kascha says with a little shrug, "Magic can change virtually anything, if you know the right spell and have enough power and skill to cast it."
"Be careful about that. Too much magic for different things can be bad. The magics can fight each others."
Pauses to consider that, "Then how do you layer so much magic on you in battle?"
"Through study. I've learned about magic in significant depth. It lets me know what I can later together and what I can't. It's part of why transformations like I went through are hard to figure out."
Edit: As an aside, I noticed that the Cryohydra morale is 55/100. How do I improve this?
Morale is improved by good things happening, some upgrades and time. I'm due to make a morale adjustment so this may be rising anyway.
"Battle magic is about finding complementary spells that don't overlap one another," Kascha says, "For example, the spells bull's strength and animalistic power somewhat overlap, so using them together is not as effective as it could be."
Surraruthru nods.
"This is where study comes into play. Even though a dragon's magic is innate, we still have to learn about the magic to make sure it doesn't conflict or is wasted by overlapping. Kascha's a very good teacher about this. She's studied quite diligently. If you ask me, all of you should bug her to teach you about magic, if not magic itself. Knowing about magic will help you learn what to expect if you ever have to fight it."
"Yes, it takes a wizard to stop a wizard many times, but knowing what you can helps you deal better. It can save your life," Kascha says, "Or against creatures who have natural magic, like most spirits. Surraruthru, how has that helped you?"
"I'm very good at countering magic. When I fought Secretus, I dispelled blocks on teleportation and was able to break his control over the movement inside his realm. Against many enemies, I can strip them of their protections. I can stop magic from others as they cast it. I did it against the dragon's spirit to become a dragon."
A bunch of ooos and aaah follow.
"See? If you know magic, you can take measures against it. It can be counter spelling as a mage, to simply knowing what trick the enemy spell caster just did." Kascha says, "Some are obvious, like a fire ball, but many are not."
"Indeed. A smart enough fighter can defeat a wizard. We can arrange some teaching about it if you'd like.'
"Yeah!" Several calls join that.
"Spells are scary!"
"I don't want to be cooked alive!"
That sort of thing. "I think Moonlight would be best for that, she specializes in anti-mage tactics on an individual level." Kascha says, looking to you.
Surraruthru nods. "I'll speak to her about it. I may pick up some things from her myself. Anything else?"
No more questions are coming this time, at least.
"In that case, is there anything you all would like? To make you all more comfortable or happier?"
"More hydras," Blue says, "Can you find more we could add to our pack?"
"Uh, I can keep an eye out. If I find any, I'll keep it in mind. Do you know of others?"
Headshakes all around.
"Well then," Kascha says, "Surraruthru and I should be going," she says. "Keep on training and I'll get Moonlight to visit you soon."
"Yes. Have fun everyone."
Next move then?
Not sure. Waiting on the druid so I can get the tree thing done. Not sure past that.
Cool. Moving you on.
A bit of time passes as you wait. Aurora shifts to the Astral, working on a demiplane Jaela and Afina captured. A few unremarkable days pass, really a chance for Surraruthru to decompress. One afternoon as you go over your spells while Kascha's reading quietly, Elena pops in.
"Hi," Elena says, dressed up like a hydra, in a full body costume with a face cutout. "Morniel says he's ready with that druid you need."
"Excellent. Thank you Elena. Interesting attire."
"Thanks!" Elena says and then vanishes.
From there it's simple to find Morniel - he comes to you. Once in your lair, "I've made contact with a reliable druid who will help you," he says, "But he won't do it entirely for free."
"I expected as much. What does he want?"
"A favor, which may be a quest. I told him your time as valuable and not to be trifled with, that you were an archmage of good standing, but he may insist on something nonetheless. He's good minded, powerful and wise, but stubborn as a mule," Morniel admits.
"Well, I'm sure he can't be any worse than Balruk. Thank you for setting this up, I'm sure he and I can come to an agreement. Where should I meet him?"
"His name is Pearwood and he is waiting for you in Brightwater. Laughing Jack's Inn, room 514." Morniel says.
"Excellent, thank you. Kascha, would you like to join me?"
"Of course," Kascha says.
Any other prep to do or anything like that, or people to take along?
Does anyone want to go? Most of the PCs are busy, but if some NPCs want to go for a jaunt, I don't mind. Simmer, maybe? As a dryad, even if a pyro one, she might be interested in finding the tree. Other than that? Dunno, who's interested?
Simmer's game if you ask her, sure. Didn't you want to spend some time with her anyway?
Yup, that's why I mentioned her.
"So you want me to come to help you find a tree?" Simmer asks.
You're in Simmer's room, the pyrodryad kicking back and listening to your request. "Plus a druid is going to give you the run around on top of it? Good choice. Enough fire will solve all of that."
Surraruthru chuckles.
"Indeed. Between a dragon, a pyrodryad, and Kascha, I think we'll be well suited to dissuade him from trying too much. The tree is from Lifasa. I plan to bring it back here and nurture its nature to help with the eventual restoration of Lifasa once we liberate it."
"Sure, don't burn that tree," Kascha says, "Is it a problem if other trees burn?"
Surraruthru shrugs.
"It's the Grove of Plenty. I'm sure someone somewhere will be upset. I don't know much about it, but I'm going to assume everything there is rare or the last one or something. You can talk to the Druid about it, if you want."
"Well, let's just keep that option in mind," Simmer says, "I'm willing to go with you."
Surraruthru nods.
"Thank you. I figured having a dryad along would be helpful, and all the other ones tend to be so... boring. And annoying. I figured this would be a good chance for us to see how we work together."
"Fire helps liven dryads up," Simmer says, "The trick is making them survive it."
"You should start a help group for that, then. Teach them the ways of fire and how to survive it. In any case, shall we go?"
Right. Any prep besides the arch?
I'll do a run of prep spells for the tapestry, but honestly I'm not really in the frame of mind to slog through it. I can do it tomorrow if you don't mind a bit of leeway on it and want to move on.
That's fine, though I'm about to wind down anyway.
Suggestion: Have a standard loadout of spells and tapestry boosts for missions that aren't super critical that you can just plug in.
Okay, the following:
Tapestry:
Level 3:
Greater Magic Armor: (Spell Compendium, p. 136), CL 25, Duration 25 hours
This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
Level 7:
Energy Absorption: (Complete Mage, p. 103), CL 26, Duration 26 hours/expended
The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic. As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack) and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused.
Elemental Body: (Spell Compendium p. 78), CL 26, Duration 26 hours
You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water-dominant planes.You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Note: If the others want a different elemental type, they can say so and I can post what their bonus would be.
Level 8:
Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.
Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.
Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.
Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.
Mind Blank, CL 26, Duration 24 hours
The subject is protected from all devices and spells that detect, influence or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.
Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.
These spells are personal buffs for Surraruthru:
Moment of Prescience, CL 26, Duration 26 hours/discharged
This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed.
Superior Mighty Wallop, CL 26, Duration 24 hours
As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.
Epic Mage Armor, CL 26, Duration 26 hours
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.
Getting to the inn room is easy enough. An Aurora portal, some traveling Brightwater's streets and then a walk up to the fifth floor of a large inn. Knocking on the door gets a gruff male voice to call, "Enter!"
[spoiler]
Kascha
HP: 279/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Simmer
HP: 346/346
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Surraruthru waits for one of the larger ones to open the door and follows them in.
"Hello. I expect you're the druid? I am Surraruthru. These are Kascha and Simmer."
Surraruthru
HP: 328/328
AC: 54= 25+4+20+3+2 (Deflection/EMA/EB:E/Dex Insight)
Touch AC: 18, Flat Footed: 26, SR: 34, CMB: 28, CMD: 44
Init: +13+2, Touch Atk: 38
Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Epic Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Passive: True Seeing, Detect Magic
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha does so and goes in first. Simmer takes up the rear.
The man has a neatly trimmed beard and mustache. He's middle aged and yet not a speck of gray can be seen in his coal-black hair. He wears green and has his arms crossed.
"Yes, I'm the druid. I even have a name, imagine that," he drawls.
"I imagine you do, but as you have not introduced yourself, I can only assume you don't value it much."
"Hmph," The druid says, "Since you're acting superior to me, you clearly have no need of my services. Goodbye, I'm sure you can manage by yourself."
Surraruthru shrugs.
"I'm certainly not the one acting superior here. All I've done is introduce myself and attempt to verify you're who we're looking for. The first thing you did was be rude and have a smart mouth. I simply returned it. The sense of superiority and entitlement comes from you. I do need your help, and I'm sure Morniel went through much to secure your help, but neither of those things excuses your complete lack of respect and professionalism. While I'm sure you're owed a certain amount of respect for your abilities and position, we are as well. We are not some lost group of younglings stumbling in here to cause you inconvenience. We have our own accomplishments and experience as well."
Before anything else can be said, Kascha smoothly cuts in. "Hi, Mr. Pearwood? I'm Kascha, this is Surraruthru and that's Simmer. How about all of us start over, take a breath and try this again?"
Surraruthru nods and simply sits and waits.
On reflection, a Diplomacy check for Kascha is desired here.
> roll 1d20+34 Kascha Diplomacy
<Serith> Kokokokokokoko roll for Serith < 37 > [d20=3]
Pearwood lets the silence hang and then says, "Fine. I'm fulfilling a favor for a friend, so what is it that you need?"
Saurrurthru nods. It's not an apology, but he figures that would be an end of days herald type deal.
"Thank you. We intend to travel to the Grove of Plenty to retrieve a tree from Lifasa."
"You did well seeking help for that," Pearwood says, "The minders of the Grove of Plenty take a dim view of tree poachers."
Surraruthru nods.
"It's not lightly that I search for this tree. I have a plan that will put the tree to use for true good. My research tells me that my plan is possible, but I don't know enough about trees and druidic magic to do it alone. That's the second part of why I need your help."
"I would hope so," Pearwood says, "You're going to a lot of trouble for a tree, otherwise."
"Yes. Would you like to go over the research first, or try and get the tree first?"
"Let me see the research," Pearwood says, "It might affect how we do this."
Surraruthru nods and hops up onto the desk next to him, taking out notes and walking him through it.
"The plan is to use the tree as a focus, using the same principles of memory storage as these crystals. Combine it with restorative magic and a ritual circle to amplify it to make it a sort of living repository of what Lifasa was from all the survivors. If it can be done and stabilized, we'll keep pouring energy into it and once we get back to Lifasa, we can transplant it into a major ley line and let it feed that energy back into the world to use as a template to restore it."
Paraphrased as I'm sure there's a ton of technical magic mumbo-jumbo that I don't personally know how to relate.
"So you have to take the tree alive," Pearwood concludes when it's done. "Fine. Now I'm hear you out as a favor, but I need something in exchange for my aid."
"Morinel told us as much, and it's not an issue with me. Within reason, of course. What did you want?"
"Your world is in peril. When it is past, plant these on Lifasa," Pearwood takes out a bag of seeds and hands them to you.
Surraruthru looks at the bag, then picks them up and puts it in his haversack.
"You know my curiosity won't let me live not knowing what these are."
"Snap lillies," Pearwood says, "Ones that will produce a useful fruit."
Surraruthru files the name away for later research.
"Very well, then. What's your opinion on the viability of my plan?"
"In theory it could work. In theory," He emphasizes that, spreading his hands open. "In reality, I don't know. What I can tell you is that you'd have to reinforce the tree so it could hold all the energy in the first place."
Surraruthru nods.
"Know of any way to do that? Nature magic isn't exactly my forte."
"Not without research," Pearwood admits. "Those memory crystals alone are difficult."
"Hmm. Would you be willing to help with that, or point me to someone who can? Well, after perhaps. We still need the tree before anything else."
"Perhaps after," Pearwood says, "The tree is the most immediate problem. I can take care of transporting the tree, but defending yourselves and getting us there is on your shoulders."
"Any clues on what kind of things we'll face?"
"Wild animals, of course. What do you know of the Beastlands?" Pearwood asks.
"Lots of wood, lots of animals. Both burn well," Simmer says, keeping back and lingering.
"You're a dryad. Twisted for one," Pearwood says, "Most dryads panic when they see fire."
"That's why we like her so much. Personally, I don't know much about the Beastlands. I can take the shape of most animals, though."
"Can you? Can you command them or direct them?" Pearwood asks.
"I doubt it. I used to be able to speak to them normally, but I'm not sure if I retained that through my transformation... It's something to test before we head there. As far as command, no... Though... I do wonder if a summoned creature could..."
Kascha clears her throat, "Regardless, we can handle animals."
"That's the main danger," Pearwood says, "Are you ready to get this going?"
"Quite. There's much work to be done. Let us begin."
Anything to do before you head on over to the Beastlands?
Not that I can really think of beyond verifying if I can still speak to animals. You said I retained most of the Faerie Dragon stuff,
but that one wasn't specifically mentioned by either of us, since I never really thought about it.
If not said, you retained it. Anything else?
Nope. I mean, I guess I could do some preparatory K:N checks to figure out what animal form would be the best to take and how to get other animals to accept Kascha. Simmer should have an easy time as a Dryad, I think, but I'm not sure about Kascha.
Okay, who's handling transport?
I can, but I only have one Gate prepped, so someone else will have to do the home one.
Kascha will handle that.
From there you're off and away. You appear in a forest clearing, bright sunlight beaming down from the break in the trees. Thick forest is everywhere you look, wilderness untamed by man or beast. The air is fresh, a stiff breeze blowing.
Surraruthru sniffs the air, searching for scents that indicate if any animals are near as he inspects the area, trying to decide what animal would be best to shift into.
Do you have the scent special quality or the like?
Scent, Blindsense, and Keen Senses. True Seeing as well, if it matters.
There's all sorts of animal scents around, but nothing too large immediately nearby. A fair few rodents and rabbits, though.
Kascha takes a deep breath, "Ah! Completely unspoiled by the touch of mankind."
"There's a bunch of rabbits and rodents near. Nothing large. I rather like it here. Much like my old grove. I kind of want to go hunting, but first thing's first. The tree."
K:N for the animal form thing?
Sure.
Man, apparently K:N rolls are just not my thing.
> roll 1d20+40 K:N
<Serith> Iddy roll for Serith < 46 > [d20=6]
If you want to be left alone, go for an alpha predator. Lesser creatures will avoid you and other predators will step lightly, so long as you don't overly invade their territory.
Is there a way to sorta scale up a small animal? There's Dire, but that makes things large. Considering Wolverine or Badger.
Depends, how does your shapechanging ability work?
Alternate Form (Su): 3/day as a standard action an Arcane Dragon can assume the form of any animal or humanoid creature of Medium or smaller.
That's all the entry says.
Your ability's fairly freeform, so a larger than usual small creature's fine.
Awesome. A Dire-ish Wolverine, then. Medium size is the biggest I can do, so that.
Surraruthru transforms as desired, becoming an unusually large wolverine.
"This way, we need to find a gate to Brux," Pearwood says. "It may take time."
Surraruthru nods and ambles along behind Pearwood, keeping an eye and his nose out for approaching animals. Most things tend not to want to deal with Wolverines and their Badger cousins; usually more trouble than they're worth, and he's hoping that holds true here.
> roll 1d100-10
<Serith> Kokokokokokoko roll for Serith < 6 > [d100=16]
You travel onwards. An hour or two of travel is unremarkable - light conversation and moving along, along along.
"So you were born on Lifasa?" Simmer breaks up a lull in the conversation, turning to you.
Surraruthru nods.
"We lived in a faerie grove. It was small and hidden, but strong in nature and magic. I lived with my family, though I was the only one to make it out. Devils came to the grove. I almost didn't escape, but I learned how to trick them."
"What manner of trickery," Pearwood says, as he leads you around a patch of vine-covered path, through the rougher woods.
"Illusions, false sounds, basic traps to distract. Combine that with my small size and practice at hiding I got when we played, and I was able dodge them for the most part. Avoidance, mostly. It did grate quite a bit, though."
"It's easy to forget with how easily we deal with illusions," Kascha says, "But devils are good at using illusions themselves. They're potent if used wisely."
"I had to learn quickly which ones worked the best and which didn't work at all. Many didn't. They see through many and I didn't have the power to force it. I combined it with simpler tricks. Using magic to make sounds, move rocks and trees, create false trails. Nothing useful in combat, or that let me kill any, but it was effective enough to keep me hidden and moving."
"That you're alive shows you did well enough," Simmer says, "You're a survivor."
"Clever. Faerie dragons are mischievous by nature, and our games are pranks and stealth. It lends well to evasion and escape, I suppose. I've done well since, I believe, and struck some hard blows. It won't bring my family back, but it counts for something. If I can find any of their remains when we return to Lifasa, I'll try and resurrect them... Though.. Hm... That may be a task for after this..."
"It counts for you being here now," Kascha smiles, "If you didn't make it, I'd never have met you and you'd never have met everyone in Aurora. That's a good reason you survived."
"Well, freeing the souls of those trapped by Scretus was a pretty good jewel of achievement. Benfal, too. It's a good thing I pushed for going into the tunnels. I used tunnels from gophers and through tree roots to good effect in the grove. Still, I'm going to have to see if I can figure out where my family's souls wound up. If I can't find them, then it likely means the devils have them, and that won't be allowed."
"Ask Balyss, she should be able to get to the bottom of it," Simmer speaks up, "Her divinations are second to none."
Pearwood stops, "We're getting close to a portal," he announces, "There may be powerful animals or even a guardian ahead."
Surraruthru nods, doing his best impression of an angry Wolverine to try and divert whatever might be near by.
Make an Intimidate check, +2 circumstance bonus.
A skill I don't have. Is it opposed? If so, use my Moment of Prescience for a +26 to the below.
> roll 1d20+9+2 Cha/Intimidation Serith
<Serith> Iddy roll for Serith < 15 > [d20=4]
It not an opposed check. Also MoP caps at +25.
Toss a Listen check on as well.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 52 > [d20=16]
You hear a rustle behind you as the party advances forward.
"Behind us!"
Surraruthru spins around, ready for whatever it is!
"Incoming," Kascha saysa moment later as all of you turn. Emerging from the woods is a great bear, far larger than even Hanna. It's muscled and has thick fur, as well as bony protrusions all about its body. It's on its hind legs, coming after all of you.
"A dire bear, possibly stronger than normal," Pearwood announces, "It's displaying aggression, it's going to attack."
Using his natural ability to talk to animals, Surraruthru roars at the bear first, then follows with, "Hold! We're not here to take your territory or food! We're just passing through. I don't want to kill you, but I will if I have to."
The bear roars back, "You're in my lands, seeking my food! That's what it looks like."
"We're not. We have touched even a single berry. You'd smell it on our mouths. You can walk with us to make sure we don't. All we want to do is move through."
The bear sniffs as Simmer holds her ground, while Kascha smiles tightly at the bear.
"...grr..." the bear growls, but goes back down to crawling, rather than barging ahead on all four feet. "If I catch you eating my food, I'll eat you!"
Surraruthru nods and turns to the others.
"He'll walk with us. Don't eat anything. He's making sure we don't."
"Don't worry, I'm not hungry," Kascha exhales slowly, a hand on her chest. "Surru, why don't you offer it some of our food? Do you have any meat or jerky?"
"Just my trail rations. Do you have anything?"
"No, I don't need to eat," Kascha says, "So I don't bother when I'm traveling."
Surraruthru turns to the bear, "Do you want to try some rations? Kascha wants you to have some."
"You have food? Give me food," The bear says, "Food now."
Can I do that in this form or do I need to shift or have Kascha do it?
The item in question would've merged in when you changed shape, so you'd need to change.
Surrurarthru shifts back into his original form and reaches into his pack, pulling out his bag of rations and dumping a serving out.
The bear growls low at the transformation, but food gets his attention. He approaches and sniffs it before starting to eat.
Surraruthru mostly ignores the bear and starts moving on towards their goal.
The arch is ahead - just as planned. Pearwood says, "This will take us to Brux, and from there we'll need to find passage to Karasuthra."
Surraruthru nods. "Let's get going, then."
You step through into a forest at dusk. Long shadows frame everything and reddish sunset light spills through the canopy above. It's a little cooler here, the air tinted by a faint mist.
"Hm. Should I fly up and get an idea of where we are, or do you know the way Pearwood?"
"Not terribly well," He says, "It will take time. Be careful of aerial predators if you go up," He warns.
Surraruthru nods and hops into the trees, using a combination of leaping and flying to get the top of the canopy, taking a moment to survey the skies for any threats before going higher to see the land.
It is an endless forest of trees at sunset. You can see a crescent moon in the sky, semi-visible as darkness falls. The trees stretch as far as you can see in every direction.
Surraruthru launches himself into the sky, intent on doing a fast survey before watching for predators.
Spot.
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 56 > [d20=20]
Far on the horizon, you can see something - something that rises far above the canopy and comes from below it. A vast tree, a tower or something similar to those.
Surraruthru tucks his wings in and drops back down to the group, flaring them to slow himself for landing just before the ground.
"There's a massive tree or the like in that direction. Is that a landmark that can help?"
"That's one of the monoliths," Druid Pearwood begins to explain, "Listen well, I don't want to repeat this. The monoliths are stone spires created by the intelligent animal masters of this plane. It's where they dispense justice, hear appeals and so forth. It's safe so long as we don't incur their wrath."
"Hm. Should we approach them for help in arranging transport, out of respect and politeness, or just avoid them altogether?"
"It depends on which one you meet, and there's a lot of them," Pearwood replies, "It's a toss of the dice."
"We'll keep it in mind as a back up, then. Which direction should we go?"
"Towards the monolith," Pearwood says.
"Whatever," Simmer says. "Surraruthru, did you know that fire can solve any problem?" She starts to walk, everyone heading in the direction indicated.
"I would be mightily impressed if you had fire strong enough to burn a hole through reality to our destination, Simmer. Though I do agree fire is a top option in most cases."
"I can manage short ranged teleportation with fire. Longer ranged..." Simmer murmurs, "Oh, now that...." she starts to giggle to herself.
"If you want help researching that later, let me know. I don't have any particular ability with fire, other than being immune to regular fire, but I can certainly help with the magic side."
Surraruthru says this as they begin strolling along.
"Oh, I'm going to get your help for that. What's better than fire that can burn through dimensions?" Simmer says.
Kascha opens her mouth, stops and merely nods. "Well yes, that could be useful. Perhaps it could be modified to attack the point of entry, in case it's hostile territory?"
"The three of you are damn fools," Pearwood speaks up, "Burning through dimensions, can you imagine how many ways that can go wrong?"
Surraruthru grins slightly insanely.
"Yes!" he chirps cheerfully, gaining a bounce in his step. "Can you imagine the power of that kind of fire if harnessed correctly? If you could weaponize it to follow the fabric of a plane, you might be able to burn an entire plane all at once! And if it's that powerful, maybe even eternally. Imagine setting the abyss or the hells on fire at their very essence.'
"Burning an entire plane..." Simmer lets out a moan that brings certain bedroom activities to mind.
Kascha blinks and looks at her, stepping a bit away from her, "Simmer, are you alright?"
Pearwood shakes his head, "Wizards," he mutters darkly, "Not a damned lick of common sense in them."
"Life goals. Simmer, have you ever thought of combining a Dispel with Fire? If you could figure out a way to make the fire burn off of magic, think we could coax it to consume the dispelled spells and burn the caster?"
"Could be done," Simmer says, "I've not bothered but it's possible."
"Hmm. Do you have any other project spells or ideas? I could help with them."
"A few. Are you familiar with Simmer's Contagious Fireburst?" Simmer asks.
"I've gone through most of the spells in Aurora's library, but I don't quite recall that one specifically."
Simmer explains it briefly.
I pasted it in chat for you last night.
Surraruthru nods at the spell... "There could be a lot done with it... With the right preparation, it could be converted to a wide scale destruction spell. Empowered and chained correctly, it could potentially wipe out an entire outpost. If you could hitch it onto a dispel and cause the damage to focus on the caster, it'd be a nasty retaliatory dispel, like a Reciprocal Gyre spell..."
Surraruthru pauses for a moment and then starts chuckling. "You could also use my magic rock trick. Make a bunch of rocks enchanted with it for once or twice a day use with a command word activation. Use something like Unseen Servant or an infiltrator to place them around, then set them off all at once. It'd be hilarious if you could transmute the spell into every brick of a building covertly. Imagine going to one of Lixer's outposts and having every stone in the place explode."
"See, Afina did something like that and it worked great for her," Simmer says, "You should talk to her about it, she could give you some pointers."
"I will. I might bring it to you after to try and find a way to make the fire more intense, as well. Was there anything else you had ideas for? A spell you want for yourself?"
"I'm good for now, but how about..."
Ready to move along?
Yup
> roll 1d100
<Serith> Kotono roll for Serith < 1 > [d100=1]
You walk perhaps an hour before you come on a small clearing. Here the sunset light flows in freely, framing a mace that lies on a large, flat stone within the grove.
"Well that's suspicious."
Surraruthru inspects the mace and the area, looking for traps.
Note: True Seeing, Keen Senses, Detect Magic.
"Just a lot," Simmer agrees.
Spellcraft.
> roll 1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 50 > [d20=13]
A sphere of force surrounds the mace, protecting it from the elements or being touched.
"Hmm.. Sphere of force is protecting it... Let me look a little closer."
Can I tell if the mace has any powers or what the CL on the sphere is, so I can figure out if I can dispel it?
The sphere is preventing you from analyzing the mace.
There's an epic skill usage that does it, DC 40. Roll for it real quick.
> roll 1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 45 > [d20=8]
Caster level 18th.
"It's a fairly powerful effect, but I can break it."
"It also has nothing to do with us," Pearwood remarks, "It may be sealed for a good reason."
Surraruthru shrugs.
"You're the guide here, so I'll listen if you think we should avoid it. But our encounter with it may not be chance, either."
"You think it could be fate?" Kascha asks, "Fate's usually a bad thing for Aurora, you know."
"Well, if it is, we'll solve it with fire," Simmer says, "I say we do it."
"I like new things, so I'm for it."
"It's your lives," Pearwood steps back - well back. Then back some more.
Surraruthru begins casting, targeting the sphere of force with a Greater Magic Dispel!
I basically can't fail this.
> roll 1d20+20 Dispel Check
<Serith> Iddy roll for Serith < 28 > [d20=8]
Considering it's CL 18 and dispel checks are 11 + CL, you just did.
No good, the magic resists your dispel.
Ah, shit, I forgot it's +11. FML. Okay, round two.
Surraruthru looks a bit embarrassed at his newbie mistake, but hey, everyone has their off days, and he begins casting again.
Superb Dispelling.
> roll 1d20+30 Superb Dispel Check
<Serith> Iddy roll for Serith < 46 > [d20=16]
"Second time's the charm?" Kascha says hopefully as you throw some serious mojo, calling on the proper names. The sphere ripples into the visible spectrum and crumbles away.
Surraruthru maintains his quiet dignity and simply inspects the mace.
Rolling like butt tonight.
> roll 1d20+37 Spellcraft
<Serith> Iddy roll for Serith < 39 > [d20=2]
It is a cursed mace-4. Any who pick it up will be increasingly possessed by an urge to slay anyone around them. Further, they won't be able do discard the mace without powerful magical aid.
"It's cursed, from what I can tell. Compelled to kill anyone near and unable to drop it."
"Ah. It seems our guide was right," Kascha clears her throat, "Sir Pearwood, you were correct. The mace is cursed."
Simmer peers at it, "So what should we do with it?"
"I can throw my portable hole under it and we can deal with it later."
"Good an answer as any. Afina can figure out something with it," Simmer says.
Surraruthru does so, opening his portable hole under the mace, letting it fall in, and then packing it away.
The mace falls into your hole as expected.
"Shall we continue on?"
Saying so, and after tucking the hole away, he starts meandering back towards their original direction.
"You're just going to take the cursed mace. Steal it. That someone left there for what I presume is a good reason," Pearwood says, "Adventurers."
"Well, I don't like it," Kascha admits, "But it's better than leaving it unguarded now. We don't have the time and leisure to repair the bubble, so we can at least take responsibility."
"If it's a thing that should be returned to someone and we discover so, we shall return it, I assure you. After all, we have a reputation for good to maintain. As well as my being a half-celestial. I feel I'm pretty trustworthy in these things."
"I still say we melt it," Simmer says.
"That'll be the first option if we can't break the curse. I'll be sure you're the one to do it. Speaking of, why don't you help out in the forges? Your fire might lend a special something to it, perhaps."
"Afina covers it and I don't have the talent for it," Simmer says, "I'm good at destroying things, not making them. I stay in there for the heat sometimes, I've tried."
"Hm. I'll think on it. I have some ideas, but I'll need to research to see how plausible they are."
Just for a heads up, I'm only bantering because you are. If you want to move on, I'm good to.
I was about to, this conversation was winding down.
> roll 1d100 Surru
<Serith> Kotono roll for Serith < 37 > [d100=37]
> roll 1d100 Surru
<Serith> Kotono roll for Serith < 61 > [d100=61]
> roll 1d100 Surru
<Serith> Kotono roll for Serith < 27 > [d100=27]
You wander for a time, onward and through the eternal sunset. It never gets brighter or darker, as if sunset is an eternal state rather than a passing phase. Fog rises at times, blanketing everything in misty dullness and turning your little patch of forest into a private paradise. It is amid one of those foggy times that Pearwood stops, "We'll eat and rest," he declares, "We're getting closer, but we'd best be ready in case we find trouble."
Surraruthru nods, and pulls out his rations and munches, lounging near Simmer for heat.
Simmer kicks back and tosses a small orb of fire from hand to hand. Kascha sits down and meditates quietly, while Pearwood eats and then closes his eyes for a few.
Listen check.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 53 > [d20=17]
You hear a song, a trilling. It stirs memories for you, the same sort of noise your mother made for you when you were young.
Surraruthru raises his head and cocks it, listening to get a better read on the direction of the sound.
"I think... I hear another faerie dragon..."
"It's possible," Pearwood speaks up, "I've heard of sightings in this plane before."
"Oh!" Kascha says, "You should go make friends and hopefully not fight for territory or dominance."
"I doubt there will be any dominance issue. Faerie dragons tend to play tricks and avoid fights; they're too intelligent to mistake a traveler for an invader. And they'll also be able to tell I'm now a true dragon."
Turning to Pearwood, "Would it be safe to? Any get someone lost forever tricks or the like in this place?"
"People don't come back sometimes, but the animals and predators here can do that already," He says, "No reports of murderous faerie dragons."
Surraruthru nods. "I'll be back, then. Maybe with some friends."
With that, Surraruthru slinks off into the bushes following the sound.
Surraruthru would know this, but is there like an answering call he can make, or an identifying non-hostile call?
There is, sure.
Surraruthru waits until he gets reasonably close and then makes the call, waiting patiently for an answer.
Listen check real quick to try and find it and hear it again, since you heard it faintly before.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 47 > [d20=11]
You can indeed hear it - from the east somewhere. You begin to follow, then hear it one more time, a bit closer. Still a good ways away, though.
Surraruthru continues following it, listening for the answers.
Did you make the call? I was giving you a chance to since you were waiting until you were 'reasonably close'.
Yeah, I meant I was repeating the call and following the answers.
> roll 1d20+18 ???
<Serith> Kotono roll for Serith < 36 > [d20=18]
You get a call back right away, then another that's a bit closer.
Surraruthru continues making calls and following the answers, taking care to watch the area carefully. As a faerie dragon he knows that it's likely whatever's making the call could be playing games with him, leading him in circles.
The calls get closer and closer. Then you come through some trees and see it ahead. A mature faerie dragon, fluttering in the air. A faerie dragon pup floats in the air behind her - it's a she, alright - and mostly hides.
Surraruthru steps out into the open and sits down, being non-threatening.
"Hello. I heard your call from a distance. It's been a while since I've seen another faerie dragon. A pup, too. It gladdens me to see. I am Surraruthru."
"Rosenathuan," The faerie dragon's voice is quiet, "This is not your grounds, are you traveling?"
"I am. To find a tree. A remnant of my world. I lost my grove and family to devils. It's a pleasure to meet another faerie dragon. I only know one other. I'm passing through with some friends. Would you like to join us for a meal and some fun?"
"You are a strong dragon," Rosenathuan keeps her voice down, "You do not want my territory?"
"Thank you for the compliment, but no. As nice as your territory is, I have my own elsewhere, far from here. I'm just passing through. Seeing as this is your territory, though, I would like to introduce my companions to you. It's only polite, as you own this land."
"As you like," The faerie dragon replies.
Surraruthru nods and turns to head back to the others, waiting for Rosenathuan to join him.
"What is your pup's name, if I might ask?"
"His name is Rainathiny," Rosenathaun replies, "Be gentle, his mind is not well. He does not communicate properly."
"Oh? Hmm. What is wrong, exactly? We have powerful magic and healing where I'm from. A place called Aurora. We even a powerful psion. If it's something we can help with, I'd be happy to arrange it."
"He only talks to me, he won't talk to others," She gently turns and murmurs something to him, but the dragon pup hides behind her.
Surraruthru nods thoughtfully.
"Honestly, I'm not sure if that's a malady or not. It sounds like it may be a simple socialization issue. Are there other Faerie Dragons around? I grew up in a family, with much family. Honestly, a part of me wants to invite you to Aurora. It's dreadfully boring with only one other Faerie Dragon, and one who's serving as a mount for a pixie at that, but... You have what seems to be very good territory here, and on a plane that favors nature greatly. It's a good home."
"He's met others, his mind isn't right," The mother insists, "It's a good, safe home," she agrees, going quiet after that, seeming to consider.
"Well, after you meet the others, you can consider my offer of help. I know meeting a benevolent dragon randomly, and in your own territory, is a rather odd situation but keep it in mind at the least. For my motivations, just consider it a way for me to connect to other faerie dragons after having lost my family. As I said, I've only come across one other."
Surraruthru lets her fall into quiet contemplation and travel as they go back to the others.
You reach the others soon enough.
"Hey," Simmer calls, "So you did find one."
"I did. Her name is Rosenathuan and she has a pup, Rainathiny. This is her territory, so I thought it'd be polite to introduce her to everyone so she knows who and what is wandering through her lands."
"Oh, how cute," Kascha comes over with a smile, "I'm Kascha, nice to meet you," she says in draconic, "I hope your hoard is well and fortune blesses you."
Pearwood merely gives them a glance and a nod of his head, respectful but silent.
The pup hides behind his mother, while the faerie dragon says, "A celestial? We do not see that many in Brux. The animals are much more common."
"I have celestial blood as well. Kascha, be careful with the pup. It seems there is an issue with him communicating with anyone other than Rosenathuan. Seems unusually nervous as well."
"Oh," Kascha stops midway and then smiles, "Hi," she says, kneeling, as a feeling of love flows over all of you. "I'm Kascha. Would you like to say hello?"
The pup stays well hidden behind his mother.
"Rosenathuan believes it may be something with his mind. She can tell you more if she wishes, but I've extended an offer to have our clerics or Tryll try to help if she wants. If there's a cost incurred for it, I'm willing to cover it."
"Oh yes," Kascha speaks up, "Tryll would be good to help if it's a mental problem, he's great with minds. If it's magic, I bet Balyss or Jaela could help."
"Thank you," Rosenathaun murmurs, looking back and forth carefully. "There are so many of you..." she murmurs. ""Are these your minions, Surraruthru?"
Surraruthru chuckles.
"I like to think so, but no. Kascha here serves the same god I do, Seira. She's a mortal who became a dragon, then a god. Simmer is an ally. Pearwood is a druid who is guiding us."
"Yes, there's not a enough fire in Surruruthru for him to be my minion," Simmer chuckles.
"Ah, my apologies," Rosenathaun murmurs. "You mentioned food as well?"
Surrarithru nods. "I figure between all of us here we can get some food together. I have the rations."
It's easy enough to get food together and a bit of magic flavors it nicely. Everyone sits down and eats, "So," Kascha says, "Do you faerie dragons have any interesting shared racial culture?" She pulls out her book and starts writing in it.
Surraruthru turns to the Faerie Dragon, "She researches dragons."
"Oh yes, I'm a wyrm wizard, if you're familiar with them? I gather all sorts of draconic lore about magic and other useful things, and generally study lore in general, in a generally general sense of generalness," Kascha's smiling by the end of that abomination of a sentence, "That includes racial cultures, like how humans usually form bigger cities with more robust culture while elves form smaller communities with more serene cultures."
"Well..." The female dragon considers as her pup eats, looking out every so often briefly before retreating back. "My mother taught me several songs in draconic that I think are passed down in the family or amid faerie dragons."
"I would like to hear some."
The song begins - it is a gentle thing, of raindrops and gold, of stacking up your coins. It's familiar to Surraruthru, bringing to mind his mother and half remembered days of sleeping and eating, growing up into childhood.
> roll 1d20+15 Perform:Song
<Serith> Koaway roll for Serith < 26 > [d20=11]
She's reasonably talented and sings well, even as it takes Surraruthru back.
"That takes me back. Well done. It's been a long time since I've heard singing like that."
Kascha starts clapping right away, while Simmer joins in followed by Pearwood. Once done Rosenathaun gently smiles as only a dragon can, "Thank you. You are...not bad, for visitors. Most visitors to this realm are hunters seeking powerful prey, perhaps even a faerie dragon."
"Unfortunate. Are the other Faeries Dragons in danger? I wonder if you all are in need of help or protection?"
"It can be a concern, but we're good at fooling hunters," A faint smile, "It is the less savory ones that come after us, since a celestial or goodly hunter wouldn't seek an intelligent, peaceful creature."
"Well, we'll have to set up a way for you all to contact us in case you need help."
"You're so generous. Why?" Rosenathaun asks.
"Why not?" Kascha smiles, "We aren't hunters here for prey, but passing heroes. Aurora is full of heroes, it's what we do."
"As I said, I lost my family and only know one other Faerie Dragon. Plus, I'm part Celestial. I choose to apply that good as goodwill where I want."
Surraruthru finishes with a very toothy grin.
"Your people can help my pup, too...." The faerie dragon murmurs, "This Aurora, where is it?"
"It's a fortress city that can move between planes of existence. You should know we're at war with devils."
"The...devils?" The faerie dragon asks, "What is a devil?"
"Kascha can explain."
Surraruthru grins at Kascha.
"Oh no, you do," Kascha smiles right back. "She's your friend."
"Devils inhabit the nine hells. They are evil creatures, like demons, but are more inclined to dominate and torture than simply destroy. Twisted things likes imps and pit fiends, bent on dominating every world. They've subjugated my home, Lifasa, and many other worlds. We've recently freed a world named Benfal recently. We can't match them force for force, but we have many powerful groups with us and can rend their plans well enough."
"Horrible!" The female faerie dragon gasps, her pup hiding even more behind her.
"Yes, that's why we fight them," Simmer agrees, "They're all around menaces that need to be taken down."
Sarrurthru raises an eye ridge at that and looks at Kascha.
"Canderella. Ebony."
Surrraruthru then looks back to Rosenathaun. "As a rule, they are to be destroyed. But where free will exists, so does redemption. To a point. Though generally the kill first, ask later policy is a good one with devils."
"What about them?" Kascha asks, "What do they have to do with any of this?"
"Were they not both once connected to evil? One is a Succubus, no?"
"Yes, and...?" Kascha says, "I think I lost your line of thought."
"I mentioned them simply as a counterpoint to saying all evil things should be destroyed. Some can be redeems. Few and far between, but they exist."
Kascha nods as the meal continues, a short pause.
"I'd like to go to this Aurora," Rosenathaun finally says, "How do I get there?"
"We can open a gate, but we're searching for a tree right this moment. I'd offer to let you travel with us, but I'm unsure it'll be safe and risking your pup isn't what we want. We could come back? I can open a gate now, but I'm unsure if Kascha has another casting of it?"
"We'll have to come back or rest a day," Kascha says, "With how the layers work, it's best to just come back."
"I agree. It also gives Rosenathaun time to talk to the other Faerie Dragons."
Ready to move on then?
Yarp.
> roll 1d100
<Serith> Koaway roll for Serith < 35 > [d100=35]
You travel a few more hours in the sunset realm, until at last yu reach the tall tree. It is massive, looming over everything and a clearing is around it. Wildflowers grow here unchecked, spreading everywhere. There is a sense of peace here, of calmness that naturally lulls you.
"Well this is certainly nice. I almost want this tree for my grove instead. Where do we go from here?"
"Wait," Pearwood says shortly, approaching the tree and laying a hand on it.
Surraruthru does so.
"...ahead," Pearwood murmurs, "Ahead, we are not far in a way."
"Confusing plane bleeding?"
Surraruthru questions as he begins following Pearwood again.
"No," Pearwood's voice is sharper, "Talking to the spirit of the tree."
"Oh, I know that spell," Kascha says, "I'm surprised a tree has a concept of a portal. They're quite simple, all normal plants are."
"This is not a normal plant," Pearwood retorts, "Were we the wicked, we would have found the alarm raised and the forces of the Beastlands ready to crush us. It is intelligent and sees for a long ways, something like a treant."
"Interesting. Hello tree."
Surraruthru inclines his head to the tree.
Make a Diplomacy check, -5 circumstance penalty due to Simmer.
[blockquote]Rolled 1d20+23 : 5 + 23, total 28[/blockquote]
Nothing happens at first, then...
> roll 1d20+28 Simmer
<Serith> Koaway roll for Serith < 44 > [d20=16]
Simmer groans aloud, a corona of fire bursting around her before fading. "The hell are you?" She hisses between clenched teeth, turning her gaze to the tree.
You can feel magic flowing in your bones, powerful and ancient magic resonating through the land. It makes the Weave burn in your veins, spellfire dancing across the edges of your vision.
"Simmer!" Kascha cries, rushing to her side in a tizzy. Her sword is out, held defensively as she stands vigil over Simmer.
"It is not a normal tree, it knows to fear fire," Pearwood says, "Run, flee this place and its presence! Follow me!"
Does it matter that Simmer has Spell Turning and Energy Absorption?
Surraruthru moves to follow Pearwood while looking at the spellfire, trying to discern its power and if he can counter it.
No, it's a supernatural effect, not a spell.
Make Spellcraft as well as K:N if you have it.
> roll 1d20+40 K:N
<Serith> Iddy roll for Serith < 54 > [d20=14]
The tree is an elder treant. It is letting its power over the area out, including the ability to suppress flames.
"It's an elder treant. It's best if we leave and let Pearwood talk to it, I think. Let's go."
The party hurries away in good order, fleeing from it as the sense of power lessens. Once a ways away Simmer shudders, "That....did not like me," she manages to choke out.
"No, I don't think it noticed your dryad nature before your fire nature. Any ideas, Pearwood?"
"Leave it alone," Pearwood says, "We don't need to pick a fight with it and get killed, we can find a portal to the next layer."
"Wise. Simmer, do you need a bit to rest before we move on?"
"I'll....yeah, that's a good idea," Simmer slumps to knees, "Give me a few moments."
Surraruthru nods and makes his way to her, climbing into her lap and sitting regally, pulling on his innate magic and letting it flow into her.
Using my 1/day Cure Serious Wounds, CL 25
> roll 3d8+15
<Serith> Iddy roll for Serith < 24 > [d8=2,3,4]
On her lap when she's on her knees? That doesn't really work, though the gist about CSW is on target.
Like clambering over her thigh type deal.
Healing magic winds through Simmer, enough to make her eyes close as she relaxes. "Thanks," she murmurs, "Bastard doesn't even appreciate a good fire."
"You can settle your score some day if you want. Maybe develop a healing spell based on fire and watch him burn to health? For now, let's find our way to the goal."
Ready to move on then? If so make Spot real quick?
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 38 > [d20=2]
You proceed a little further along, perhaps 20 minutes. You come to a river, slicing through the terrain sharply. It's well over 100ft wide, waters moving at a fairly rapid clip. Pearwood goes to the bank and kneels down, placing his hand in the waters.
Simmer pointedly looks away and crosses her arms.
"This river flows towards the River Oceanus downstream and thus towards Krigala. If we follow it upstream, we may find a path to Karasuthra or merely the headwaters of it." Pearwood says.
"Well, that's better than we've been doing," Kascha perks up, "I say we follow the river upstream and see if it helps us."
Surraruthru eyes the stream, judging it's speed and depth to see if he can swim through it and keep up with the others.
"I agree."
"Can we all fly?" Pearwood asks all of you, "That would be the simplest way, rather than you all stumbling through the muddy and tangled river bank."
Kascha merely flaps her wings and turns her attention to Simmer.
"That's what teleportation's for," Simmer retorts, to which Kascha smiles, scoops her up and takes to the air. "Let's get going," she says, over Simmer's protest.
[spoiler]
Kascha
HP: 279/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Simmer
HP: 346/346
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Surraruthru waits for Pearwood before taking off.
The four of you fly low, not far above the water. The water shine reddish-gold from the eternal sunset as you fly onwards and onwards.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=23 ]{23}
It's been over an hour of following this river. Your wings keep up a steady pace as you see something far ahead on the river. A flat barge sails downstream, keeping a low profile on the river.
Surraruthru eyes the barge and calls it out to the others.
"Any ideas who that is?"
Pearwood flies by walking on the air directly at a steady pace, keeping up with all of you. "Yes. There's two likely possibilities. The first is that it's a trade ship that managed to secure a cargo here and is heading back to another plane. The other is a lost ship that's gone off course."
"Hmm..." Kascha peers ahead, while Simmer crosses her arms and looks up at the sky. "Well," Kascha says, "All the more reason to fly by. If they're in trouble, we could help them a bit, and if they're traders, they're likely not objectionable. After all, isn't the Beastlands alright with hunting?"
Pearwood continues is pace as the barge slowly comes closer. "So long as the hunter can manage sometimes being the hunted, yes. That is the way of nature."
"Or maybe, if we're especially lucky, or maybe unlucky, it's poachers trying to escape with their kill. Then we can get some vengeance."
"The only poachers here are fiends and those who follow evil, as they are not welcome," Pearwood says dryly, "It fiends are so foolish as to sail in the open, then I disbelief they were able to succeed in the first place."
Nonetheless, the barge is getting closer. You can see there's several humanoids on the deck. Your draconic vision is more than sharp enough to pick out that they're elves in light leather armor, bows at the ready as the barge sails downstream.
"Elves with bows ready. Light armor... I wonder what elf tastes like..."
"SURRURUTHRU!" Kascha gasps, "How could you!? Elves are fair-hearted and intelligent! That's cannibalism! They're not just animals here to hunt and eat!" She gives you a rather unkind gaze, and for a moment, you feel the ghaele's gaze on you, as if a physical thing.
As Kascha exercises her exclamation points and interrobangs, Pearwood clears his throat. "We can descend to meet them or rise higher, so that we are unlikely to be hit even if they choose to fire at us. Choose and choose quickly, or we make a choice by not choosing."
"It was objective idle curiosity and dragons have been eating intelligent and kind creatures since... forever. I have a stronger craving for meat now than I had before the transformation, you know. Start worrying when I actually try it, until then my musings are harmless. As for the elves, they may know how to find or navigate to a closer portal. It wouldn't hurt to ask them."
It's perhaps as well that Simmer isn't Kascha, because the gaze you're getting would probably immolate you if Kascha were a pyrodryad.
"Very well," Pearwood cuts in before Kascha can add anything more to that digression, sinking down. As the ship comes closer, "Ahoy!" Pearwood calls in elven, "We are not your enemies but fellow travelers! May we come on board and ask you a few questions?"
Simmer ignores all this, still pointedly looking anywhere but towards the river below.
Your chance to chime in here with anything, Surru.
Eh, not really.
One elf comes forward - he wears a visibly finer suit of armor, green threads woven throughout it for decorating swirls and loops. "You have permission," he calls back, cupping his hands over his mouth.
Pearwood leads the way down and then the elf says something quietly - it's a language you don't know and probably weren't supposed to hear, but your draconic ears and listening training pay off. Pearwood nods back, expression relaxing as he replies in the same tongue, just as quietly.
"Pearwood," Said druid offers his hand, the elf taking it and shaking it.
"Orole," The elf says, a clasical blonde haired elf with too beautiful features and a hint of mystery to him, moving with a grace that would leave a human looking crude. "You travel in interesting company."
Meanwhile, the elves turn back to watching the river, forest and sky, largely leaving the rest of you alone.
Surraruthru lands with a graceful hop and begins strolling around the barge inspecting the things on it like a store owner inspecting his wares, largely ignoring the elves except to inspect them as he nears one.
"Surraruthru."
It has a lot of shiplike things on it, as well as things useful to running a ship. Things like rope and barrels.
"I'm Kascha and this is Simmer," Kascha replies, "Don't mind this, she just has a problem with water, sort of like an overgrown cat." She flashes the elf a smile while Simmer visibly bristles, but nothing more.
"Charmed," The elf matches Kascha's smile as you study ship-based things and elves. They're elves - leather armor, bows and blades as well. Well equipped and it's reasonably high quality gear.
"To get to the point of this," Pearwood asks, "We seek a portal to Karasuthra, we're following this river in the hopes it leads to one."
"It does, we come from there," Orole gestures back, "Though it has been over a day since we left it and the current of this river is fast. You have a journey ahead of you."
"It is no matter. Thank you," Pearwood says, walking up into the air like climbing stairs.
"Mildly interesting. Thank you for the diversion." Surraruthru waits for the others to take off before following them.
"We'll fly several more hours before resting. I will need it at the least, what of you?" Pearwood asks you, "Do you require sleep or trance?"
"To renew my spells, yes. When I do have new spells I should be able to give everyone the ability to fly much easier than everyone's individual spells. Other than that, I sleep normally."
As a note, I plan to give everyone Elemental Body: Air which will give everyone a flight speed at their normal speed with perfect maneuverability.
"Then onward, we'll make more time before rest," Pearwood says.
> roll 1d100
<Serith> Kotono roll for Serith < 25 > [d100=25]
The terrain slowly becomes more wild, with tree branches reaching out farther and farther along the river, which stays about this width, give or take 10ft at places. Less and less of the deep red sunset sunshine makes it to the river, casting the banks in shadow instead of sunny crimson. At last Pearwood veers to the side, coming to a small clearing near the banks. It's dry ground and clear, not much else to recommend it.
"This will do," Pearwood says. "We rest here."
Simmer hops out of Kascha's arms and stretches, "Guh. I'll see to the campfire."
Kascha lands and dusts herself off, "I'll fix up something simple for dinner. Unless you two are going to forage for that?"
"I can try for fish if you like."
"Fish is good," Kascha says, "Go for it."
Okay, OOC for a few things. You and Pearwood need to sleep. How much do you need to sleep? I presume you'll have Kascha and/or Simmer see to watches? Anything else?
I assume a full count of rest. I don't have anything that will reduce that. I will suggest we throw the portable hole somewhere decently hidden and use that as a camp hole. It'll be easier to hide and control entrance to. I really need to get that mage's mansion spell thing rolling... As for watches, if they want to. I don't mind doing a rotation.
Pearwood will sleep outside regardless, the other two don't care since they'll be on patrol. Anything else to set up?
If no one else will use it, then I'll just sleep wherever too. Other than that... Not really. Swimmin' for fishies time.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=57 ]{57}
Rest passes uneventfully. Any spell changes to make?
Only one. Getting another casting of Superb Dispelling. Has it been 24 hours since we started or are my previous buffs still active?
24 hours+ so yeah, spells down.
Okay, the following. Nothing really changed except Elemental Body: Air:
Tapestry:
Level 3:
Greater Magic Armor: (Spell Compendium, p. 136), CL 25, Duration 25 hours
This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
Level 7:
Energy Absorption: (Complete Mage, p. 103), CL 26, Duration 26 hours/expended
The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic. As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack) and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused.
Elemental Body: (Spell Compendium p. 78), CL 26, Duration 26 hours
You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water-dominant planes.You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Note: If the others want a different elemental type, they can say so and I can post what their bonus would be.
Level 8:
Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.
Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.
Strength of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Strength.
Mind of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Intelligence.
Mind Blank, CL 26, Duration 24 hours
The subject is protected from all devices and spells that detect, influence or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.
Additionally, the below are pre-loaded into the Tapestry for activation as Quiescent Weaving:
Resist Energy, CL 26, Duration 260 Minutes. (4 castings)
Subject gains energy resistance to: Acid, Electricity, Fire, Sonic of 30 points.
These spells are personal buffs for Surraruthru:
Moment of Prescience, CL 26, Duration 26 hours/discharged
This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed.
Superior Mighty Wallop, CL 26, Duration 24 hours
As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.
Epic Mage Armor, CL 26, Duration 26 hours
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.
Cool.
The next day begins quietly. You rise and study, then get a meal of berries and rabbit stew. "We should reach the next layer with any luck today, if the elves were right," Kascha says, "Be ready in case there's guardians or trouble."
Simmer's humming to herself, letting her berries char in the fire before popping them into her mouth.
[spoiler]
Kascha
HP: 279/279
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Simmer
HP: 346/346
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: +1 morale attack and will saves, immunity to fire and poison, resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
[/quote]
"Always. We've also got Simmer here to balance the odds. With this much flammable material around here, at the very least we can smoke-screen our way through."
Pearwood sits by the fire, eating and keeping to himself until this point. "We'll begin now," he says, taking one last bite of breakfast before standing. His body flickers and swirls, the power of air all throughout him. "Follow me."
The party takes to the air, flying over the river and towards your destination.
> roll 1d100
<Kobot> Kotono rolled 1d100 --> [ 1d100=1 ]{1}
You fly several hours like this. It's unremarkable and chatty time, just whiling away the hours of travel.
"...and that's why you don't mix alchemist's fire and gust of wind," Simmer concludes, "At least when anyone's nearby."
"Hold on," Pearwood calls, the river below much the same as the last several hours.
Surraruthru lazily loops around Simmer and Kascha, waiting for Pearwood.
"Oh? Is something wrong?" Kascha asks.
"No, something's right," Pearwood points to the riverbank, "I believe that's wild acelus reed by the river bank. It's useful in many potions," he says, "I'm going to go harvest some." He flies down, leaving the rest of you where you are.
Surraruthru moves down a bit to cut travel time to Pearwood in case he gets attacked by something.
Pearwood lands at the bank and immediately gets to harvesting reeds with a small scythe he pulls from his possessions.
Simmer stays in the air, looking ahead and to the sides, rather than down at the river.
Kascha floats down with you. "Have you ever done much potion brewing, Surru?" She keeps her gaze moving, but nothing seems to be happening besides the harvest.
"None. It's a useful skill, but we never really knew anything about it to teach each other."
Pearwood isn't long - he moves with ease and skill, severing reeds and gathering them into a small bag. It's a plain brown coinbag, far too small to hold them, yet takes them in without any problem.
"Oh," Kascha murmurs, "I've never had the time to learn a brewer's arts, as they're really the working men of item creators. You can make a simple and profitable living making potions of cure light wounds and never run out of customers."
"It's indeed a good choice. In fact, we may want to look into creating such a venture for Aurora. Our soldiers could always use some healing and empowering potions for on the spot use. I wonder if I could create a book that encompasses alchemist knowledge and imparts it on the user temporarily. Hmm... Something like an alchemist's encyclopedia. Recording techniques and imparting them the same way a spell book does..."
Surraruthru trails off, staring a bit blankly.
"I'm done," Pearwood announces a few moments later, taking to the air.
"Oh. Reverie over," Kascha smiles a bit, following him. "That's an interesting idea there, Surraruthru. Write that book and add it ot the library."
"Hmm, maybe. I plan to make a similar book for spellcrafting knowledge. It's something for later, in any case. Let's continue."
> roll 1d100
<Serith> Kotono roll for Serith < 100 > [d100=100]
> roll 1d100 uh oh, subtables there
<Serith> Kotono roll for Serith < 49 > [d100=49]
You travel perhaps another hour before the eternal sunset begins to dim. "That's a good sign, if..." Pearwood begins and looks up, "No, it's not a good sign." Above, the sky is rapidly filling up with heavy gray clouds. A wind begins to blow against you.
"A storm's coming?" Kascha half asks and half declares, "Bad enough to need shelter?"
"Absolutely. Storms in the Beastlands are savage and untamed, just like all the creatures here. We need to find shelter or make it and do it fast, storms come on rapidly and linger for some time." Pearwood says, already heading down to the gruond. "Flying through one is the height of folly."
"Let's look for shelter, then. If nothing else, we can use the portable hole. I really need to get that Mage's Mansion thing sorted..."
Okay, do you have any ranks in Search or Survival, Surraruthru?
28 ranks in Search for a total of +37, nothing in Survival.
Search check then.
> roll 1d20+37 Search
<Serith> Iddy roll for Serith < 55 > [d20=18]
You quickly look around and fortune favors you. Not far from the riverbank is a recessed cave - perhaps 20ft deep and 10ft wide. It's not spacious for that many people, but it should keep you out of the rain mostly.
"There, a cave. Should be big enough, let's go."
Surraruthru leads the way into the cave, pulling out his portable hole and sticking on the back wall to extend the space a bit more for general comfort of everyone.
Everyone gets in quickly, the winds starting to pick up.
"It should do," Pearwood stays, kneeling by the entrance and placing his hand down. Sharp, thorny vines emerge from the ground, weaving a vine lattice over the entrance. "This will keep the rain out but let air in."
"Hmph," Simmer glares balefully outside, "The only good rain is lava rain on Fire." She pointedly turns and faces the portable hole rather than the thorn wall.
"Oh, don't be like that. I'm sure the storm had no idea that you were here. It's just bad luck." Kascha smiles gamely, "If a tornado or other threat comes, we'll have to evacuate a ways back with teleportation. Does that happen with these storms?"
"Sometimes," Pearwood sits down, "Sometimes there's storm elementals lured to this plane by the storms and they make trouble as well."
"It's unfortunate luck, but we've been fairly fortunate on this trip so far, I think. A bit of a nap won't hurt much."
"As you like," Kascha says, as Simmer grumbles.
Plan is to try and rest through the storm?
Dunno about rest, but relax, yeah. I shouldn't need sleep yet, I guess, but if I doze I won't fight it.
> roll 1d100
<Serith> Kotono roll for Serith < 53 > [d100=53]
Sleep sure isn't happening. The pounding of rain? That's one thing. The constant crash of thunder and flash of lightning is another. A storm rages outside, the temperature dropping rapidly as rain pours down onto the endless forests of this realm.
"What a storm," Kascha murmurs, "It really is fierce."
"No sign of hail or tornadoes yet," Pearwood says, "Keep your fingers crossed."
"Hmm. Pearwood, would you be able to provide some wood for a fire? We can build it further back and get warmer."
"Not without it being more trouble than it's worth," Pearwood says, eyes ahead on the barrier of thorns, as if peering through it.
"None of should be that bothered anyway thanks to Surraruthru's energy absorption spell," Kascha chimes in, "Not even Simmer."
Surraruthru nods and curls up a bit to get comfortable.
Time passes. Less than an hour you think, perhaps? It's hard to tell as you let time go by. There's little conversation thanks to the thunder and rain drowning out anything but near-shouts. Nonetheless, it eventually slows and stops.
"It's over," Pearwood says, going to the wall and tapping it thrice. It retreats back into the ground, a drenched forest now revealed. Branches litter the ground all over and you see at least one tree has been knocked aside. It would be in your path if you couldn't just fly over it.
"No sign of nearby forest fires from the lightning. Let's go." Pearwood says, already taking to the air.
Simmer follows in a hurry, "I can only hope there's some ahead."
This gets your guide to glance back and down at Simmer, "You're the queerest dryad I've ever met."
"A good burning sorts out your priorities, if you survive it," Simmer smiles slightly as she follows. "Makes you realize what's important and what isn't. Most of the things normal dryads worry about aren't that important."
"At least, not as important as a good fire in the right place at the right time."
Surraruthru tosses in as he packs away the portable hole.
> roll 1d100
<Serith> Kotono roll for Serith < 84 > [d100=84]
From here several more hours of travel pass. The party breaks for a quick meal and rest around what should be noon, but who can tell in this realm of eterntal sunset. Hours after that - one moment you're flying beneath the sunset and the next you are immersed in pure, radiant moonlight. The moon shines in the night sky, joined by hundreds of stars gleaming bright. All around is a pitch black forest, save where the light of the moon penetrates the thick canopy, little pillars of light amid absolute shadow. The air is cooler and crisp, like a fine and cold fall day.
"Here we are," Pearwood announces, "Karasuthra."
"Excellent. Thank you for getting us here. Any idea how to find the specific tree?"
"I take you to the Grove of Plenty," The druid replies, "There you'll be able to find your tree."
"Let's continue, then."
"Now that we're on the right layer, I intend to speed this up," Pearwood stays, "Form a circle holding hands."
Surraruthru offers up claws to the others.
"What do you intend to do?"
"Transport us," Pearwood says, rather shortly. "There's a trick I know that allows is to travel through trees."
"Oh, I think I heard of it, but only for short range. You've perfected it farther?" Kascha perks up, taking out her book and starting to writein it.
"Yes, though the details are a druidic secret," Pearwood says, voice stern, "Do not attempt to study the spell when I cast it. I have prepared it to be cast silently to reduce your temptation."
Kascha's wings droop a bit as her pen comes to a stop. "Oh. Yes, you druids do keep your secrets," she says.
Surraruthru grunts.
"I don't specialize in that sort of magic anyway. Let's get going."
Since it came up, not going to try and Spellcraft it or anything?
Nah. I'm tempted, but I figure since the guy is helping me out, I'll let the Celestial part of me take charge and respect his wishes.
You all join hands, one of your claws in Simmer's hand and the other in Kascha's. You're suddenly moving hyperfast, squeezed tight and racing somewhere. Your vision is a confused blur as you feel something rough against your scales as you move along.
Simmer's hand is relaxed in yours, while Kascha's grips your claw rather tightly.
Surraruthru tries to give Kascha a reassuring squeeze... without his claws cutting into her, and waits for the movement to end.
Kascha returns it. A moment later, you find yourself face down in a pile of leaves, chilly wetness against your snout.
"We're here," Pearwood announces, "Within a few hours travel to the Grove of Plenty."
"Great," Simmer says, as Kascha groans a bit, "Anything we need to know from here to there?"
Surraruthru snorts at the sudden cold on his snout but stands and inspects the area as Simmer asks her question.
Quite logically, that would require getting up. You're in thick, dark forest. Kascha's twitching on the ground, face down in it and lying in a puddle of mud. Pearwood and Simmer are both on their feet, perfectly fine as they look around.
"That's strange, the spell's not meant to do that," Pearwood remarks, "Did you trip when we arrived?"
Surraruthru sits up and waits for Kascha to rise, planning to use a Prestidigitation to clean her up.
Kascha's muddy head to go, slowly getting up. "I think I managed to trip somehow," she says, as you clean her. She perks right up, "Thanks, Surru!"
"Ahem," Pearwood says. "Are all of you able to see in the dark?"
"Yes, everyone should have Darkvision from my spells."
Okay, cool. Make a Listen check, Surru.
> roll 1d20+36 listen
<Serith> Iddy roll for Serith < 51 > [d20=15]
Surraruthru can hear a rustling in the bushes behind the party.
Surraruthru spins to face it with a rumbling growl of warning, loud enough to get the other's attention.
A familiar beast erupts from the bushes - a tiger. It's growling low at all of you, fur bristling as the beast is long, large and has deadly looking teeth bared at you.
The others turn at the same time, "Oh, how cute?" Simmer says, "I agree, fur looks better burnt off your body."
Make a Intimidate check, Surrur, since you're trying that.
I lack that skill, so Cha check it be.
[blockquote]Rolled 1d20+9 : 5 + 9, total 14[/blockquote]
The tiger doesn't relent, instead pouncing at the three of you fast. It's going right for you in particular, lots of sharp teeth seen closer and closer - !!!
Init.
Surraruthru briefly glows with magic, quickly throwing magic into the tapestry...
Using Nerveskitter (Sorc), CL 16, Target Tapestry
+5 bonus to Initiative
> roll 1d20+9+5 Init
<Serith> Iddy roll for Serith < 17 > [d20=3]
> roll 1d20+14 Kascha
<Serith> Kotono roll for Serith < 16 > [d20=2]
> roll 1d20+12 Simmer
<Serith> Kotono roll for Serith < 17 > [d20=5]
> roll 1d20+6 Pearwood
<Serith> Kotono roll for Serith < 8 > [d20=2]
> roll 1d20+11 tiger
<Serith> Kotono roll for Serith < 19 > [d20=8]
Init is Tiger (19) > Surraruthru = Simmer (17) > Kascha (16) > Pearwood (8)
Init is Simmer (22) > Kascha (21) > Tiger (19) > Surraruthru (17) > Pearwood (13)
Whoops, missed the group target nerveskitter. Okay, edited this post and the rest coming in a new post momentarily.
Simmer glows with heat as she steps forward, into the path as she explodes into a nexus of flames. "BURN!" Simmer cries out from within, as waves of hyper-intense heat blast the rest of you back.
Okay, she's casting a fiery empowered greater fireburst, using her metamagic rod to maximize it, using battle magic on it, using metamagic specialist so she can do it as a standard action.
That's a base of 150+75+15+45=285 base damage.
> roll 1d20+16 Ref
<Serith> Kotono roll for Serith < 22 > [d20=6]
Failed the save. Ouch.
You're sent back a solid 20ft, reeling from the flames. When you blink your eyes clear, everything within 10ft of Simmer is utterly destroyed. Only a bit of ash floats on the wind, parts of trees burnt away, foliage gone and most of the tiger dust on the wind. The hindquarters and back legs remain, out of the range, and fall over.
"Told you," Simmer says.
Free act. Simmer wanted to vent a bit so she did when she got the chance.
[spoiler]
Kascha
HP: 279/279
Spells Active: Mind Blank (CL26), Greater Mage Armor (CL25), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: Resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used:
Simmer
HP: 346/346
Spells Active: Mind Blank (CL26), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL25), Heroes Feast (CL20), Energy Absorption (CL26), Elemental Body (CL26), SSD (CL26), Agility of the Dragon Princess (CL26), Strength of the Dragon Princess (CL26), Mind of the Dragon Princess (CL26)
Bonuses: Resistance to energy (all) 10, +3 natural armor bonus, +1 attacks when both you and enemy are on ground, +10 armor bonus to armor class, damage reduction 10/magic, +4 insight Dex, Strength and Int
Negative Conditions:
Resources Used: 1 7th level spell charge, 1 daily use of maximize rod, 1 daily use of battle magic, 1 metamagic specialist.
"Simmer. I feel the need to say something."
Surraruthru gives her a clawed thumbs up.
"Well done. I may need your help maximizing fire."
Pearwood's eyebrows go up as he surveys the radius, going to inspect a damaged tree with a hunk of it gone.
"Thank you," Simmer smiles, "I'll be glad to teach you more about fire. It's the best element."
Kascha looks around, "We should get going before a tree topples over," she says, "A few of the damaged ones may be unstable."
"And while it will have scared most animals away, the ones that will come to investigate will be even more of a problem. Let's get moving."
> roll 1d100
<Serith> Kotono roll for Serith < 85 > [d100=85]
Make a Spot and a Listen check for reference real quick.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 43 > [d20=7]
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 45 > [d20=9]
A few hours of nighttime travel is uneventful enough. Soon enough the woods become so thick as to barely be passable. Here Pearwood stops, "We're close," he says, "Once in there, you'll need to find the tree you're looking for."
Surraruthru nods.
"I can imagine it might take some time to do so, depending on how big of an area it is, so let's get going."
Any prep you want to do before going in?
Not that I can think of? I don't know of anything that will help me 'find' a tree outside of my Commune with Nature SLA, but I used that in the Benfal fight and it's a 1/month, so unless it's been a month, I don't think I have any prep or spells that will help.
You advance through the foliage with Pearwood's help - and then you come to it. An archway of rock covered in ivy, where the forest is much thinner. Trees grow about, each one alone and with plenty of space. It stretches far and wide, with rough dirt roads leading along and between the various trees.
"This is it," Kascha murmurs softly, "Trees from every world are here."
Surraruthru nods.
"It's quite impressive. Should we consider clippings from other trees for any of our other allies who've lost their worlds?"
"We have allies who have lost other worlds? Benfal was recovered," Kascha says, "I can't think of any offhand, can you?"
"I don't think so. My Prime's doing fine, even if I can't go there for a bit under a hundred years." Simmer says, "Damn Sharran nymph."
"Oh? I thought we did. I don't exactly excel in the diplomatic realms, so I'm not sure what the standing of other places is. In that case just the tree for me, then."
Surraruthru heads in, taking to the air to move faster and try to get better vantage to spot a familiar tree.
Going up and looking around a bit, the place is gigantic. You can see hundreds of trees ahead and to the sides with no end in sight. As you look around...
Spot.
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 52 > [d20=16]
On second thought, also make a quick K:N check if you have any ranks. That's also relevant.
> roll 1d20+40 K"N
<Serith> Iddy roll for Serith < 41 > [d20=1]
You can spot several things of interest.
You note various trees have subtly shifting bark. You can see feminine faces peeking out every so often - dryads. Likely bonded to the trees in question, you know that much.
You also can spot several large eagles flying about in the air, going over the area of the Grove of Plenty. Several are looking at you, though none are coming your way.
There's a stone house a ways ahead, off a small branch of the path. It has a stable, a well and a small field of crops.
The moon shines beautifully over everything, providing more than sufficient light for your draconic senses.
Surraruthru takes note of these things and heads back to the others.
"I've spotted a few things. There's a number of dryads and a small stone house; I'm a little interested in knowing who would be living out here. Pearwood, do you think either would be willing to help?"
"Possibly, but you'd need to be fast with your tongue," he says, "There's a few guardians that tend to the grove, as well as many natural defenders. Make a mistake and you'll either not live to regret it or drown in blood."
"Well, you know more about the Guardians than we do. I'd likely leave that to you. Or.. Simmer, how well do you get along with other dryads?"
"Some. I sort of get along with them like a house gets along with a fireplace. Great as long as the fire keeps to itself, and once it doesn't, it ends badly," Simmer says, wavering a hand back and forth.
"So Guardian first, then try a dryad? I doubt it would be wise to simply try and acquire a cutting if there's a Guardian this close by."
Pearwood nods without further comment, starting to lead the party along.
As you fall into formation and walk, Kascha murmurs, "Let's try not to fight here, this isn't like Ysgard and many of the guardians seem like good sorts."
"That's part of why I want Pearwood to talk. These are more his people than ours. Best foot forward."
"Good call," Kascha smiles, "Do you have non-lethal options if combat ensues?"
"Not in the least. When have you ever met a dragon that's been anything less than lethal? I can do some summoning, though."
"Try and think of ways, yes. Just in case." Kascha says as she hurries along.
From there you begin your walk to the stone building.
> roll 1d100
<Serith> Kotono roll for Serith < 47 > [d100=47]
It's an unremarkable trip there. The stone house is as you saw it before, nothing awry here.
Pearwood goes to the door and raps on it several times. Then several more, then a long wait.
"No one's here," Pearwood stays, turning back to all of you.
"Dryads, then?"
"Yes." Pearwood agrees, "I will attempt to contact one."
"I'll be ready in case you need help," Kascha says quickly, a hand to her chest, "But dryads aren't usually dangerous, at least."
"Yeah, nymphs are a lot deadlier." Simmer agrees with this while idly tossing her hair back, "I always thought nymphs got a better deal. Like some stupid pool of water's better than a tree."
"There's a lot more trees than nymph pools," Kascha points out, "I would think it's because of that."
"It's worse when they're together. Anyway, I think I saw one this way."
Surraruthru leads the others to the nearest Dryad he spotted from the sky.
Make a quick Spot check, would you?
"Nymphs and dryads together are stronger," Kascha agrees. "Though no threat to us anymore."
"Yeah, I can always just intimidate one, too. A bit of fire should do it." Simmer says, snapping her fingers as a little flicker of flame comes from them.
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 42 > [d20=6]
You pass by a tree - and you spot a feminine face forming in it as you pass, watching you.
The tree in question is a pine tree, tall and with plenty of green needles and pine cones. It's what you'd expect for one, but taller than most others you've ever seen. It must be an ancient old tree.
Surraruthru stops and motions the others to the Dryad.
"Hello there. Could we ask you some questions?"
Surraruthru attempts to let his Celestial nature shine through to calm the Dryad.
Make a Diplo check here, since it's basically a reaction check. +2 circumstance bonus.
> roll 1d20+23+2 Diplo
<Serith> Iddy roll for Serith < 42 > [d20=17]
The dryad gasps, frozen in place by your question. "I..." she stammers, "Oh! A faerie dragon. You startled me moving so fast," she says. "As long as you mean no harm to my tree."
"None at all. Though we are looking for a tree from Lifasa. Whatever Guardian lives in that home over there isn't around to speak to, so we figured it would be best to ask a local for help."
"Lifasa...could you say that in Sylvan?" The dryad asks, "Say it slowly."
"I don't speak Sylvan. Anyone else?"
"Of course," Pearwood rolls his eyes slightly, then utters a word slowly, one you don't understand.
"Oh! That tree's that way some where," The dryad points northwest, "It's a big one, too."
"Thank you!" Kascha smiles brightly, "That's very helpful of you."
Simmer wisely stays back and out of this whole thing.
"Thank you."
Surraruthru heads off that way with a nod.
Spot check.
> roll 1d20+36 Spot
<Serith> Iddy roll for Serith < 37 > [d20=1]
Listen check then too.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 50 > [d20=14]
You can hear rustling in the tree branches above you.
"Something's above us, be cautious..."
Surraruthru turns his head to stare at the source of the sound.
Looking up, you see several of the eagles are circling around and above the party.
Kascha looks up as well, "I wonder if they're intelligent," she considers, "Surraruthru, did you see any signs of intelligence?"
Surraruthru watches them, looking for signs of communication or coordination.
"Pearwood? The intricacies of animals is more your thing."
Pearwood takes 10 on K:N.
"They're intelligent or being directed," Pearwood says after a bit of study, "They're moving in a steady pattern if you pay attention and they're ignoring each other, they aren't pack predators so this is unusual."
"The local guardian using them as scouts?"
"It's possible, but they may also be natural guardians," Pearwood says, "Don't start anything with them."
"I haven't started anything with anyone so far."
Surraruthru huffs and continues his search for the tree.
You wander a time, Pearwood stopping every so often to lay a hand on a tree and concentrate. After about 20 minutes of travel he grunts, "The dryads don't have a great sense of scale and I'm not sure how big this place is. Bigger than you would think, possibly infinite."
"Then we'll have to do something to speed it up," Kascha says, "That should be possible with magic, right? I can use a wish if needs must be."
Make a Listen check.
> roll 1d20+36 Listen
<Serith> Iddy roll for Serith < 38 > [d20=2]
"It can be," Pearwood says tersely, stopping and holding a hand up. "Back," he says immediately, starting to walk backwards. "No sudden moves."
"Why, what's ahead?"
Kascha does so, moving carefully.
Simmer peers ahead, unamused. "Well?"
"Just do it," Pearwood says tightly.
Surraruthru snorts, but does as asked, irritably.
The party backs up. Pearwood is tense for a time, peering ahead, before veering to the right. "We'll go around," he says.
As you do, Simmer crosses her arms. "So what was that?"
"Yes, I'm curious about that too," Kascha says, taking her book out and opening it up. "What was it and what can you tell us about it?"
"I don't see why you were so scared. You have a celestial, a pyro-dryad, and a dragon with you. I doubt there's much we couldn't have dealt with."
"There are things best left be," Pearwood says, "I will say no more than that. Be thankful I was here with you." He then goes to the nearest tree and touches it, only to startle back. A wizened old dwarf emerges, his beard iron gray shot with white and wearing plate armor made of red scales.
"So there's one of you who exercises the better part of valor," The dwarf gives all of you a rather grumpy look, "What are you doing here, especially the fire-blooded dryad?" His gaze turns to Simmer and never leaves it, "Why would you bring a creature like that to a place like this?"
Surraruthru sighs.
"Oh come now. She's done nothing to you and yours. In fact, she's gone out of her way to be as non-hostile as she could be. Credit her for that and put your fears aside, dwarf. We're here for a cutting of a tree and nothing more, in hopes of using it to help restore nature to balance when we return to our world."
"Yes, I get the impression you're the ringleader here," The dwarf says, "Why do you want it and why should you have it?"
"Our world, Lifasa, was taken by devils. They've corrupted and destroyed much of it. We plan to take back our world. I plan to use the cutting in a ritual to mimic celestial memory crystals and have the survivors impart their memories and emotions for the world into it. Once we've taken Lifasa back, I'll use a ritual to implant the tree into a ley-line nexus so that the memories will be imparted back into the world and the natural energy of the ley lines will use it as a template to help restore nature to balance."
Quick question I have to ask for DM reasons: Are you being 100% truthful here? I don't mean to say you aren't being truthful, there's just a character ability in play.
Yes, with the caveat that I'm not going to go into details. Between Pearwood's warning about these guys, his personality, and Surraruthru's celestial blood, Surraruthru's figuring that being truthful, to a point, is the path of least resistance and expedience.
That's fine.
The dwarf listens to your entire story with an impassive look. "Well," he finally says, "That's a damned good reason. On your journey here, have you fought and proven yourself in combat? Survived the hunt of the predators here and emerged victorious?"
"A little, I suppose. Came across a dire bear, but as I can speak with animals I convinced it that we were just passing through and not invading or hunting. It walked with us until we were out of its territory with no issues. Simmer here dealt with a rather unreasonable tiger earlier, though. As far as food, we've brought most of what we eat with us. I got some fish from a river. Combat though? Come now, dwarf. One as in tune with nature as you should be must certainly be able to feel our strength and power. When have you ever met a dragon, no matter the size, that wasn't a dangerous predator?"
"You have wisdom," The dwarf says, offering you his hand. "I will show you the way to what you seek, but know this. The dryad who lives in that tree will not let you take some of it freely."
"I didn't imagine anything here was going to be free."
"Come," The old dwarf says, starting to walk with a steady, fast gait despite his visible age.
"Thank you," Kascha bows deeply, smiling after. "It's good for people to help each other, don't you think?"
Simmer rolls her eyes but follows, keeping her mouth shut.
Pearwood follows as well.
Surraruthru does as well.
Quick Spot check, +2 circumstance bonus.
> roll 1d20+36+2 Spot
<Serith> Iddy roll for Serith < 39 > [d20=1]
In a moment, you're...in forest, but different forest. The dwarf points ahead, a maple tree standing tall ahead, reaching the heavens. "That one," he says, the tree about 200ft away. "Good luck."
Surraruthru approaches the tree, but stops before it at a somewhat respectful distance.
"Hello, Dryad. I am Surraruthru. With me are Kascha and Simmer."
In feet? It might matter, so elaborate on what you feel a respectful distance is.
I dunno. About 20 feet?
Sounds good.
You come to within 20ft and speak. A dryad emerges from the tree, her face peeking out. She gives you a stare, "What do you want? You aren't devils, are you? The red one looks like a devil!"
"She's a dryad, actually. We're not devils. I'm a Faerie Dragon. We're from Lifasa."
"Hi, I'm Kascha," Kascha steps forward slowly, "It's nice to meet you, Miss Dryad." She smiles and keeps her hands open.
The dryad peers at all of you, "Fine," she says slowly, "What do you want?"
"A cutting of your tree to grow ourselves. I need it for a ritual to help restore Lifasa once we win it back."
The dryad eyes you, "If you're taking something valuable from me, I want something valuable too!" she insists, "Something that means something to you besides just money, too."
Kascha frowns, "A sacrifice? It's righteous to sacrifice for others in the name of good, but be careful what you sacrifice."
Surraruthru thinks for a moment, then reaches into his haversack, pulling out another of the anti-magic field stones and setting it down.
"Not only is this a part of my hoard, as innocuous as it looks, it's also a very powerful tool. When activated, it brings up a field that negates all magic."
Dryad takes 10 on Appraise.
"Yes, but does it mean anything to you?" The dryad challenges, "It's just an enchanted rock."
"It means survival and victory. I used one of these to put the fear of me in a Rust Dragon, a few to break into the lair of a daemon, and another to gain the help of a Gold Dragon to transform myself and gain the power of a true dragon. They've been quite useful to me in significant ways."
Toss a Diplo check on there in this case, I think. Feels appropriate.
> roll 1d20+23 Diplo
<Serith> Iddy roll for Serith < 36 > [d20=13]
The dryad holds the rock up and sniffs it, before taking it away and into her tree. She comes out, "Fine," she says,"But cut shallowly and gently. No troublemaking, you hear?" She wags a finger at you. "Devils get people who are bad...or good...or..." she frowns, wilting.
"I've no skill in this. Pearwood? Or perhaps you could guide us or give us a piece yourself."
"I'll do it," Pearwood says, "This should be done by someone who knows what they're doing."
He goes up to the dryad and talks softly to her, then kneels at the base of the tree and murmurs a few words. His finger turns into a sharp claw, using it to slowly cut into the wood.
"Thank you. This will help Lifasa greatly if the ritual works. I'll have a lot to do when I get back. Tell me dryad, do you have any memories of Lifasa?"
"I dream of Lifasa," The dryad's voice softens, "...it's nightmares anymore. All nightmares."
"Oh, you poor thing," Kascha comes over, patting the tree's trunk. "We're working to fix that, too."
"Yeah, we'll burn out the devils by hook or crook," Simmer replies, "Count on it."
"Hmm. Perhaps we should arrange a few visits from some of our surviving fey. A little company and reconnecting may do everyone some good."
"That's a good idea," Kascha says, "Something like Afina, Ilsenine or Crystal, a fey from Lifasa who understands. Good thinking." Her face lights up in a smile as she turns to you.
Surraruthru nods.
"I was thinking of Queen Ilsenine in particular. From what little I've heard of her, she's been through extremely horrible things and is... stuck in a rut? Is that right? Perhaps having something uncorrupted from Lifasa to reconnect to will help. And perhaps having company will wash out some of the bad dreams for our dryad here."
The dryad smiles, "I...that does not sound...bad." She says, slowly slipping back into her tree. Meanwhile Pearwood finishes, several pieces of wood gathered. "Are these sufficient for the task?"
"Is it enough to grow into its own tree?"
"With magic, and you'll need magic for this venture," Pearwood says, coming over and giving them to you.
"Let's get back," Simmer says, "Before something catches fire or something."
"Very well then, let's depart."
I don't recall who was going to gate us out. I have a gate ready.
That'll do. Where are you aiming at?
Gate/courtyard of Aurora. Is Pearwood coming? If not, I need to RP with him since I don't really have the magic to regrow a tree.
Pearwood follows. You appear before Aurora, the lost fortress glowing with magic and power. The spires rise up high, Pearwood's gaze following them up.
"Yep, we found Medicant," Simmer says, "Hell of a site, isn't it? It's not as big as fixed fortifications or the General of Gehenna's city, but it's ours."
Pearwood murmurs, "It is...impressive, for the work of man over nature."
"It is. Kascha, is there a central place we plant this tree? I originally thought to put it in my lair, but I dislike the thought of visitors in my lair. Do the fey have gardens or the like?"
"We have farmlands in Aurora, things grow rapidly there. That could work," she suggests, tapping her finger on her lips after. "Hmmm.....do you want it to grow fast, though?"
"It needs strength, not speed. It also needs time to absorb the ritual, once I've perfected it."
"I can work something out there," Kascha ponders, "I think so, anyway. Druid Pearwood, are you familiar with fast growth?" She turns to him and smiles, "Thank you for all your help by the way, you've more than fulfilled any obligation to us."
Pearwood grunts, "I am," he says, seemingly ignoring the rest. "There are times when nature needs a speed boost."
"Keep in mind that we want it accessible for everyone. The Lifasians that come into contact with it, the better. Is there anything you need me to provide, Pearwood?"
Give him the summary of the tree's goals and methods again? OOC's fine, this is a DM refresher so I make sure I'm on the right page.
Plan is to design a ritual that will create a magic circle that will allow people who visit to impart their memories and emotions of Lifasa as it was before the devils into it. Then, through feeding it natural energy and memories (after whatever modifications to it I need to make to make it retain/absorb the memories), make it a living vault for them. Once we take Lifasa back, plant the tree in a major ley-line nexus so that it can feed the memories back into the natural energy of the world so it can use the emotions and memories as a template to help restore the planet.
"It will not be a cheap or easy project, and beyond the favor I owe Morniel," Pearwood says, "Are you offering terms?"
"I've no issue with that and expected it. What terms do you have in mind?"
"I hear you have a skilled creator of magical items here," Pearwood says, "I would like access to her to commission an item."
"I'll have to speak to her first, but I don't imagine that'll be too much of an issue. Realize first, however, that she will have her own opinions on what you ask her to make."
"Naturally," Pearwood grunts, "A fey is nothing but opinions and trickery, but her to serve an entire army, she must have less of that than most."
"Quite. Gather what you need and I'll speak to her. Elena? Is Afina still in Aurora?"
"Nope, she's off on a mission," Elena's second body appears, dressed up like Balyss, down to her armor and shield. "Sorry. Why don't you come in and - ah crap," Elena murmurs, peering out of Aurora's gates as a gate opens. 27 comes through and Elena hums, "Hold that thought, official business, they're raiding Lifasa right now."
Surraruthru nods. "If they need back up, let me know."
"I will," Elena flies right off to the gate, "Just stand aside and be ready in case reinforcements are needed. I'm sending up an alert, so troops and officers are coming."
I haven't updated my spell list since we originally left, since we didn't do any combat, so do you want to consider all my spells restored for the day?
"Kascha, Simmer, if you need to grab anything for an emergency rescue, grab it now. I suggest some healing and defensive items. Scrolls and wands and such. Simmer, take one of these anti-magic stones. You might need it as an emergency shut down against magic or to establish a wall to stand behind."
That's fine, Iddy.
Once she's finished talking with 27, Elena comes back, "We're mounting rescue missions through portals post-haste. Now now now, 27 will give you directions out there. We're rescuing torture victims on Lifasa, speed is essential. Get them and anything you need from there through fast, we're on a time limit before devil reinforcements get out of hand."
"Then I need to get the senior people deploying here as fast as possible to establish my Tapestry and send spells out. Let me know when everyone's arrived."
You have one round as people rush in and get ready to gate. Cast what you will during it.
Surraruthru realizes the pace of the deployment operations and knows he won't have enough time to cast what he needs...
... So he'll just make more time.
Casting Time Stop. CL 26.
> roll 1d4+1
<Serith> Iddy roll for Serith < 4 > [d4=3]
Cool, you have 4 rounds. What are you doing with them?
I'm going to assume there's no time for including others into the tapestry since that takes 10 minutes IIRC, so I'm going to cast these and go with just Kascha, Simmer, and myself unless you say otherwise.
Surraruthru idly looks around at the suddenly frozen people and begins casting spells.
Casting these spells into the Tapestry as Quiescent Weaving:
Level 7:
Energy Absorption: (Complete Mage, p. 103), CL 26, Duration 26 hours/expended
The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic. As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack) and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused.
Elemental Body: (Spell Compendium p. 78), CL 26, Duration 26 hours
You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water-dominant planes.You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet. Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a —1 penalty on attack rolls and damage rolls against you).
Level 8:
Surraruthru's Stupendous Dragonskin, CL 26, Duration 26 hours
Grants you a +10 armor bonus to armor class and damage reduction 10/magic.
Agility of the Dragon Princess, CL 26, Duration 26 hours
The target of this spell gains a +4 insight bonus to Dexterity.
Cool.
As time resumes, people rush to Aruroa's gates. Balyss, Sage Vul'lath, Cresiel. Others are just behind them, 27 hopping up and down. "Aim there there there," he points, "Do it!"
Surraruthru follows the others with Kascha and Simmer in tow.
"Kascha, Simmer. Stay in spell range with me. I have some spells in mind for when we hit the ground to make close combat against us rather painful for others. I've given you both flight movement, too. I think we should focus on being a fast strike and response group, unless the ground commanders have other ideas for us."
Are you opening your own gate?
Wasn't planning to. I'll use whatever ones are opening.
Portals open as Moore rushes up, along with Jetina, "Go," 27 demands, "Portals! Hurry and keep them open!"
Moore shakes his head, no choice but to help out!
He could stop time, but... for now...
Three standard actions, the first on Sonorous Hum, which will then maintain one of Moore's Gates for him, then he'll open a second on his own and maintain it that way.
Surraruthru activates the spells he loaded into the Tapestry and heads through, looking for targets for either rescue or destruction!
It is a crevice, a vast crack in the earth. Here people are held in little broken cells or chained to walls, hundred of feet long and deep. Prisoners all around, hundreds of them spread out and cheering. You can see Jaela, Afina and their forces as...
Let me know how you're going to try and rescue them, Surru.
"Simmer, I assume you can melt through those chains and locks? If so I'll cover you while you free the prisoners, Kascha direct and control them. I'll run interference and watch for threats. Stick close and be ready to refocus as offense. Afina and Jaela are fighting, I'll message them and see if they need us to move off of rescue duty."
Saying so, Surraruthru begins casting a spell while pointing at Jaela, sending a message, "Jaela, reinforcements are here. This is Surraruthru with Kascha and Simmer. We're moving to rescue prisoners, inform us if you need us elsewhere."
Okay, room merging time. This topic's locked. I'll take care of any pasting.