We'll start this one with a quick check: What's your Fort save?
64
You feel a shudder as you come through.
Hm?
You stand in in a clearing amid a mountain. Ahead of you is a stone crypt built into the mountainside, rather quiet on a glance. It's all made of the same stone and blends in quite well. A glance back shows you're vastly high up, the ground below hazy and mostly obscured by clouds beneath your current vantage point.
Moore frowns at that, as he waits to make sure his friends come through as well!
Kaja, Cresiel and then Jetina all come through safely. The latter dusts herself off and adds, "So we made it?"
"Did any of you feel anything as you came through, by any chance?" Moore asks.
Is there any magic or anything in the immediate vicinity? Spellcraft of 113, mostly an idle curiosity more than anything else.
"Yes," Cresiel says, as you analyze the magic around you. The entire area is saturated in magic to hide this place. Magic to stop divinations, magic to block teleportation save from that portal, magic to make any who chance here without permission to turn around and forget it was here, and to never come back.
Well that just invites a question of a DC 85 spellcraft to identify the caster of these spells which is probably not going to work but he's gonna try!
Nothing. Whatever made it wasn't a creature.
"That's about what I expected." Moore says as he proceeds towards the crypt. "Whoever created this place... and put the magic in place is beyond my ability to recognize."
"That's impressive," Kaja says, "Worrying too."
"We're here," Cresiel says, "That's enough." Cresiel falls in besides you, shield at the ready.
"I have a feeling it was the Guardian, or perhaps the Incarnation themselves." Moore says as he proceeds. "Speaking of, I assume... mm... well, I don't know what to expect from this one, or what form it takes. I assume we will find out soon enough."
Perception real quick.
Take 10 for 96.
You approach the crypt. There's but one door leading in on a glance. It's a heavy stone door, closed tight.
Moore flies up to the door!
Any magic on it? Spellcraft of 113 again.
Yes. It won't open unless you have a specific item - which is what Rosenose gave you.
"He really has been there a long time..." Moore murmurs as he puts his hand on the door to push it open! Or... pull it, or... whatever way it goes.
The door slides aside. Within lies a short hall, leading to another door at the other side.
Moore proceeds, but checks for magic and traps as he goes!
Perception 96, Spellcraft 113. It will become a theme.
No sign of traps or magic.
"No sense trapping a place no one can ever get to." Moore says as he proceeds to the door to open it!
Ahead is a large, silent room. Old stone lies here and within rests a single coffin. It is made of the same stone as the walls, a plain colored brown carved well. The coffin is without decoration. It simply sits on the ground, no other doors leading further along here.
Moore will approach the coffin and look for magic here as well!
Perception for 96 and Spellcraft for 113, anything of note here? This also assumes the coffin doesn't have someone in it that opens it when he gets close!
No magic - but you can't detect anything past the surface. Something in the stone blocks it cold.
Moore does the sensible thing and tries knocking on the top of the coffin!
Maybe it's not sensible, but if there is something inside then it's at least polite.
Sorry about delays, lots of things interrupting the past 30 minutes or so.
"...knocking on a coffin?" Jetina says at last, "Why?"
The coffin does not respond to that knocking.
"I had a theory, but it's been proven incorrect." Moore says as he moves to try and open the coffin now, either by hand or, failing that, divine will!
The coffin opens smoothly. Inside lies a swirling portal, one of ebony black.
"That was my second hypothesis." Moore says. "What we are looking for is inside here." He explains. "Or, perhaps I should say, the way to our destination is through here. Come, I have no cause for concern."
He will attempt to enter said portal!
"Are you s-" Is all you hear as you enter into the portal, which grows to engulf you.
Fort save again, pixie.
Assuming you want the save and not just number. Everyone should still have all the boosters in place for this.
[blockquote]Rolled 1d20+64 : 8 + 64, total 72[/blockquote] Moore
[blockquote]Rolled 1d20+59 : 1 + 59, total 60[/blockquote] Jetina
Just for Moore, thankfully.
Moore floats in...darkness? It's dark here, dark all around. He's floating nowhere and everywhere, only pure black before him now.
"Hello." Moore calls out. "I imagine it's been some time since anyone's been here."
Assuming he can! If not he will use his divine speech,
He will try and move forward!
You can speak but there's no reply, and you see nothing ahead of you at all.
Well, there has to be something here...
"Light." he says, attempting to at least create something here.
Words of Creation to see if he can manifest some light to see by.
Does wherever he is 'feel' the same as the place between Creation and Beyond?
[blockquote]Rolled 1d20+54 : 10 + 54, total 64[/blockquote] Charisma
It isn't the same thing, whatever it is. Doesn't feel right.
Light is formed by your will and words with ease, yet does nothing to push back the darkness.
Well then, the best he can do is make a path to move forward.
He is just attempting to will a path forward into existence. At least then he can somewhat get his bearings.
"Guardian, I am here for what you are protecting." He calls out.
...actually, is there even a Guardian here? One wasn't mentioned...
Nothing happens.
What a curious thing.
No path, nothing.
Will you break?
No response, either.
So he can create light, but not a path?
Well, he's gotten this far... he looks down at the chain with the finger, he holds it out to see if perhaps it points him in any particular direction.
The finger points ahead - and sure enough, you see a path ahead.
Ah, so that's it.
So the others probably didn't go through the portal.
He proceeds onwards!
You follow the path. As you do...
'Our enemy is he who seeks to walk this path,' A quiet voice intones in your mind. 'Turn back.'
"I am not your enemy." Moore says aloud. "But I must find what is hidden here." He says as he continues forward. "Are you the Guardian, left by the Incarnation?"
"...Then there will be no mercy!" Is the answer, as with a rush - !!!!
Init.
[blockquote]Rolled 1d20+45 : 8 + 45, total 53[/blockquote]
It can't beat you in init, so you go first.
You see it as a blur - a solar. A solar clad in white and gold, armor and smooth, free flowing cloth that girds it. It is far larger than you or even Hanna, a titan that charges ahead dead on for you.
"Peace, solar. I am not here to fight. I am here on a mission from Chronias."
Moore raises a hand towards the solar, attempting to show that he has no wish to fight!
Using Words like usual, he's trying to emulate what Zaphkiel does!
[blockquote]Rolled 1d20+54 : 17 + 54, total 71[/blockquote] Charisma
Definitely a case for a Diplo check on top of it.
Take 10 for 130
That's enough to at least make the solar hesitate, no blow from his flaming sword coming down at you.
Chance to react or say something.
"I am here for what the Incarnation of Balance left." Moore says, simply. "The fact that I was not turned away from entering any of the portals that led here should prove any doubts you have, as well as this. I received it from Rosenose." He holds the necklace out.
A sword of flame, slowly lowered.
"You have that. I did not think you were allowed to travel here. I know not what matters you speak of, save they must be of the highest importance."
"Things have changed a great deal outside." Moore says. "Do you know who, or, are you the one who guards what was left here?"
"We guard the way ahead, seven of us," Is the answer, "We do not here of outside, our duty is here."
Moore nods. "Do I need to pass all seven of you, or will you be able to convince the others to allow my passage?" He asks.
The solar stands aside, "Hold that symbol out and you will pass," Is the answer.
Moore nods. "I believe your vigil here may be over soon. I will ensure if it is you will be honored for your time here."
With that, he proceeds on, holding the necklace out as he does!
You receive no further interference.
Darkness.
Endless black, endless night.
Are you anywhere?
You can't answer that.
Let us begin.
You drift without drifting, you move without movement.
Will you break?
Endless. Nothing ahead, endlessly.
"Ah, there you are." Moore says. "If I've made it this far, I have hope that I can make it through this. I don't intend to let this stop me."
The only answer is pressure around you, sharp and overwhelming.
Fortitude save.
Moore shields himself with a little bit of extra magic in that moment!
[12:30] <Nephrite> roll 1d20+64+15 mettle (+GI)
[12:30] <Penuche> Nephrite invokes Penuche's magic: < 87 > [d20=8]
Passed, 2000 damage becomes 0 damage.
The pressure. A pressure that can crush a world. A pressure that can obliterate a billion lives.
He did not break.
You endure.
Interesting.
Ahead of you a single path unfurls, as if to invite you deeper in.
Boy, that's terrifying.
Moore proceeds onwards, singing a soft song to himself in case there are further trials of endurance.
Just refreshing Inspire Heroics here mechanically.
"I've never met one of you Guardians before." Moore says as he proceeds along the path.
To exist is a burden.
The endless order and procession of life disgusts me.
I yearn for the silence of nothing again.
How can you live when you can return to rest?
Why did you resist being broken?
Moore smiles.
"No wonder I'm the one who is here before you today." He says.
"Let me tell you a story."
He clears his throat.
"A long time ago, well, not to you, but bear with me - there was a pixie." He says. "I know what you're thinking already -- and the answer is yes. Anyway, that pixie lived in a paradise with friends and more. He couldn't ask for anything more in the world... until he started to lose hope in what he enjoyed. He became disinterested in the life he had, and was convinced that there was another way."
A pause.
"It's what let evil into his heart, to, at the very last moment, betray his friends, his home, all for promises because he lost hope. That pixie died, believing in the lies of hopelessness."
A breath in and out -- one he doesn't need, but one he's so used to.
"That pixie woke up in a strange land, bereft of all of his memories. He had no idea who he was, where he was, or why he was where he was. But he knew one thing - he had to keep going, and keep going he did. He never stopped going. He met so many people in that Lost Realm, saw so many fantastic things. He was given an opportunity there to become more than the hopeless person who died. He managed to fight, fight, and keep fighting, believing in the hope for a better tomorrow. It's what led him and his friends out -- they had to believe in something, believe that anything was better than the despair of endless silence."
A clear of his throat again.
"That pixie woke up again, in the cold and frigid hills of Venya, without any of his memories of what he'd been through before dying, or before going to the Lost Realm. That pixie knew in his heart he'd forgotten something important, and he knew he'd have to keep believing in order to find it again... and that is why he kept fighting. He fought against Hell and their shackles that only tie people to despair, he fought against the Father, who's hunger would only lead to despair, he fought against Creation itself trying to hide his memories from him so he could remember. He fought, and he fought, and he kept fighting, because hope is the one thing no one can ever take from you."
His expression steels as he continues forward.
"I resist being broken because Creation deserves to have people in it that fill it with hope for tomorrow. I don't want to rest until Creation is safe from evil and hopelessness, until all beings can themselves rest in their own happiness."
You speak of great things.
Can you speak sweeter than her song?
I hear it, even from here, and it pleases me.
"You've been here so long, you were never allowed to hear anything else, were you?" Moore says.
"Let me tell you the story about the battle for Benfal." Moore says as he proceeds.
"Do you know of it? It's was a prime world, but it's in Elysium now." He says. "My friends -- from Aurora, which... well, maybe I should start from the beginning... Okay, so this isn't firsthand information, but it's rather well-documented." He says with a grin. "It all started with an old curmudgeon of a wizard named Medi. He'd probably be mad I called him a wizard instead of whatever ridiculous title he came up for himself..."
I am not actually sure how well documented the adventures to find Medicant were, but I assume there's at least something. Anyway, Moore is going to recount the story of Afina and Jaela And Pals finding it and eventually forming Aurora.
"Anyway, that's how Aurora got involved in a lot of fights against Hell. I don't think there's a very big gap between hopelessness and eternal damnation as it compares between the likes of those types... if you're in Baator, you've basically lost any hope that you can find a way out and have lied to yourself so much that it's effectively become true. So, let me tell you about the fight for Benfal -- have you heard of it? It was a prime in... you know, I don't actually remember, but it's not there anymore, it got lifted up to Elysium. Boy, was that a sight... anyway, we got asked to help with the fight..."
Moore will recount the Battle for Benfal, including, but not limited to -- the fight against the awful twins, the paragon assassin, his own push with Adrian against the forces, I know I'm spelling this wrong but I can't find it right now, the last ditch effort of Shemaza (Semaza? Sehmaza?) Semyaza and its uplift into Elysium from Cantasa Alexandria.
"Cantasa Alexadria's song and the Empyreal Gate opening are actually what led me to eventually push to overcome the idea of anathemic knowledge." Moore says. "I knew something had happened that I couldn't remember, and I just kept not giving up on it... I kept believing in myself overcoming it, and just kept trying and trying and trying."
You speak of great things.
Yet what of that is better than her song?
Shall I invite her and ask her?
"I think you should listen to things besides her. You have the power, don't you?" Moore says. "You were created by the Incarnation of Balance, right? So balance her song with your own, or of others, of hopefulness and a future for tomorrow."
He proceeds onwards.
"If you asked her, she'd make you the same promises she makes to every other being -- thoughts of loss and nothingness that amount to giving up. But there's so much more out there... even in the Beyond, you can find things. Incomprehensible things, for certain... but maybe we just can't fully understand them. I think there's hope yet for some way to communicate to things from Beyond, and I hope to see it one day. I think you should have hope, too -- maybe you shouldn't just listen to my stories, maybe you should go see it for yourself, the vibrant world of Creation outside."
I cannot.
My duties bind me to this place.
This place where I can hear her song.
"Once someone receives the treasure left by the Incarnation, are you free to do as you please?" Moore asks as he proceeds. Well, he's probably not really going anywhere since this entire place is malleable infinity, but he continues to think he's going forward.
I am to leave Creation and never return.
"Do you have a choice?" Moore asks. "Are you allowed to do anything else?"
I am not, except my duties here.
"So, if I'm understanding the rules... you're not allowed to leave here until your duties are done, and then after that you're to leave Creation and never return, correct?" Moore says. "But you could interpret that as 'When your duties are completed here, you are free to do what you wish to do, so long as you leave Creation and never return... right? Did the Incarnation say that you had to leave immediately after completion, or simply... after?"
Immediately, I am not to resist this ruling or to circumvent it.
"I suppose they thought about that loophole even back then." Moore laments. "Well, let me ask this - can you contact any of the other Guardians who have left Creation? I'd be curious what they'd tell you about it, and about why we beings of Creation are ones full of hope and want to see a better tomorrow."
I cannot.
"If they all left Creation, I imagine they're all in the Beyond. I bet they'd tell you there." Moore says with a smile. "I mean, I can give you an endless number of reasons why you shouldn't give into the despair you hear and have heard for so long... but maybe, if you'd like, I can just sing a song full of hope for you? I think you deserve to hear it."
Very well.
Moore starts to sing a quiet song for himself.
"It's a song about life and hope." Moore says. "A song that weaves the Words of Creation into it."
He's going to bolster his Charisma with Inspire Excellence as he goes along. This is entirely a 'he's singing and using the Words of Creation in the way they can be used to chastise oblivion' thing, so he's combining his performing and that use of the Words of Creation. I have no idea what kind of check is called for in this case... do you want a perform check as well as a charisma check, or something else?
Perform check as well as roll the damage for using that function of the Words.
Assuming you mean the damage to himself? Since it doesn't do damage to Sharrans.
Anyway, the perform check is Take 10 for 153.
I am also assuming I roll for the 'successful' version.
[15:02] <Nephrite> roll 77d4
[15:02] <Penuche> Nephrite invokes Penuche's magic: < 202 > [77d4=202]
That should be reduced to 75%, so 151.5, or 152 nonlethal damage.
Yes, damage to yourself.
In that case, Charisma as well.
[15:29] <Nephrite> roll 1d20+61 (Inspire Excellence, aura, +GI)
[15:29] <Penuche> Nephrite invokes Penuche's magic: < 79 > [d20=18]
A long silence, a long nothing.
...I suppose I must do my duty and administer the tests.
"I've heard about that." Moore says. "Are my friends welcome to participate, or is it just myself?"
Call them if you wish.
Moore will attempt to call Cresiel, Jetina and Kaja to him!
Okay, how are you doing that?
Well I admit it seemed like the Guardian was just going to help, but to do it in more of a manual way...
Cresiel, Jetina, Kaja, are you able to hear me? If so, please enter that portal.
We hear you. We will do so.
Moore will wait!
It's not long until the others catch up, "Moore," Kaja calls, "What's going on?"
Moore gestures ahead. "The guardian has spent an eternity listening to the song of a certain hopeless one. Through some conversing, they've agreed to let us take on their trials." He says as he turns in that direction.
"I admit, I'm not exactly familiar with the formality of these, but I believe I understand that they can take any form you choose?" Moore asks aloud.
Jetina takes a breath and readies herself.
Go forward. Return when you have found the pebble.
"You all did hear that, right?" Moore asks as he starts forward!
"Crystal clear," Cresiel agrees, already moving forward with you.
Jetina takes the middle as Kaja takes the rear, while Cresiel guards you. "Far too clear," Kaja says, "A pebble in the void, huh?"
"I wouldn't think too much about it." Moore says as he proceeds. "My understanding is that these are sometimes more than what they appear on the surface. I would keep that in mind as we try and solve this."
"Hope you're right," Jetina murmurs as you go on.
Just going to fly out ahead and see what happens?
Yes.
You fly out.
There is nothing everywhere around you. Nothing at all.
"So a needle in a nothing haystack?" Moore voices. "I don't doubt that there is a pebble somewhere in all of this..." He turns back to the others. "This doesn't feel to me like we're just supposed to aimlessly look around. What do you all think?"
He does happen to look down at the necklace to see if is just happening to point him in another direction.
It does not.
"If this is like the Beyond?" Jetina ventures at last, "Maybe the trick is that we need to make our own way through the haystack to the needle?"
"It's not quite the same, but I don't think it's that different either." Moore says.
He considers for a moment, he was able to make light here earlier, hm...
"A path forward, to our destination." Moore says, attempting to will a road in this place into being! One that goes forward.
[blockquote]Rolled 1d20+61 : 8 + 61, total 69[/blockquote] Charisma
If it isn't clear, he's... just trying to mix his divine power with Words of Creation for some sort of literal road to where they need to go.
You feel a small shudder in you, but far less than it was as a mortal. You endure the stab of pain as a road forms before you, of paved stone and that leads the way ahead.
70 damage.
Does that sort of damage go through Divine Shield?
"Let's follow it and see where it goes." Moore says as he proceeds along this road!
Yes. Self inflicted damage, as it were.
Cresiel follows while Jetina merely asks, "Do you need healing?"
"I will be all right." Moore says with a smile. "My music seems to to do the same thing your spells do and has a lingering effect of healing now."
Moore continues on, curious where this path will lead them, though he has hope it will lead them where they need to go!
You walk the path - and suddenly ahead is a raging river. Waters roar ahead, stopping your path cold, intersecting it. It continues beyond it.
"This is rather interesting, isn't it?" Moore asks as he goes to see if he can tentatively just fly over this river!
You try and yet the river and path rise as you fly, matching your movements.
"Oh, I get it." Moore says.
He ponders a moment, if he put a wall there it would just fall over, but maybe...?
"A bridge to raise the water!" he shouts, attempting to simply put a raised piece of stone going along the raging river to allow it to rise up so they could simply pass underneath the bow raised section of the water!
Let me know if my mental image of how this would work isn't clear.
[blockquote]Rolled 1d20+46 : 17 + 46, total 63[/blockquote] Charisma
So basically like an arch the waters will flow up and then down, which makes a space to go under it safely?
Yes, exactly.
This isn't hard, your new nature and alter reality enough to do it with a minimum of pain. The waters rise up, as expected.
20 damage.
Moore will proceed onward!
Just for upkeep purposes, the fast healing from his songs will top him off.
Thus you walk. As you continue on?
Beware, another has come to be tested.
Moore blinks.
How could anyone else manage to get here...?
"Thank you." Moore says.
He turns to the others. "There's only one other group that I think could manage it... this may be problematic."
"Gathgorian and Bel," Cresiel's voice is heavy.
"They found this? How?" Jetina asks, "How did they get past the solars?" Her voice has open disbelief.
"Asmodeus. How else?" Cresiel's retort is immediate.
"Even so, I can't imagine they've gone unnoticed." Moore says. "Especially in a place like Arcadia... well, we will continue on. We can't worry about what it is they do."
He soldiers on, though at a slightly faster pace!
Ahead and onward - and ahead is a simple end to the path, to where a small pebble rests.
Moore will lean down to pick it up - he has no reason to fear what may happen when he does!
About a foot away, your hand bounces away from the pebble. Pushed back by an unseen force, unable to touch it.
"Ah... silly me." Moore says. "Hm... how about if it comes to me?"
He is going to try the same thing as he did with the arch, except just raise the ground up slightly so the pebble will just roll down and he'll put his hand down at the bottom for it to fall into.
[22:27] <Nephrite> roll 1d20+45 charisma
[22:27] <Penuche> Nephrite invokes Penuche's magic: < 51 > [d20=6]
Nothing happens - the area around it simply does not react to you.
"...Hm." Moore says, then he snaps his fingers like he thought of something, as he creates a pebble of his own in his hand!
[22:41] <Nephrite> roll 1d20+45 charisma
[22:41] <Penuche> Nephrite invokes Penuche's magic: < 63 > [d20=18]
Then he gently rolls the pebble along the ground to see if it will get stopped or roll on to hit the other one!
The pebble rolls right through and hits the other one.
"Well reasoned," Cresiel agrees, "And it looks fruitful and worth the effort."
"I hope that works," Jetina agrees.
"One of you grab it then for me, please." Moore says as he creates another pebble to hit this one again, hopefully rolling it right into someone's hand!
[22:58] <Nephrite> roll 1d20+45 charisma
[22:58] <Penuche> Nephrite invokes Penuche's magic: < 62 > [d20=17]
Kaja snatches up the pebble - you got it!
At the same time it settles over all of you. A miasma of rage, a miasma of seething, unthinking fury. It's like a tidal wave of it, drowning out anything else beneath the inevitability of hatred, of fury.
Moore's been in the presence of both Gathgorian and Bel before -- well, Bel in a fake vision, but still. Does he feel like this is likely one of them?
No, it does not.
Moore frowns as he's struck by that feeling. "I don't think that's from either Bel or Gathgorian." He says.
"They might've brought something else with them. Either knowingly or unknowingly." He adds as he turns to start heading back. "I'm going to protect us and bolster our strength in case we run into something."
He will start re-doing Inspire Courage, Greatness and Heroics on everyone as they go back. Assuming nothing stops this from happening, anyway.
Concentration check.
I do not remember what we're supposed to use for those since that isn't a skill that exists. Level + Con?
Yeah, that's fine for this.
[12:16] <Nephrite> roll 1d20+35
[12:16] <Penuche> Nephrite invokes Penuche's magic: < 50 > [d20=15]
If it's CL + casting stat as suggested then the roll is 91. If it's Con then it's 76.
You manage to sing despite the overwhelming rage that fills everything around you.
"What is that?" Cresiel readies his shield, Jetina's sword prepared. Kaja steps forward, ready to strike.
Flee or die.
I claim this treasure. My fury shall feast on it.
I don't think we've been introduced to this one yet, who is this?
K:P.
Take 10 for 118!
This rage, this anger - one figure looms in your mind above them all.
Torm, the Hateful Fury.
So just so I have a reference here, how big of A Problem is this? Is Torm a greater deity?
"Torm." Moore says to the others. "Either that, or a facsimile created by the Guardian."
They don't have a lot of time either way, but they can't just do nothing... desperate time calls for desperate measures!
Zaphkiel - Are you able to tell me if Torm really is here with us?
He's up there. It's a little unclear his his fall but he's at least a lesser deity.
"Bahamut's shit," Kaja curses softly, "A chance to face such an opponent!"
"We can't lose, even to Torm," Cresiel steps forward. "We will resist."
You get no reply - be that Zaphkiel's choice or the will of the Guardian is an open question.
"Either the Guardian had interdicted my ability to speak to Zaphkiel, or he's choosing not to answer." Moore says.
He turns and starts heading back. "Regardless, we are still taking a trial from the Guardian. It's up to them to decide if he's allowed to interfere in that or not."
"Bahamut help us," Kaja murmurs, but he smiles, blades ready.
"Razie-" Jetina begins, but stops. It strides forward. A man in dented, dirties and bloodsoaked armor. His face his hidden by a helmet of a demon screaming in rage, a great sword in both hands that steadily drips with blood. Before you is an avatar of Torm, blood left behind with every step he takes forward. He approaches fast, fast as one of you if not faster, not slowed by his armor in the least.
"Guardian, is our trial to still return with the pebble?" Moore asks aloud.
To the avatar, Moore raises his voice.
Torm. You are not welcome here.
There is no answer from the Guardian.
Torm's answer is a furious battle cry as he rushes in.
He may not be welcome but the fucks he gives is about -20 or so. You obviously have a big problem. Init.
[13:39] <Nephrite> roll 1d20+45 Moore
[13:39] <Penuche> Nephrite invokes Penuche's magic: < 59 > [d20=14]
[13:39] <Nephrite> roll 1d20+23 Jetina
[13:39] <Penuche> Nephrite invokes Penuche's magic: < 33 > [d20=10]
Everyone gets +23 to Init... which means I did my math wrong, Jetina's should be +28, so her total is 38.
> roll 1d20+43 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 54 > [d20=11]
> roll 1d20+38 Kaja
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=15]
Init is Torm (Supreme Init) > Moore (59) > Cresiel (54) > Kaja (53) > Jetina (33)
Torm wins init.
An aura of pure anger washes over all of you as Torm charges forward, that...
Will saves, all. Penetrates immunity but +5 bonus to the save if you are immune to mind-affecting.
Everyone should have mind blank. Also, everyone gets +16 to their saves here.
[14:12] <Nephrite> roll 1d20+53+16+1 Will save, Moore, mettle
[14:12] <Penuche> Nephrite invokes Penuche's magic: < 74 > [d20=4]
I'm dumb and forgot the +5, so that's 79.
[14:13] <Nephrite> roll 1d20+61 Jetina, mettle
[14:13] <Penuche> Nephrite invokes Penuche's magic: < 68 > [d20=7]
> roll 1d20+76 Cresiel
<Rei-chan> Kotono rolled : 1d20+76 Cresiel --> [ 1d20=1 ]{77}
> roll 1d20+45 Kaja
<Rei-chan> Kotono rolled : 1d20+45 Kaja --> [ 1d20=19 ]{64}
The scream comes from Jetina's mouth first, but Kaja echos it. The two surge forward in sheer fury, going to meet Torm. Cresiel joins them as...
Both of them are affected as if by a barbarian's rage class features, except they get none of the benefits but retain the limitations of it, as well as the penalty to armor class.
At the same time Torm surges forward, right for Cresiel, blade alive with wrathful magic.
> roll 1d20+99 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ??? -40 PA)
<Penuche2> Kotono invokes Penuche's magic: < 104 > [d20=5]
> roll 6d6+549+3d6+3d6
<Penuche2> Kotono invokes Penuche's magic: < 590 > [d6=6,2,6,3,2,3,6,2,2,2,3,4]
Cresiel's shield is brushed aside through sheer might, a slash deep into him. A moment later as Torm roars his fury, the same blow rains down on everyone here.
> roll 1d20+89 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ??? -40 PA, -10 echo)
<Penuche2> Kotono invokes Penuche's magic: < 100 > [d20=11]
AC everyone else but Cresiel?
[spoiler]
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 373/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 648/648
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 600/600 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Moore's is 124, Jetina's is 79, Kaja's is 88.
That factors in the raging they're doing.
Torm's rage tears into Kaja, sundering his side apart. Blood pours as Jetina screams, chest and stomach now a waterfall of red. Yet both are somehow still up, all as...
590 damage to them as well.
Moore, go. Both are in critical health now.
[spoiler]
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 373/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 58/648
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 10/600 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
He won't abandon them, but what can he do here?
The only thing he can do, which is to bring them hope.
"Peace." Moore says, attempting to stop what's been done to his friends. They may still have no chance against this, but he'll do everything he can to give them that opportunity.
He's, again, just trying to use the Words of Creation to stop this. He's not trying to stop Torm but hey, if he gets affected too then whatever.
[14:54] <Nephrite> roll 1d20+61
[14:55] <Penuche2> Nephrite invokes Penuche's magic: < 79 > [d20=18]
Assuming this works, he still has a move action and swift, but let me know, please.
And, for whatever it's worth, they all should've had temp HP from the Inspire Heroics, since Moore was able to get all of those off:
[15:01] <Nephrite> roll 10d10 temp HP
[15:01] <Penuche2> Nephrite invokes Penuche's magic: < 61 > [d10=4,2,5,9,9,5,3,7,7,10]
Cresiel: 160+61 = 221
Kaja: 80+61 = 141
Jetina: 70+61 = 131
Not that it changes how In Trouble we are, but it helps!
Rank check.
[15:04] <Nephrite> roll 1d20+1
[15:05] <Penuche2> Nephrite invokes Penuche's magic: < 9 > [d20=8]
> roll 1d20
<Penuche2> Kotono invokes Penuche's magic: < 4 > [d20=4]
The rage cools, calms - at least in those three, sanity returned.
HP adjusted for the temp HP, so that helps a bit. Go, any other actions?
[spoiler]
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 594/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 199/648
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 141/600 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
I thought Avatars were treated as Dvr0 for the purposes SDAs?
Moore decides to try and see what happens if he activates his Boots of Temporal Acceleration!
Swift action for 2 rounds of Time Stop. He wants to see if the avatar follows him in or not.
He will still try his above action!
The avatar turns to Moore as time stops and...
Okay, who all is in this time stop?
Cresiel, Jetina and Kaja all should be.
No movement.
Did it get him? Did it work? Do you have a few blessed moments of freedom to recover?
Can I actually tell? Perception for 96 if it matters.
And Spellcraft for 113, too.
"We either run and try to slow him down, which I don't think will work, or we take one shot at this." Moore says. "The Guardian said we had to return with the pebble -- I think we can do that."
> roll 1d20+78
<Penuche2> Kotono invokes Penuche's magic: < 98 > [d20=20]
Nope, he's not moving.
"Heal, we're short on time," Cresiel says, a jagged grimace as he keeps his guard up.
Round one go, so it's Moore's go.
"Jetina, you handle that." Moore says quickly.
"I will do everything I can to make your hits count. Cresiel, Kaja, you move next to him. When this ends, you both hit him with everything you've got. Do not sacrifice your ability to hit for power, we can't afford to miss anything."
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
I'm not sure what buffing spells Cresiel has to help with this, but Valiant Fury might work?
The moment you begin to sing, before it can matter, Torm is a blur.
"MY RAGE NEVER RESTS," he roars, on you in a split second, past Cresiel and Kaja. His bloodied greatsword comes down on you in a swing so fast that sound around you shatters, a boom echoing all around you.
They're both still flatfooted so no AoOs.
> roll 1d20+99 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ??? -40 PA)
<Penuche2> Kotono invokes Penuche's magic: < 108 > [d20=9]
AC?
Thankfully, 124.
You are buffeted back by the charge as Torm roars - a scream of the utmost, raging anger. With that roar your blood boils, all of your blood boils like fire and acid in your veins.
Fort all.
[22:21] [22:16] <Nephrite> roll 1d20+68 Moore, mettle
[22:16] <Penuche2> Nephrite invokes Penuche's magic: < 71 > [d20=3]
<Nephrite> roll 1d20+60 Jetina, mettle
[22:21] <Penuche2> Nephrite invokes Penuche's magic: < 80 > [d20=20]
I misspoke earlier, everyone gets +18 to saves. Actually +21, so Moore's is 74.
> roll 1d20+69 Cresiel mettle
<Penuche2> Kotono invokes Penuche's magic: < 88 > [d20=19]
> roll 1d20+51 Kaja
<Penuche2> Kotono invokes Penuche's magic: < 70 > [d20=19]
Lucky all around, you all made the save and three of you have mettle. Kaja eats some pain, though.
> roll 40d10 Kaja half
<Penuche2> Kotono invokes Penuche's magic: < 225 > [40d10=225]
Kaja screams. It is a deep, agonized scream unlike any other. Almost like the roar of a dragon as his back bursts open in a shower of steaming blood. In words of Abyssal so foul that Moore feels filthy on hearing them, "Obyriths of the blood, consume him into the madness!" Torm commands. From that gaping wound a deformed, twisted Kaja of blood emerges, jutting out. Only the head and shoulders, but it grins a demented, profane smirk that shows far too many sharp blood-teeth.
Init is Torm (Supreme Init) > Moore (59) > Cresiel (54) > Kaja = Blood Kaja (53) > Jetina (33)
You're free to finish your turn for the +12 strength and whatever else you're dropping, as well as react.
[spoiler]
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 594/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 77/648
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 141/600 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Because there is always hope.
But where is the hope in needlessly dying?
...Of course, he's here for ... wait, how does he even know -what- is here? Asmodeus? ...
Take the pebble and go. Cresiel, you stay here with me. We can delay him for a while - and if he kills us it doesn't matter. I'm not convinced that this isn't a test from the Guardian either way, or that help isn't on the way.
Who are you telling that to? The first part in particular.
Sorry, that's a communication to all three of them. I really need to remember to state that sort of thing in the future, I will get used to it eventually...
"Healing!" Kaja barks at that, as...
Cresiel is up, staying to get healed and then going makes a lot more sense for them. Torm may well have range and the don't have the HP to take a parting shot or effective pursuit.
Cresiel holds his ground behind Torm, as if to block his retreat as best he can. At the same time flames gather around him as he intones, "Strength and victory!"
Mass Valiant Fury, +6 morale Str/Con, +2 morale Will saves and an extra attack on full attack ala haste.
Kaja holds for desperately needed healing. Blood Kaja is up.
The second Kaja leans in and bites Kaja's back, plunging in to him.
> roll 1d20+57
<Penuche> Kotono invokes Penuche's magic: < 61 > [d20=4]
Yet Kaja endures this, the biting held at bay as...
Jetina. It's her time to shine.
[spoiler]
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 699/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 182/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 246/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
I am confused now -- are we in the Time Stop rounds or not?
If so, then Moore still has his actions from Time Stop turn 1.
Oh right, I thought you were finished. Go ahead then, I'll adjust if needed.
Huzzah.
Since they're going on the defensive, Moore decides to help out!
Inspire Excellence first thing, this gives everyone a +12 competence bonus to Constitution. That should increase everyone's HPs by... a lot. I think it effectively gives everyone 210 HP, if I'm not mistaken? +6 total con mod, that sounds right.
With that done, he calls for healing!
Mass Heal on everyone, +250 healed.
In addition, everyone still has the fast healing 11 and dr 11/-.
Jetina for her part will call for healing herself!
She can drop two emergency healings here for two Mass Heals for 550. That should top everyone off.
That should let her and Kaja both make run actions to take the pebble and GTFO.
That'll take her swift action this turn and her swift action next turn, assuming she uses it the moment her turn is over. Okay with that?
Yes, that's fine. For some reason I forgot immediate actions also take the swift action for the round.
Mass heal tops at 250 without adds on. Does the extra 50 points of healing come from that?
Jetina heals for an extra 25 with her healing spells, so it's 275 a pop.
Healing. Healing soothes your wounds, yet Kaja's second blood head remains, trying to bite him even now. But Kaja takes no second chances - like the wind he runs off, fast as he can. He runs and runs and runs, hurrying away into the black beyond. Jetina follows, slower, not able to keep pace - and staying in a rough line with Torm, as if to block him in the distance. "Go," Jetina calls, "I can't keep up, don't wait!"
Init is Torm (Supreme Init) > Moore (59) > Cresiel (54) > Kaja = Blood Kaja = Jetina (33)
Torm is up.
Torm's helmeted head glances back for a split second. Then he is a torrent of dark and ruin, a malaise that has no form. You feel a pulsing sickness erupt throughout you as he blurts ahead, after Kaja and Jetina.
Fort for Cresiel and Moore.
[spoiler]
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 1068/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 753/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 705/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 2 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
[21:11] <Nephrite> roll 1d20+72 Moore, mettle
[21:11] <Penuche> Nephrite invokes Penuche's magic: < 91 > [d20=19]
I forgot Cresiel's buff, so that's 94.
Also, can I tell if that's a teleportation spell or something else? Spellcraft for 113 and K:A for 118.
The spell is Demonic Rush. It's similar to spells like Lightning Leap, but more powerful. It might be a personal spell of Torm's or merely powerful and rare.
> roll 1d20+71 Cresiel mettle
<Penuche> Kotono invokes Penuche's magic: < 80 > [d20=9]
Both of you shake off the feeling - but Torm is suddenly flowing forward. He reaches Jetina and flows around her, then forms right in front of her. She runs right into him and recoils back, blade readied but it's too late. "Scream to your impotent Firestar!"
> roll 1d20+139 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???)
> roll 1d20+139 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 146 > [d20=7]
<Penuche> Kotono invokes Penuche's magic: < 144 > [d20=5]
> roll 1d20+134 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 145 > [d20=11]
> roll 1d20+129 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 148 > [d20=19]
> roll 1d20+124 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???)
<Penuche> Kotono invokes Penuche's magic: < 125 > [d20=1]
> OOC: -2 since it's not a charge.
> roll 1d20+129 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ???) crit check
<Penuche> Kotono invokes Penuche's magic: < 131 > [d20=2]
> roll 2d6+103+3d6+3d6
> roll 2d6+103+3d6+3d6
> roll 2d6+103+3d6+3d6
> roll 2d6+103+3d6+3d6
> roll 2d6+103+3d6+3d6
<Penuche> Kotono invokes Penuche's magic: < 133 > [d6=3,6,2,6,3,1,6,3]
<Penuche> Kotono invokes Penuche's magic: < 125 > [d6=2,1,1,4,4,2,4,4]
<Penuche> Kotono invokes Penuche's magic: < 137 > [d6=5,3,6,2,5,6,6,1]
<Penuche> Kotono invokes Penuche's magic: < 131 > [d6=2,3,4,4,6,1,4,4]
<Penuche> Kotono invokes Penuche's magic: < 127 > [d6=1,5,2,1,3,4,2,6]
> OOC: Strike the last since the last is a crit.
> roll 4d6+206+3d6+3d6 and
<Penuche> Kotono invokes Penuche's magic: < 238 > [d6=6,3,4,3,3,3,1,4,4,1]
> roll 133+125+137+131+238-14-14-14-14-14
<Penuche> Kotono invokes Penuche's magic: < 694 >
Yet somehow Jetina holds on. Her chest is sundered open, her arm split and her leg ripped. Yet she still stands despite it, holding firm. Blood bubbles on her lips as she says, "They haven't...forgotten you..." she manages to get out.
Moore, go.
[spoiler]
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 1068/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 753/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 11/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 2 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
So, just so I have a clear picture, Torm is now standing in the way of our advancement forward (which is 'back the way we came') on the road, correct?
Yes, though Kaja's already past that since he's faster. Jetina's also technically in the way, as much as a bloodied wreck can be.
And, to be clearer, Kaja has the pebble with him, correct?
Also, do I have any reason to believe based on the writing of Demonic Rush that it would get past a Wall of Force?
You may or may not see where I'm going with this.
follow-up to the follow up, do I believe the Teleport Blocker we have would stop further uses of that spell?
Kaja has the pebble.
You do not - he's just turning into energy that moves blindingly fast and leaves him free to do other things. Probably a quickened spell somehow.
Because there is always hope.
"Safety." Moore says. A word of power, spoke to get his friend out of there. Surely, if they were able to get in, and his will is strong enough here to create what he wants...
He is, in effect, just trying to do whatever he can to get Jetina somewhere safe. If that's a portal that appears under her that she falls in, that's fine. Or if she just teleports out... that is also fine.
[22:04] <Nephrite> roll 1d20+61 charisma
[22:04] <Penuche> Nephrite invokes Penuche's magic: < 80 > [d20=19]
Next action / lines will depend on the success of this.
Nothing happens at all. It's as if the Words fall flat - or perhaps the will of the Guardian opposes you on this. You know not.
Anything else?
For whatever reason, Moore smiles.
You're not as clever as you think you are, Guardian. You tipped your hand a little too much on this one, if you didn't want it to be so obvious, then you should've just let this one go.
Cresiel, I know you were going to anyway, but protect her. I think I understand now what's going on here. Heal her with whatever you can so she can get back a step from him... I know what to do now.
That's only to Cresiel and Jetina.
Do not stop running.
That's to Kaja.
Also, do I have an idea of how far the Demonic Rush spell can go? I mean, in this case it didn't go very far, but for all I know it can go like... super far. If I have an idea that might help with other plans. Basically, if I think he can make it all the way to Kaja even after two rounds of quad-move running, let me know.
Moore will sing again, in order to bolster their allies!
He's redoing Inspire Greatness to get the temp HP back onto Jetina. And I guess now that everyone has extra Con it'll be more temp HP, so.. hold on...
[22:15] <Nephrite> roll 10d10 temp hp
[22:15] <Penuche> Nephrite invokes Penuche's magic: < 47 > [d10=7,7,2,1,3,7,4,4,10,2]
Cresiel: 287
Kaja: 207
Jetina & Moore: 197
You aren't sure but it's likely fairly long range. It moved pretty fast.
Does that change anything, and if not, anything else this turn?
[spoiler]
Cresiel: 287
Kaja: 207
Jetina & Moore: 197
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 1068/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 753/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 11/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 2 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
No, at least not for Moore.
I know Antimagic's out, but if you can think of any way to stop him from doing that trick again, I'm all ears. I have an idea but I don't know if it'll work... I was going to try and will a wall to keep him from chasing Kaja, that seemed to work to get us here, and might work again. I leave it up to you to decide if you want to heal her or try that.
To Cresiel.
"You do understand the second you kill anyone here, your little stunt is over, right Torm?" Moore says as power settles into all his allies. "Do you think for even one second anyone is going to let you get back out of here? Is your rage so blinding that you've managed to blind yourself to truth?"
Init is Torm (Supreme Init) > Moore (59) > Cresiel (54) > Kaja = Blood Kaja = Jetina (33)
Cresiel flies ahead, a silent force of mercy to mend Jetina's broken form. He flies along and around, blocking Torm a little further ahead.
Mass heal, 250 healing Jetina. His divine movement speed helps here. Jetina, go.
[spoiler]
Cresiel: 287
Kaja: 207
Jetina & Moore: 197
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 1068/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 753/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 261/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 2 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
So, my understanding of D&D combat will bite me here -- so forgive me for this one.
Mechanically, Jetina should be able to take a 5-foot step to get out of Torm's immediate attack range without provoking an AoO so she can cast, assuming that he doesn't have more than a 5-foot reach on his swings?
Correct.
Jetina, infused with the power from her friends, manages to take a step back and away and tries to heal them all again!
She only needs to heal herself, so she'll just go for a regular Heal for 275.
That it for her, then?
Yes, also, I believe we're now out of the two rounds of Time Stop, so we should be back to normal, which means Moore has a standard action to use from the "real" rounds, and I believe Torm's actions are used up for this as well.
Small addendum, I forgot Moore used his standard on the first "real" round, so he's out of options, but the rest of the party should still be able to act.
A favorable time split for you, if nothing else.
Cresiel continues to bar the way, all as Kaja runs forward. He pins Torm in inevitably, hammer raised in silent challenge before he brings it down hard.
> roll 1d20 -35 PA Cresiel strongly suspects it's homerun or bust so he'll embrace that and 20 fish
<Penuche2> Kotono invokes Penuche's magic: < 12 > [d20=12]
With a flick of his wrist Torm's greatsword whirls around, the hammer deflected back as at the same time Torm does not turn. His arms reach behind him unnaturally, a third coming from the back of his helmet to support the blade.
"The Abyss touched you?" Cresiel murmurs as his eyes momentarily widen. He is pushed back by the parry a second later, skidding back a good dozen feet and landing in a crouch. He's up a moment later as Kaja runs and runs and runs, as fast as terror and duty can propel him.
Help us stall, Moore. As long as Kaja reaches the Guardian, we may yet triumph!
Jetina.
Jetina moves near to Cresiel herself, but behind him.
The idea is that if Torm wants another shot at her he has to do his demonic rush trick again to get to her.
She will call out again for healing on herself!
275 to Jetina, that should top her back off with the improved hit points, I think?
"I don't know what caused you to lose hope, Torm." Moore says, rather sadly. "But if anything has been proven in the last few months, it's that miracles exist and can save even those like you. So many people are waiting for you to return." He adds. "I don't even know how you managed to get in here... but you know as well as I do that the rest of the Triad are coming."
He's kind of hoping being the sappy kind will piss Torm off enough to take a swing at him. Maybe.
How is she moving, long and around? She might provoke an AoO otherwise.
I assumed since she had gotten out of AoO range the first time she could, but yes, she can make a U shape, ought to have plenty of room to do so.
Sure.
Jetina maneuvers around - and Torm laughs. He laughs and - !!!
How close did you get to Torm?
Me, specifically? I guess I never moved when he flew back after Jetina, so I am however far away from Cresiel and Jetina as Jetina was originally, if that makes sense.
Close enough.
Around Torm fire erupts. A flame ebony black, in which the broken, headless bodies of mortals can be seen. These flames erupt out around all of you, like an inferno as Torm stabs his sword down into the ground. "Offer your souls!"
Ref all, -10 circumstance penalty.
[21:00] <Nephrite> roll 1d20+42+18+1 evasion, Moore
[21:01] <Penuche2> Nephrite invokes Penuche's magic: < 76 > [d20=15]
[21:01] <Nephrite> roll 1d20+41+18 evasion, Jetina
[21:01] <Penuche2> Nephrite invokes Penuche's magic: < 69 > [d20=10]
Forgot the -10, so that's 66 and 59 respectively.
> roll 1d20+71 evasion Cresiel
<Penuche2> Kotono invokes Penuche's magic: < 83 > [d20=12]
> roll 50d12+150
<Penuche2> Kotono invokes Penuche's magic: < 430 > [50d12=280]
Full damage to both of you, but Cresiel evades. HP after that body check?
[spoiler]
Cresiel: 287
Kaja: 207
Jetina & Moore: 197
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 1068/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 753/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 314/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 3 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
They have Dr/11, so that's 419, for whatever it matters.
222 damage after the temp HP to Jetina, so that should put her at...
261+the 210 from her +12 con (I think it was factored in from Cresiel but not Moore's HP buffs), +275 ...523.
Moore had a Divine Shield up for... 190, so that did 32 damage to him, so he's at... 723+210+105-32 = 1006.
DR doesn't apply to this, it's not physical damage.
A moment later Torm is a blur, a burst around all of you that...
Fort.
Oh, then the numbers are still correct, since I hadn't actually factored that in.
[21:34] <Nephrite> roll 1d20+72 Moore, mettle
[21:34] <Penuche2> Nephrite invokes Penuche's magic: < 85 > [d20=13]
[21:34] <Nephrite> roll 1d20+72 Jetina, mettle
[21:34] <Penuche2> Nephrite invokes Penuche's magic: < 74 > [d20=2]
Remember +18 from buffs and then also the bonus Con.
> roll 1d20+71 Cresiel mettle
<Penuche2> Kotono invokes Penuche's magic: < 80 > [d20=9]
Again all of you shake it off. Ahead Kaja is on the far bridge now, going under the arch you made. Torm is hot on his heels, once again demonic energy as...
Go.
Wait, when did Torm go after him? Did he turn into something to give chase, or is he just now moving after him after those attacks? Just want to be clear.
Edited, a small bit got left off.
Moore attempts something quickly!
His boots have a swift action to teleport him 10 feet forward, he's testing if teleportation / dimension door / whatever stuff will work here.
No luck, nothing happens.
"Teleportation is out, so go!" Moore shouts.
Moore will double move to catch up to Torm. That's 180 x 2 for 360. Does that put him close to catching up or not?
It puts you within about 50ft of him.
Okay. In that case...
Moore turns to Cresiel. "Go. I will protect you, for a change."
Moore is using his Regalia to give Cresiel a movement action - that will let him go 200 ft. Then Cresiel can choose what to do after that. It seems like if he moves again that puts him within 10 feet, which is a lot closer.
Moore will hold his turn for Cresiel, then move 180 feet. Jetina will use her Greater Flight cloak and move 80 feet.
Thanks, that'll work.
Init is Torm (Supreme Init) > Moore (59) > Cresiel (54) > Kaja = Blood Kaja = Jetina (33)
Cresiel flies ahead fully on, a deadly charge augmented by you. He rushes into Torm, hammer raised high as he goes for it all.
> roll 1d20 -35 PA going for the home runa gain
<Penuche> Kotono invokes Penuche's magic: < 5 > [d20=5]
This time Torm sidesteps with a speed that borders on the impossible, the avatar untouched as Kaja runs beyond, closer and closer to the Guardian. On he runs as...
Jetina.
Jetina will use her Greater Flight cloak and move 80 feet. Note to self, make that an "always use this all the time" thing so this doesn't come up again.
Run.
Run.
Run.
It's not enough. Kaja flees but Torm is suddenly right behind him, a blur as his greatsword comes down.
> roll 1d20+99 (+2 charge, +12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ??? -40 PA)
<Penuche> Kotono invokes Penuche's magic: < 106 > [d20=7]
> roll 6d6+549+3d6+3d6
<Penuche> Kotono invokes Penuche's magic: < 587 > [d6=1,4,3,5,1,2,5,4,2,2,4,5]
Kaja is split from the top of his left shoulder to his hip, more blood gushing out. Torm reaches out a moment later, hand rife with the energies of death and destruction. At the same time Cresiel utters a single word of martyrdom, as the wound appears on him and leaves Kaja.
Damage transferred to Cresiel.
> roll 1d20 touch AC at least he's out of range for echo on the others
<Penuche> Kotono invokes Penuche's magic: < 13 > [d20=13]
> roll 1d20+47 Kaja fort
<Penuche> Kotono invokes Penuche's magic: < 48 > [d20=1]
> roll 50d10
<Penuche> Kotono invokes Penuche's magic: < 309 > [50d10=309]
Boosted con saves Kaja, if barely.
The touch causes Kaja's scales to turn gray, his entire body ashy and crumbling. Yet he endures, running along from that attack, a desperate stumble as...
Moore.
[spoiler]
Cresiel: 287
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 381/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 24/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP: 651/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 314/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 3 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Before anything else, was Cresiel in range to use Cresiel's Valiant Stand?
Yes, he meant to use it and I was airheaded. Fixed.
Roger that.
Moore flies in, closer, and shouts a word of healing!
Moore moves 180 feet closer. Mass Heal, 250 for Cresiel and Kaja, they should be close enough together for that to work, I think? And he should have range on them with it.
Healing spreads over your allies again as the avatar of Torm turns, a wordless cry of anger as Cresiel matches him, sword against sword.
> roll 5#1d20 going for the homerun blinding speed used along with max PA
<Penuche> Kotono invokes Penuche's magic: < 11, 5, 12, 18, 1 >
Yet Torm's guard is perfect against those blows, and he even wheels around as Kaja runs, a flick of his blade as it passes through himself harmlessly, slashing for Kaja. "Heal me," he cries to Jetina as...
Kaja provokes the AoO by running all out, he's in good enough healt ot risk it and hope Jetina emergency heals him, if he survives.
> roll 1d20+97 (+12 rage, +15 smite good, +4 ???, +8 ???, +1 ???, +4 ???, +3 ????, +12 ??? -40 PA)
<Penuche> Kotono invokes Penuche's magic: < 101 > [d20=4]
> roll 2d6+103+3d6+3d6
<Penuche> Kotono invokes Penuche's magic: < 126 > [d6=2,3,5,3,2,3,2,3]
Kaja is grazed across the back as the blood Kaja continues to bite at him, trying to score a wound against far too tough a body. Yet it doesn't stop Kaja, who sprints ahead dead on and...
A stop.
I see you have the pebble, Kaja.
You bear wounds of hate and fury, but you stand before me.
I suppose that will do.
[spoiler]
Mass Valiant fury for +6 str/con morale and +2 morale will saves and extra attack ala haste.
Inspire Excellence for +12 competence to Strength for everyone.
He's using his Harmonize move ability to also cast Destined Strike, which is the following:
+4 to attack and damage rolls, Improved Critical Feat, +23 to threat confirmations right now.
Inspire Heroics, +14 morale bonus to saves and +14 dodge to AC for everyone.
Oh, I forgot, but everyone also gains the following benefits for future rounds: they gain fast healing 11, and gain damage reduction 11/-
He's using his move action to Inspire Courage.
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls.
Cresiel
HP: 381/1068(963) (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 23/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Kaja
HP:627/753(648)
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 564/705(600) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 14/14 Emergency Healing 3/5 True Believer 1/1
Spells Used: 3 9th level spell used
SLAs Used:
Spells Active:
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Moore stops himself -- is it ... over?
Jetina's ready for an emergency healing if needed.
None of you move - not even Torm. There is silence for long moments.
Silence.
Silence.
Here.
Kaja holds the divine seed in his hands.
Farewell.
I shall leave and return to nothingness.
Do with this treasure as you will.
Return to whence you all came, you have no purpose here now.
You stand in your room in Hope's Landing, untouched.
Moore blinks.
Then blinks again.
"Did... did... ...we...?" He blinks again.
There's no sign of the others. You stand alone in your room.
He ought to be able to sense the others in Hope's Landing, correct?
You can sense Cresiel here. You do not sense Kaja or Jetina.
Kaja, where are you? I will open a gate.
Jetina, where are you? I will open a gate.
He's immediately in Cresiel's room.
Wait... ...if he's... here, then... oh no.
'I'm in my tomb,' Jetina says, 'I'm safe.'
'I'm...home.' Kaja says slowly, 'I hope you hurry. I'm at Urak Clearing.'
Moore lets out a breath.
I was going to do time stop here but that wouldn't work.
Moore then opens a gate to Urak Clearing, hoping he can just get there in time before anyone else does.
Sylvie, get Xandra and go to Urak Clearing. Now.
He's going to go through with Cresiel.
EDIT: His Avatar is going to teleport to Jetina, then open a Gate for her to Urak Clearing as well.
For het?
For her.
Is Urak Clearing on a Prime? Think a moment before you leap, a spiritual wound could get a lot of attention.
He will take 10 on K:P for 118 to answer that question.
You can't think of anything planar by that name, so at least good odds it is.
So, question: Can I stop time, Greater Plane Shift myself to Kaja, then Greater Plane Shift him back, while hopefully not causing too much of or a spiritual wound?
I suppose, if I can use remote sensing to find him, if I am able to open a Gate in front of him, I'd do that too.
You could, sure.
Kaja is at a sandy, barren waste. He stands there with the seed in hand, eyes glancing back and forth. Yet a moment later a voice booms from everywhere.
Mortal. Explain what you hold, immediately.
Moore will do just that! Actually, he won't even give this a chance to go wrong and will open a gate UNDER Kaja so he can just fall in! And then land safely in Hope's Landing next to him.
If you want to speak, you can speak to me.
To be clear he's speaking to Torm Kossuth directly, not in the 'let's scare all the people on the prime' way.
Sorry, got my 'big and red text' mixed up.
That move may not be legal RAW with having to support conjured things, but tabled in favor of another aspect in play. Give me a rank check.
[12:11] <Nephrite> roll 1d20+1
[12:11] <Penuche> Nephrite invokes Penuche's magic: < 8 > [d20=7]
Well, there's that 7 I always want.
Your opponent can't lose the roll so no need to make it in that case.
Your portal does not open - a flash of heat and flame, a feeling of conflict that fades.
Kaja meanwhile looks about, "It is not a matter that concerns you," he says, "I will leave this place shortly."
Explain this, Moore.
I will explain it once you let him return to Celestia. Please.
Explain immediately.
Moore's eye twitches.
It is a secret of the Incarnations that we managed to find from the glories hidden away in Celestia. It is exactly what it appears to be. Now let him return, please. If you have your doubts of the truth of my words, then you may ask the Master of the Illuminated Heaven.
No. That prize is mine.
What could you offer that matches it?
Moore's eye twitches again.
Zaphkiel, I am sorry to have been put in this situation. The Guardian returned all of us to our homes. We either have to convince Kossuth to let this go or somehow get us to Kaja so we can just use the blasted thing and this becomes a moot point. I would be happy to hear your divine wisdom on this.
Kossuth is no trifling matter, nor can his interests be ignored. Nor can his demand be agreed to, but a battle against him is fraught with intolerable danger.
You must find a way to change his mind, to scare him off or to retrieve Kaja. I suggest a show of many divinities and allies.
Kossuth is ill tempered towards me due to my recent actions in Fire, and will not receive my own words well.
The ones he knows may not be able to do much, but... it's worth a shot.
This is going to be a few different people he's going to ask for help on, but he's going to start with Seira and Waukeen. It's worth being indebted to Brightwater over this.
Okay, go ahead and message Waukeen here. Seira can't get messages in her thread, and normally I wouldn't do this, but the timing of the matter requires an avatar. So message her here as well, I'll direct her over.
One to Seira...
Hi Seira. I'm sorry to bother you. We retrieved one of the seeds, but the Guardian saw fit to return all of us to our homes, so the seed ended up on a prime. I have Kaja with it, but Kossuth is... demanding it, and I'm hoping you might be able to convince him to at least let this go, or... something. Whatever the case, we need to get it out of there.
And one to Waukeen!
Hello Waukeen. This is Moore, I am in need of a favor. I can explain the details to you later, but the short version is: We have obtained something the Incarnations left, and unfortunately it ended up on a Prime. Due to this, Kossuth is intervening and wants it, and it is simply something we cannot give to him. Would you be willing to stand with me to dissuade him? I realize the magnitude of what I ask, and I am prepared to reciprocate the favor however you deem fit.
I will be over with Kascha shortly, Seira responds, before there is a divine knock on Hope's Landing's metaphorical door.
Moore lets them both in, to his meeting room!
He greets them both with a wave before he reaches up to rub his forehead. "I really need to talk to Tymora one day about the pendulum on which my luck seems to swing." He says with a smile.
You are willing to go into debt over this, and not merely money?
I grow weary of waiting.
I am fully aware of the price I need to pay for this, yes.
Well, Kossuth will just have to keep waiting.
Seira and Kascha's avatars step inside, and after taking a look of the situation step through the image Moore is viewing to stand next to Kaja.
Might I have a moment of your time about this matter, Kossuth? she asks the fiery deity, even as she inquires with Moore alone, Have you promised anything so far?
Moore shakes his head to Seira.
I'm going to owe Waukeen heavily for this, but it's worth the price to get this out of there. He responds to Seira alone.
Kascha's DvR0, it would be the actual article here.
"What's going on?" Kascha asks in the meantime.
Speak swiftly.
Meanwhile Kaja stands in the wastes, looking about, as walls of flame in the distance pen him in. They don't advance, but they do block any easy exit.
Then for this one matter you may consider the transaction completed.
This is Zaphkiel's means for countering Shar, Seira says, gesturing at the seed in Kaja's hands. She is active everywhere, including on Fire, and her interests lie in the destruction of Creation. Without a counter, Primus's Prophecy will come to pass. In light of that, I ask that you let Zaphkiel's plan proceed and ask of him a price that, while paling in comparison to this prize, would elevate Fire amidst the Inner Planes.
Kaja, we're working on it. Sorry you got nominated for this.
He'd hold his breath if he still needed to breathe...
Incidentally, I imagine more than a few high-level, unique artifacts aligned with Fire had been lost before. Could I get a mention of a couple here, and if Celestia holds them all the better? Knowledges of like 135.
Just pulling a few at random and being fairly brief:
Baynard's Sword
A sword said to be alive due to an ember of ever living fire embedded into the hilt. Said to have been lost to archons that defeated an unholy paladin of Imix.
Shamar
A staff said to control flames, gather them around and grant them intelligence under the wielder. It is said to have been taken as a prize by Raziel in a long ago war.
Burn-Burn Tree
An entire living tree that produces fruits that enhance fire creatures. Said to have been taken by adventurers long ago, including a paladin of Tyr.
Also give me a Diplo check everyone involved. Waukeen and Kascha will take 10.
Unbuffed avatar will take 10 for 75.
Take 10 for 136.
You have nothing that could match this prize.
Moore's eye twitches again.
I could ask Lathander or Queen Morwel. Moore says to Seira. Maybe Selune? I don't know who else might be able to get him to back off.
To Sylvie, I don't suppose you have any tricks to get around a planar lord of Fire trying to take a divine seed?
More united against him, this isn't enough. Call in others we can rely on.
Match it as such? Certainly not, Baynard's Sword, Shamar and other lost treasures don't compare individually, yet several of them restored to you would greatly strengthen Fire and your own hold over it, Seira reasons.
Queen Morwel must know about these, Moore reasons, so...
Your Majesty. I come to you seeking a favor, knowing fully how indebted to you and your Court I will be for it.
I have stories about how bad today has been when you get on tonight, Neph.What is it you ask then, Moore?
You stall. Seek you to muster an entire army against this inevitability?
If Kossuth decides to go to war over so many allies, that's his own foolishness.
I ask you to help with a matter with Kossuth; We have found a treasure of the Incarnations he wishes to take from us. I am hopeful your words may be able to help him see reason.
i can only imagine.
There shall be three dreams and three favors. Do you accept?
"If there is nothing that can match this prize for you, Lord of Flames, why do you continue to negotiate? Do you doubt that Celestia will deliver on its promise? Or is it that you recognize that possession is nine-tenth of the law, and Kaja here could simply force the issue?" Seira counters, allowing the other dragon to overhear.
It may not ultimately be necessary with Seira's negotiation, but it's better to be safe than sorry in this situation.
Yes, Your Majesty.
Kaja merely holds his position, keeping the seed tight to his chest.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 10 > [d100=10]
Fact of the matter here is that there's still some luck involved in such a venture.
A pause. A long pause.
At last the flames around Kaja fade down and the presence around him is gone.
Seira extends a hand to Kaja, and another to Kascha. Then, she absconds with both of them to Hope's Landing.
Moore relaxes somewhat as he waits for Kaja's arrival.
Thus Kaja returns safe and sound, with the divine seed. "Bahamut's co-" he begins, then stops with a glance at Kascha. "Ahem." A breath,"Here, it's done," he passes the seed to Moore. "We succeeded."
Now then Moore, for services rendered, tell me more about how you plan to grow Hope's Landing's mercantile ventures. I do believe I have a sudden, large interest in these affairs.Three dreams and three favors. My first is that I may hold and dream of that precious seed you have obtained.
"I don't need anything myself, although it's fine if you want to reward Kascha dearest for her help," Seira tells Moore. "As for Kossuth, providing him with Baynard's Sword, Shamar and the Burn-Burn Tree, artifacts of Fire that were last seen in Celestial hands, should go a long way towards smoothing over matters. You don't want Fire to turn against yourself or Celestia, Moore."
Moore glances off to the side for a moment, then he smiles slightly.
Of course, Lady Waukeen. If you'll give me some time, I'll be happy to come and explain things to you personally.
A pause.
Of course, Your Majesty. I can bring it to you, if you'd like - or I can simply dream and let you in, as it were.
A bow to both Kascha and Seira as he takes the seed.
"Thank you both very much. I really hope I didn't ruin your diplomatic endeavors with Kossuth, Seira. I will see about getting those and more returned to Kossuth. Let me-- oh!"
He shocks himself at his own surprise. "I was meaning to tell you, so now is as good a time as any. I met a gnome when we were searching for the seed in Arcadia. I... don't exactly know the story on how he got to where he is, but his name is Rosenose and you can find him in the Crown Crypts in Arcadia. I thought you might want to know."
He hadn't even had a chance to look, so he finally does look at the seed himself to see what potential it has in it.
"I've seen them now and then," Seira agrees. "Did he ask about me, because of the God-King's judgement?"
"No, he didn't seem to know anything about it, other than - to quote him, 'something terrible had happened.'" Moore says. "I'm not sure if he can actually leave where he is, but I was going to go visit him when I could to make sure the world hadn't forgotten gnomes."
"Creation sure made a decent effort after the war," Seira mutters. "Well, unless there was anything else? I don't mean to be curt, but I'm actually very busy at the moment. We can sit down properly at a better time."
"No, I thank you very much for your assistance. Please let me know if I can help you in any way." Moore says. "Kascha, if you're not busy, please stay."
The seed has four charges within it.
"Alright, Moore," Kascha agrees.
I will await you.
Kissing Kascha on the cheek, Seira returns to the Cauldron!
"Oh, there are four in this one." Moore murmurs. He turns to Kascha. "I'm not sure how to properly reward you for your assistance, I admit... but you and Seira both came to us in an immediate time of need, so if you'd like, you're welcome to one of the uses of this." Moore says as he holds the seed out.
"If that's too much to ask for you to accept, I'm sure we can find something else more suitable for you." He says.
"Ah.." Kascha considers, "Before that, who else will use it?" Kascha considers it.
"If they're interested, Kaja, here, Jetina and Xandra to bring all of them to divinity. I don't think any of them are interested in pursuing One, but it isn't a discussion I've had recently." Moore explains. "If there's a charge left after that, I can't in good conscience use it selfishly, and I'd give it to Cresiel."
"Will they take it?" Kascha asks, right to the point.
Moore turns to Kaja since he's conveniently right here, and will send a message for Jetina and Xandra to come join them in his meeting room!
"I already know what Cresiel will say, so how about you?" Moore asks. "It's still fine if you can't decide right now, but if you want my opinion, I think you're a perfect example of someone who fits with my own portfolio - someone who was defeated once but rose to overcame it, through hope and determination, who knows that sometimes it's necessary to kill to save others."
Kaja goes to sit with his arms crossed and head bowed.
"Oh," Kascha smiles, "I'm really grateful, but I don't want to take what you need if you need it. We're all in this together," she admits. "Let me hear what they say first?"
Meanwhile, after a few moments, "Can what Sylvie's doing work?" Kaja asks. "I don't like the thought of being worshiped, but she wants no part of it, either."
"Yes, of course." Moore says. "But it requires a... force of will that I don't know that you have. But there may be ways around that." Moore says. "She can probably tell you more about it. I... hm, I think if you use the seed, you're kind of tied to the whole 'Competition' side of things, but there may be other ways around that, too. It certainly seems like there are exceptions to even the most solid of rules."
Moore decides to ask Sylvie to make an appearance too! May as well get all the questions out of the way.
Thus you soon have many visitors.
To begin with, "You can do what you want," Sylvie says at last, arms crossed. "Eblis sat out the Competition by and large, in favor of brooding in his abode." She looks out a window as she talks, face hidden. "Moore's right. It's a question of will. People want and need to look up to something higher, something that gives their lives meaning. Mortals are incomplete, momentary sparks that soon succumb to the cold. They're meant to do that, they're not meant to stand alone and as One."
A sidelong glance back, which catches Kaja's gaze. "The first time someone seeks you for that, can you resist them? The tenth? Hundredth? Answer that and you have your answer to if you should use the divine seed. Don't pretend that they won't, someone will sooner or later. Probably sooner."
Xandra's own expression is closed off, stone silent.
"Not everyone's suited to be a leader," It's Jetina that speaks up, "For every noble, there's a hundred peasants who till the land, mind the shops and make the beds." She sits back, her sword unsheathed and across her lap. She makes a long show of studying it. "Nobility isn't meant to be easy. It's supposed to be hard work to see to your lands and ensure they live well and are kept safe. Can you do that on a greater scale?"
Sylvie's gaze turns back to what lies in the light before, "Can you tolerate being everyone's father, Kaja?"
In the quiet it's Kascha who also adds, "Speaking of Eblis, he rejected them, but he also held they were worthless. Sylvie, do you-"
"Don't be silly," Sylvie retorts right away. "I just don't have the interest to guide souls. Anything I can guide them with, Oghma can do better."
"I think anyone can do anything, given enough time." Moore says. "But yes, it does ultimately come down to willpower. I don't want to force divinity on any of you, if it isn't something that you think you want, we can get around it. I can make you proxies, but that may not solve all of the issues we have." he says.
"Eblis managed to gain rather great strength even though he cut himself off - I don't think that same thing will be afforded to everyone here." Moore says as he gestures up. "The Mountain guides people in need to those who can help, and I can't promise any of you there won't come a time when It or I guide someone here to any of you. In the end, you'll all be much stronger if you're willing to take the burden... but it has to be you who want to, I can't make that decision."
A smile after that. "The 'not having to worry about dying' part is nice, though."
Silence after until Jetina looks up, "The Mountain already did guide us. Zaphkiel told us we had permission. It's not for our own power or our comfort, it's because we're needed. What noble turns away from being needed?" she stands up and goes to the seed, "I'm ready, Moore."
Moore holds the seed out to her with a smile!
"I think Creation needs more deities with some dominion over healing, anyway." He says.
Jetina touches the seed.
There is more of her, more and more and more and more. She seems greater now, enhanced and improved. More Jetina in a real, palpable way.
"...oh...." Jetina gasps slowly, "I..." her blade falls from her hand, "I get it now."
"I know," Sylvie looks over, "Now you get it. How much more it is than being mortal."
"It's really difficult to explain." Moore says. "Congratulations. I wonder what Kamhoff would say if he saw you now."
A small smile as he turns to Xandra. "I think you've known for a long time what would happen today, so I am rather curious what your own answer is." He says.
"I didn't know it would be today, but I suspected a day like this loomed," Xandra says at long last. "Kaja?"
"...I'll do it," Kaja says at last. "Xandra?"
"I don't feel as if I have a choice - this is where our paths lead. So be it." She approaches the seed, Kaja with her.
"We'll find a way forward together." Moore promises them. "We'll eventually run out of these seeds, so the hard part will be ahead of us - but as long as we're together, I think we can accomplish even the impossible."
He holds it out for them both.
Both hands touch it as more of the seed is absorbed, taken. Both are more just as Jetina is more now, which gets Kaja to say, "...I get it, too," he says at last.
"I need to take this to Queen Morwel to return her favor in us obtaining it. I don't have any reason to believe it's in any danger of being used." Moore says. "Kascha, if you'd like to think about it or talk about it with the others while I'm gone, you are welcome to do so. Otherwise, Cresiel, it's yours if you'll accept it." Moore says. "If not, then I can use it, but I don't think I gain as much as you would."
Just to be clear, Kascha can have it, but I need to take it to Morwel first for the sake of bookkeeping.
"I'll let you know," Kascha says, a hesitation, "Are you sure yours don't need it?"
"There will be more." Moore says with a smile. "We already know where the one in Elysium is, it's... just a small matter of dealing with the Hecatoncheires first."
He coughs into his fist. "I don't know whether or not Asmodeus has found others. Oh... please be aware, we were attacked by an avatar of Torm when we tried to get this one. I don't actually know if it was the real Torm or just a facsimile created by the Guardian for some reason, but it's best to operate on the assumption that some may be aware of these."
He waves a hand in the air. "At any rate, one of the tenets of Celestia is generosity. You said before we're all in this together, right?" Moore says with a smile. "So let me do my part to bring you hope. But before you decide, I need to take this on a trip to Arborea, so you can decide while I'm gone."
"I will. Thank you, Moore," Kascha smiles.
Going off to Arborea now?
Yes. He's going by himself, and will knock, obviously, and I assume he's going to be taken somewhere when he does -- or fall asleep. Either or.
On your 'knock', a winding path ahead into the night appears.
Moore dutifully follows this path laid out for him, flying along at a normal pace, curious about who - or what - he'll be meeting.
You fly into the night - and she stands ahead. A figure of dreams and unreality, a figure of surpassing beauty. A dream image your brain slides away from, seen and yet not remembered.
What a wondrous dream you hold, Moore.
Come to me.
Yet, even in his non-remembrance, he will still remember.
He has to, after all that's happened.
He proceeds forward.
You stand before the radiant Queen, a dream of mystery and fascination. Her beauty is otherworldly, something so far beyond what you understand it that you lack the words to articulate it. Without a word her hands reach out, as if to receive the seed.
Moore will carefully hand the seed off, a little divine power to move it between them.
It's ridiculous to him to just hand this over -- what if she were to take it like Kossuth?
Yet, that doubting part of him is banished entirely after a mere moment.
There is no room for doubt in one's heart that is filled with hope, after all.
The seed passes into Queen Morwel's hands. She drifts back ever so slightly, eyes closed.
How long does this go?
You aren't sure.
All you know is that in a moment and in a lifetime later, Queen Morwel gently passes the seed back to you.
Moore smiles and nods.
"Thank you, Your Majesty." Moore says. "For everything."
Go then. Two dreams and two favors remain.
What is seen will be remembered.
"You are always an ally to us in Hope's Landing, Your Majesty." Moore says.
A look off to the side. "...Please keep an eye on Queen Illsenine as well, if you can find the time. I fear I've burdened her more with my own growth than I meant to."
Fear not.
She will be safe, one way or another.
Moore nods. "Thank you again, Your Majesty. I hope to be able to provide you and yours just as much hope as you provide, someday."
With his favor done, Moore will return to Hope's Landing!
He can hand the seed off to Kascha here and then we can plan our next move. It will likely be Carceri.
Okay. Do me one favor and give me a Perception check?
Take 10 for 93.
With the seed passed off, all of you get together.
"So what do we know about this First Prison?" Cresiel asks once you all gather, "As that is our most likely destination."
Moore tried to recall anything pertinent he can think of!
Take 10 on K:P I assume for 118.
Also after this is figured out I do still need to go see Waukeen so I don't neglect my favors.
The First Prison is exactly what it says it is. It's said to hold the worst things and be inescapable. It's the pinnacle of Carceri, according to the old myths and legends. It's whispered a yugoloth of divine power roams it, ever searching for new inmates to be sealed and forgotten for all time.
Would I know if us going there due to our divinity would alert our good friend from Hell, The Adversary, to our presence?
"Supposedly, if you believe the rumors, a divine yugoloth roams it. If I were to take a guess, that's just a manifestation of the Guardian. Supposedly the Guardian is the prison itself, which I think would lend some surety to that idea. I can't say what exactly is held there, but I imagine we'll be in for a fight while we're there." Moore explains. "I can see what knowledge isn't shrouded by magic if you give me some time."
In theory, the Oinoloth's terrain is Hades, the Gray Wastes. However, the boundaries of the domains of the daemons are a little blurrier than most. So in theory know, but your planar lore adds a ...? to the end of that.
"Go on," Sylvie says, "'loth secrets are so buried that this is only wise. Then it's wise to question those, too."
"We should also be prepared to deal with The Adversary. We will all be going in case any others decide to show up. We also can't discount the possibility that Baator made it there first."
At any rate, he takes a breath in and out and begins to cast his Commune With Knowledge spell.
I get 18 questions for this. I've been forgetting to apply my +1 CL for divination spells.
Sure, we'll knock the question out before chatter. Go ahead.
'Who can tell us how to safely get into the First Prison that we can trust?'
Unknown.
That's a great start.
'Can we enter the First Prison?'
Considering what it is, he may need to change his questions...
Yes.
Hmm.
'Can we enter the First Prison without being prisoners?'
Yes.
Hmmmmm. Let's try it this way.
'Are there those we would call allies inside the First a Prison?'
Yes.
So it isn't warded enough to prevent that...
'Who is the strongest inside the First Prison who would be an ally who can be identified?'
I'm not sure if I can be that specific with the spell or not...
So for clarity, you want to know who the strongest ally there is, of the ones the spell can identify?
That is correct.
The Eagle's Regret.
'Does anyone in the First Prison we could consider an ally know the layout of it?'
6/18
Unknown.
Ah, so that's it.
'Can those inside the Prison communicate with those outside in any way?'
He expects this to not work, but it's worth a shot!
No, they cannot.
Aha, so you're cut off somehow.
'Does that include divine communication?'
Yes.
Last time it was too broad, so how about...
'Who can tell us the most about what is known about the First Prison that we can trust?'
The Eagle's Regret.
Aha.
'Who is the last person to enter The First Prison?'
She had no name and was only a soulless clone.
'Who sent the clone?'
11/18
The Adversary.
Damnit.
'Who was the second most recent person to enter the First Prison?'
An avatar of Mephistopheles.
'How long ago did the avatar enter?'
A month ago.
Oh... that's not that bad.
'How long ago did the clone enter?'
14/18
6 days ago.
'Who was the most recent person to leave the First Prison?'
An avatar of Mephistopheles.
'How long ago did that avatar leave?'
16
A month ago.
Well, time doesn't pass differently there, at least...
He can't think of anything else to ask, so he dismisses his spell and takes in a breath - even though he doesn't need to.
"Well, that was enlightening." Moore says. "I think the layout of the prison is shrouded, but there are allies trapped inside who can tell us more if we reach them." He says. "A month ago, an avatar of Mephisto entered and left, and six days ago a soulless clone of The Adversary entered and doesn't appear to have left."
"Which means it's up to its stones in fiendish interests," Sylvie points out, "We'll need to go in expecting all of the fights."
"All of them," Kaja concurs, "At the least."
Moore nods. "We're also cut off from the outside when we're there. I don't know if that applies to my connection to my avatar, but we need to ensure we don't waste resources when we're there, as we may there a while and can't easily leave." Moore says. "Nonetheless, I have every hope we can succeed. We're all much more than we were yesterday."
"When will we go?" Jetina asks, leaning forward a bit, "Now? Tomorrow?"
"I want to go as soon as possible..." Moore considers. "We all used sone strength against Torm, so we will go tomorrow." Moore says. "That gives me an opportunity to meet with Waukeen today."
Nods and agreement all around as...
Next move?
Knock on Brightwater's door and have a sit down with Waukeen unless she's visiting me.
Oh, don't fuss yourself. I'll be right over, I want to see some of this myself.
Moore will then wait at the entrance of Hope's Landing for her!
It is a great palanquin, carried on the backs of golden dragons. One with curtains of golden cloth and aglitter with gemstones, one large enough to house a castle within. It approaches Hope's Landing, a great and slow procession towards it.
This is a little bit much, even for you, isn't it? Moore thinks to himself.
Nevertheless, he flies at the entrance with his hands behind his back, waiting patiently, a broad smile on his face.
It wouldn't do to try and match this grandiose entrance -- and Moore couldn't manage it even if he wanted to, so humility will have to be his goal.
Although, while he's waiting...
Lord Illmater, you may or may not already know, but I was able to recover what I came to Arcadia to find. Unfortunately, Torm also happened to show up. I'm currently hosting Lady Waukeen, but could you make time for mater to discuss this? I'd like to see if I can better understand what may have happened.
At your side is Sylvie, who emerges without a comment. Out of the corner of her mouth, barely audible even to you, "Flashy."
'I understand.
I will be there soon.'
Moore turns to Sylvie with a look that says everything he wants to say - and a small smile, before he turns back to the approaching ... spectacle.
Yes, spectacle is a good word.
It approaches within about 100ft before it stops. Twin ladies, radiantly beautiful blondes, emerge wearing cloth of gold dresses. The part the curtain and thus Waukeen emerges. She walks sloooowly down as if the air were steps, and as she does, "Oh Moore, there you are!" She ignores those to the sides, who watch this so called spectacle, focused entirely on you. "You look wonderful."
"Thank you, Golden Lady." Moore says and he bows deeply. "Will your accompaniment be staying outside, or would you like me to prepare something for them?"
"Oh, they'll see to themselves," Waukeen says lightly, "We have far more important things to talk about."
Moore nods his agreement and turns with a gesture to for Waukeen to follow him, though he really only goes right past the front archway.
"I haven't come up with a proper name for this particular thoroughfare yet, though something like 'Merchant's Beach' seems fitting." Moore says as he gestures up and down the small street that intersects them, various buildings and shops littered all about.
"I'd been putting an effort into the trading business here, long before this place was what it is now. I've had a great deal of buy-in from the Padisha of the Marid, Lathander and most recently I have contracted with the Silverbrow Consortium to see to it that this place becomes more thriving." Moore explains. "My goal is to offer people completely free opportunities to invest in their businesses - if they choose to donate any of their earnings to Celestia or to otherwise, they are welcomed and thanked to do so, but it is by no means a requirement. The goal is allowing hope to thrive through the passion of business. I am aware of Celestia's general..." Here he searches for a moment before he nods, "Lack of use for currency, I don't expect that I'll be changing that. Still, there are uses everywhere for currency, and it doesn't just belong in the form of a gold coin, as you well know."
"Yes yes, there are many ways to profit," Waukeen agrees, "As I said, I will be taking a keen interest in this now. You do know you sit on pure, untapped potential here?"
Sylvie follows and gets a measured glance from Waukeen. "Aren't you from Aurora?" She asks, before, "Hm?" A blink, a stop. "Well. Well, well, well. More than just a hero now."
"Only under protest," Sylvie retorts, "So I believe it's transparent that you want profit and money here?"
"Aurora helped right both of our wayward paths." Moore says with a smile. "At any rate, yes, please feel free to speak plainly, Lady Waukeen. I think subtexts and wordplay is great for contracts, but I like to be direct when possible."
A gesture as their conversation becomes privy only to the three of them. "I am aware of the potential here which is why I've done my best to foster it as much as I can. Whatever you think, I am happy to listen to."
"Of course," A generous smile from Waukeen, "I do declare that I'm rather peckish. Let's enjoy this conversation over refreshments? There's money to be made and trades to be done."
"Please, this way." Moore says as he walks with them past the stalls and to what used to be the only real building in Hope's Landing - what is now his seat of power.
They go inside and come to a comfortable sitting room with several couches and seats around a table.
A message is sent to Grias to bring some refreshments when he's able!
The light shines brightly through the windows, ever so brightly.
Clink.
Waukeen places her teacup down, eyes closed. "Zaphkiel, at least your hand is shown. This business with Celestia's increased brightness now makes sense. But if it's all the same, I have no need for a nightlight." The barest flex of divine will, curtains on the windows to provide respect from the glow above.
"Ah." Waukeen opens her eyes once more. "Much more tolerable. I find that the glint of light distracts as much as it illuminates. Deals often best taken into the little hours of the night and agreed to after a great deal of haggling."
Sylvie has her own cup, though her is filled with golden brown apple juice. "I never took you for a night person," she confesses. "Gold shines like the sun. Deals happen in the heat of the streets, in stalls, in shops as the day runs long."
"Oh, I am- Sylvie, is that apple juice?" Wakeen asks, raising a single eyebrow, her voice heavy with meaning.
"It's..." A pause, "It's a hazard of motherhood. My son grown a taste for it. I'm trying to make myself grow fonder of it."
The slightest smile and chuckle, "Have Tymora blessed your efforts?"
"Fond enough, but not fond enough for years of it. Years and years and years..." Sylvie sits back, eyes closed. "So Celestia offers vows of chastity? I get a sudden urge to partake."
Moore can't help but smile at the two of them.
"I do understand what you mean. Some people are blinded by light as often as they're led by it." Moore says. "I think myself able to walk a line between understanding that there is a great gulf between your ethos and Mammon." He says the last part with a great deal of disdain.
"Wealth, like many things in Creation, can be a bad thing if used improperly." Moore says. "But I don't mean to sound like I should lecture you on this subject, Lady Waukeen. Please, feel free to speak your mind, I will not chastise you as my solar compatriot likes to every time we visit your city."
"We can get to brass coins now," Waukeen concurs, "Hope's Landing is an opportunity, one I will develop and benefit from to the utmost. A new divine realm is an entire realm of trade and goods that merely waits to be tapped into, and be it small and barely begun, it is rife with the greatest potential."
Moore nods. "Of course. Could you elaborate on how you see this playing out, then?"
"Tell me, how hands are you about managing your realm's trade and wealth?" Waukeen asks instead.
"Historically I haven't been as involved as I want to be, but I want to be much more actively in it going forward." Moore says.
"Then I believe a special administrator will do," Waukeen says, "Someone to understand my interests here and coordinate them well with you. I trust you'll take his advice with all the respect they deserve."
"Of course." Moore says with a nod. "I can have a room prepared for them if they'd like, or any particulars you deem fit."
"I'll have him bring what he needs and a list of what you'll provide," A soft sip before, "Then I trust we won't have any problems as you repay this debt."
"I don't foresee any." Moore says. "If, for whatever reason we can't come to accords on anything, we can broach those individually."
A smile after that. "I really do look forward to this, debt or no, I hope to see this venture thrive so we can continue to have good relations."
Waukeen offers you her hand at that, "I'm sure there's many messy details, but I'm sure our underlings can work those out to our satisfaction."
Moore stands up to shake her hand.
"Please feel free to let me know if there's anything I can do for you, even outside of this." Moore says. "I hope to cement myself as a staunch ally to Brightwater."
A handshake and...
Once she's gone, Sylvie says, "I know this is bad form and against Celestia, but....really?" she says aloud. "You did see how she entered, didn't you?"
"Yes, I am aware." Moore says with a smile. "I'm not completely naive to what she wants to do here. I think we have an opportunity to make things work in our favor, and if there's anything truly objectionable that is suggested, then we find a way to compromise."
He gestures towards a now-open window. "Her entrance was probably less for us and more for Zaphkiel anyway. She knows she helped resolve something and we're in her debt for it. I don't regret asking her at all and would do so again. We can temper each of her requests with the virtues of Celestia, I have no doubts."
"Still, it was worth it for the seed," Sylvie agrees, "So no regrets?"
"I don't have regret over things." Moore says. "Everything are stepping stones to greater and better things. Also, we should have another guest soon, if you'd like to meet with them; I contacted Illmater about Torm."
"That's fine, let someone else have that one. I respect Ilmater, from a distance." Sylvie remarks, "Still..." she smiles faintly, "We-"
It's then you feel it, a new and stronger connection to Sylvie.
Node update, go read.
Done. I am guessing I have one upcoming too.
Moore nods and smiles. "Every small step, you see?" He says. "Do me a favor, will you? While I'm meeting with him, can you see what you can find out about someone named 'Eagle's Regret?' They're supposedly the strongest person in the Prison who'd be an ally to us."
Cresiel can tag along to meet Illmater if he wants.
Sylvie smiles back, 'I'll get it done, Calley could use research practice." Off she goes and...
Any prep for this?
Nope, Moore will meet him at the front just like Waukeen.
Ilmater comes in a stagger.
Face torn, back hunched and broken. Body burnt.
His entire form is ruined, yet he endures.
Cresiel is at your side, waiting with patience and respect.
"Lord Illmater." Moore says. "Thank you for coming."
He would take him somewhere else, but the grasses of the Mountain seem appropriate. Nonetheless, he ensures their privacy.
"I can explain the full situation if you would like me to."
"Tell me," Ilmater says, as blisters as big as a fist form on his neck, while his back straightens out before snapping again. "What events came to pass?"
"Before I go farther, and so as to not waste your time, do you know what was hidden there?" Moore asks. "Or, maybe I should ask, did you know what it was before recent events?"
There is a pause as Ilmater looks on at you, eyes empty and white, blind.
"It...may be that we thought one another knew more than we both knew." He says at last. "It came to be that long ago, we found a hole in Arcadia. It led to what is the space between planes, an emptiness unused but not the Beyond." His leg breaks with a bone cracking snap, as he sags to the other side. Hunks of flesh from his middle slough away, healing in moments. "We realized that mischief could be done there, and great harm but the malevolent and the foolish." A shudder as claw marks rend his back, blood oozing down his flesh. "The mountain chose you, Moore. I trust Celestia's wisdom...and your heroism so that whatever need you had to go there, it was a righteous one."
"You honor me." Moore says, his head bowed low.
"I will tell you what was there, then, to return both that honor and because Torm may know now." Moore says. "There was a Guardian, as we've come to call them, that was left by the Incarnation of Balance." He says. "They each guard divine seeds, which... well, I'm sure I need not explain. At any rate... when we were there, his avatar showed up. We were... not in a great position to fight him, so we retreated and were able to win the prize. Unfortunately, in doing so, the guardian saw fit to return all of us to our home planes, so... well, that's a different story."
A wave of his hand to change the subject. "Did Torm manage to sneak his avatar there without you or anyone else knowing, or did you know he had?"
"We did not know," Ilmater says at last, as whip welts rise along his back by the dozens - a flash of a servant tied down and whipped, crying out for mercy that does not come until a column of fire from above immolates his tormentor as his wounds are gone. "We assigned celestials of great wisdom there and sequestered them in those depths, and gave them the means to contact any of us should they feel the need, or if anyone passes them by, for any reason."
"I... do not know what happened to them, but I met one of them. We were unable to contact anyone outside of that place due to the Guardian while I was taking the trial." Moore says. "If the Guardian was true to the word, they all should've returned to wherever their homes were, which I would assume was Arcadia. I think even if the avatar killed them they wouldn't have been trapped there. But... then I suppose the question becomes, how could he sneak anything to that place?"
"That..." Ilmater says slowly, "Is a more dire question. He would know it as well as as Tyr or I, and mad as he may be, Torm is also intelligent and wise. His mind is fearsome." As the welts heal, Ilmater's body becomes blackened, charred. Puncture wounds open over his hips and ribs, relentless.
"I wonder then, if he could only send one avatar to not be noticed?" Moore says. "Perhaps he had some artifact that shrouds him in some capacity, but it can only be carried by one like an avatar, or only has enough power to hide that strength, and if he had come himself it would've alerted you?"
"I do not know," Ilmater says, as his middle and legs are crushed, pulped, and yet he stands as they heal. "But this matter is dire, though Torm did not obtain this seed?"
"No. It was used by us and one from the Cauldron." Moore says, seeing no reason to hide it at this point. "I haven't returned to that place to see what's become of it, but I would be happy to do so if you'd like to go. Have you heard anything from any of the celestials that were there?"
"There is no need, Tyr goes as we talk," Ilmater says as his body boils and knees crack. "He will see to matters there."
Moore nods. "Of course. If there is anything I can do to aid in this matter, I would be honored to do so. I will see what I can do about researching, but... I think it best if we all operate that it may be possible that Torm may be able to sneak something in almost anywhere."
"I understand," Ilmater says, "We must get to the truth of this."
"If I learn anything, I will let you know." Moore says. "I hope all of them are safe."
With that Ilmater is simply gone - off to where and what, you cannot say.
Once he is gone, Cresiel adds quietly, "I fear you are right, while I pray this was merely a confluence of unfortunate circumstances."
"I will inform the others to be careful." Moore says. "We also cannot discount the possibility that Asmodeus may have had some hand in this."
"Possible, but Torm is of the Abyss now. I would not think him a favored tool," Cresiel says plainly.
"I feel like he would risk it." Moore says. "Either way, let us prepare for tomorrow."
I can get all the prep for spells done here shortly unless there will be an interrupt, and I can notify Alicia and Seira respectively of the Torm stuff.
There will be, so have those ready for later.
You're busy a little later when...
'Moore,' Xandra's voice in your mind. 'Do you have a moment?'
Moore is immediately next to her as if to answer that question!
Xandra sits in a tub full of steamy-hot water, just starting to stand up, which pauses with her half out of the tub.
Slowly she looks to you and says, "A little too eager, Moore." she says, plainly. "Though you demonstrate the virtue of cleanliness through dedication to it."
I laughed and shook my head since she assumed if you were busy, you'd need time and if you weren't, a bit of time wouldn't matter for her to get ready.
"You know, this is like the second or third time this has happened, I think... not with you, but in general. I need to be more mindful." Moore laments. "I'll be in my room, come get me when you're ready."
And with that, he is gone! Back to his room!
Soon enough Xandra comes to your room. She knocks on the door and enters once allowed. "Ahem." She begins slowly. "This has happened before, but no matter."
"I'll be more mindful, either way." Moore says. "Please, say what's on your mind."
"We've come together," Xandra concurs, "Together, we can be strong enough to do this."
Moore nods.
"Can I ask you something?" Moore says, even though he knows he can. "What did you see in me - or... around me, or... in my path, maybe, when we first met, when I came to you searching for some inkling about what was going on with Yggdrasil? What did I look like to you then?"
Xandra starts to speak - but you feel it, a connection to her, strong.
Node update.
"Haha, I guess someone else remembers back then too." Moore says with a quiet laugh. "I really need to decide what to harness that power into one of these days..."
A shake of his head. "Please, go on."
"Better," Xandra concurs, "I saw a lot, but most of all, I think it was potential," Xandra recalls, "No matter how you would define it, or at least the potential to have potential."
Moore beams rather proudly at that. "I'm glad you were determined to come with me. I hope you'll stay, even when you 'graduate,' as it were."
"We're in this to the end, bitter or sweet," Xandra smiles faintly, "Whatever the path is ahead."
"I'm happy to have you." Moore says. "Was there anything else on your mind?"
"No, I had a suspicion that would happen," Xandra admits, "Our growth is what prompts these - mental, physical, spiritual."
Moore nods.
"They do seem to come to us from rather specific growth, don't they?" Moore says.
"Very much so." Xandra goes, but pauses. "Oh, and Jetina will be by before dinner."
Moore nods. "I will make sure not to surprise her. If you think of anything you need, will you let me know? I think we may need to start focusing on the equipment everyone uses, especially if we're going to face the likes of Torm's avatar again. Maybe some new spells, too..." he murmurs.
A slight nod as...
Sure enough, just before dinnertime, there's a knock on your door. Busy busy, but knowing it was to come let you clear away time. "Moore?" Jetina calls, "Are you in there?"
"Please, come in." Moore says. "You know, don't have to do it the old-fashioned way." He adds. "You can just send me a message or... I don't know, I'm pretty sure you can think really loudly about it, since this is my realm...y thing. Not sure if praying works... that'd be weird, but it probably does."
'MOORE,' You hear Jetina in your mind, loudly.
"That is so strange to be able to do," she remarks as she enters, "You heard it?"
"I did, yes." Moore says with a smile. "I wonder if this is what Seira and Alicia went through."
"I'm sure they did," Jetina says readily, "But how does it suit you, Moore?"
"I get used to it more and more every day." Moore says. "I'm not sure what I'll do when I hear my first earnest prayer, but... we'll cross that bridge when we get there. How about you?"
"Sometimes I think it was a mistake," Jetina admits as she comes to sit next to you. Then she looks to you, "Then I feel how I am now and I wonder how I could ever think that. How could I ever think being so weak and limited was right. It agrees with me, Moore. This power agrees with me."
"I think that's a... I don't want to call it a lie, but..." Moore taps his cheek. "I think it's something intrinsic with the way the Incarnations created divinity. Something baked into the whole process."
"What do you mean?" Jetina asks, leaning in towards you.
"So, we know that the Incarnations really don't understand emotions, right?" Moore says. "I mean, they... kind of do, but it isn't quite right. Anyway, they create divinity, in order to be masters over certain things, right? Anyhow, so they create this thing and know that there needs to be a reason for these beings to keep doing it. Have you ever heard of any divine being who just... stopped being divine? One that got bored, or just quit?"
"Who would? Who wants not to feel like this?" Jetina cocks her head to the side, "I don't, even when I doubt. I never will. No one could. It's superior in every way. I'm superior in every way now."
"That's what I mean. I think it's just... mm. I think it's real, but I think that that feeling of 'superior' is one that the Incarnations built in. I suppose we could ask Lord Zaphkiel about it, if we wanted to." Moore says. "I ... hm. Just remember not to start thinking that you're superior to mortals in general, you know? That's what led Eblis down his path."
"That and believing mortals were worthless," Jetina admits. She stops and takes a breath. "You're right. I focused on that we must obtain a seed and now...and now I almost lose myself to it." A bow of her head, "Thank you, Moore."
In that moment you feel it, a strong connection to Jetina.
Node update, go read.
Moore reaches out to pat Jetina on the shoulder.
"Never forget that what we do is a burden and a gift." He says. "You see? Someone approves of that growth from you too."
"Both," Jetina admits, "And now we go on another mission, for another seed?"
"Yes, but we're going to be prepared for this." Moore says. "Against Torm, against The Adversary, against anyone."
"Together," Jetina agrees and...
Okay, that was the last interrupt. Are you prepared spell wise for the next day?
Yes, I will write up everything so we can hit the ground running tomorrow.
Go for it.
Also don't forget about Eagle's Regret.
We'll cover that first thing tomorrow.
Moore will have the following on himself:
Biblotecha Arcana: +15 insight to all Knowledge Checks, Scholar's Touch and permanent recollection of information collected with that. (24h)
Superior Resistance: +6 resistance bonus (24h)
Greater Improvisation: 105 points, can use 17 for skill/ability/saves.
Harmonize (CL34), Allows bardic music to be used as a move action.
Righteous Halo (CL24) +4 Sacred to Charisma
Foresight (CL34): +2 to AC, other benefits
Everyone else gets the following:
Life's Grace (CL 22) Immunity to death effects and ability drain, treat armor as ghost touch - 220m
Surge of Hope (CL33): +4 morale bonus to attack, saves, skills - 33m
Fortunate Fate (CL22): Heal (150) cast if reduced to 0 or less hit points.
Death Ward (CL22): Immune to all death spells, magical death effects, energy drain, and any negative energy effects
Jetina will cast one thing of this: Celestial Valor (CL 34)
+8 sacred vs fear and emotion effects that would sap the will to fight, +4 sacred to attack rolls, weapon damage rolls, armor class and saving throws, weapons count as holy
I'm not sure what elements we're going to find, so we'll just Mass Energy Immunity on the fly when we get there.
Let's have Jetina also give everyone sublime revelry.
I forget the name of it, but there's another spell that doubles your magic healing, whatever that one is she can cast too. I cannot for the life of me Sensual Blessing. Mm, well, no, she has plenty of 13th level spells I guess, so it's fine.
Note to self: I need to come up with 13th and 14th level spells for her.
Everyone will also hit up the Blessing stone for the following:
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
So, to summarize, everyone has the following spells:
Life's Grace (CL 22), Surge of Hope (CL33) Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL 35), Sublime Revelry (CL 35), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27), Sensual Blessing (CL35)
Moore won't use any songs yet since they only last 10 minutes, but this should cover everything.
Active Spells: True Seeing (CL10), Bibliotecha Arcana (CL34), Foresight (CL34), Life's Grace (CL 22), Surge of Hope (CL33) Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL 35), Sublime Revelry (CL 35), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27), Sensual Blessing (CL35), Alter Reality Arcane Sight (CL35)
HP: 723+20
AC: 90 (+2, +14, 106), 60 touch, 78 flatfooted 20% miss chance, SR 50, 30 resist all to elements, immune to fire and sonic
40/40 Bardic music uses 3/3 Refrain
Fort +55, Ref +53, Will +59
Inspire Courage/Greatness/Destined Strike buffed attack, with dex bonus and BAB +72
Damage bonus: 26
Spells:
Bard
0th - 4/4 (DC 22)
1st - 8/8
2nd - 6/7
3rd - 7/7
4th - 7/7
5th - 7/7
6th - 5/6
7th - 6/6
8th - 5/6
9th - 4/5
10th - 5/5
11th 1/1
Favored Soul:
0th - 5/5
1st - 9/9
2nd - 9/9
3rd - 9/9
4th - 9/9
5th - 7/8
6th - 7/8
7th - 8/8
8th - 7/8
9th - 8/8
10th - 5/5
Okay, but why superior resistance? You get a resistance bonus to saves from DvR.
I am stupid and thought that was the same as the bonus from Divine Grace, and didn't realize it was a separate bonus, whoops! I will fix that.
Just getting the spoiler block up. CL on Sublime Revelry? Is Sensual Blessing cast and if so, CL?
[spoiler]
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35)m Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776/776
Negative Conditions:
Aura:
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes:
Theres a summary block at the bottom of my list with all that, but yes to your questions and CL35
Thus you all gather outside of Hope's Landing - well, your fortress anyway. The party gets together, quiet and ready as...
Go ahead and kick this off.
"We don't know what we will face here, so be ready for anything." Moore says as he attempts to open a gate to the outside of the First Prison, about 5000 feet away.
Nothing happens. Blocked good and hard, it seems.
"Hmm, even that far? How about..." he murmurs as he tries again!
He will try 2 miles this time, south if that matters.
You appear in the darkness. Red ice is below your feet. It is bitterly cold, not a spec of light in this terrible place.The horizon is bleak and empty, nothing but this in the distance, nothing but dead land and frozen ice.
"Yuck." Moore says as he starts to fly north. He should be able to see it after a bit of travel, but he adds a little extra just in case.
Alter reality for a higher-strength version of Arcane Sight to let it be used at the radius of my own vision. I think that should be doable.
We will go north and hopefully after one mile I can see the Prison.
Surprisingly that's out of reach. For that you need something like the see magic SDA - whole sight detection is surprisingly high priced.
Okay, then just a higher level one that lasts longer. That's fine.
Cool.
"Ugly hellhole," Sylvie notes, "But no real defenses, fortunately, at least to getting here."
"Who wants to come here?" Xandra questions back, "Besides madmen?"
Jetina pointedly looks at Xandra and then at Moore.
Kaja smiles while Sylvie smirks.
"...ah." Xandra closes her eyes quietly and exhales, "I see that your tongues are as sharp as Kaja's scimitars."
"We can't discount that the reason we couldn't get close is some sort of interdiction." Moore says. "Once we get closer we can tell. Also- it's called the First Prison, so I really doubt anyone willingly comes here."
A beat before he looks to Sylvie. "What dud you uncover about our Eagle friend?" He asks as he flies on.
"He's a pentient cleric of Silvanus," Is the answer you get, "He used to be a cleric of Malar, but he saw the light. Literally was I understand it, his cult ended up provoking an avatar of Lathander to appear. He was the only survivor and it changed his life. Come with him alive and Malar himself will reward you like a king."
"Well, he seems to still be alive as it stands. Hopefully we can get everyone out of there." Moore says as they go.
"But not everyone who is a prisoner there will be an ally to us. However, I don't intend to try and kill any prisoner there, even if they are a devil - unless they attack us first. If any of you disagree with that, I'll hear it."
"If they're stuck there, for the best," Cresiel says at last, "Defend ourselves, but we have a goal, not a crusade of extermination."
"Practically you're right," Jetina agrees, "But if we can end a menace for all time, we should take the chance. But death would...would it let them escape from such a prison? I rather doubt it."
"A good question." Moore says. "The rules there are different, as I'm sure we will learn."
He continues on regardless - they won't know what's there until they go in anyway.
Okay then, give me a Perception check for reference from everyone you roll for.
Take 10 for 93 for Moore, 101 for Xandra and 86 for Jetina.
> roll 1d20+60 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=7]
> OOC: Total of 92 thanks to Afina's Perfect Vision.
> roll 1d20+70 Kaja
<Penuche> Kotono invokes Penuche's magic: < 82 > [d20=12]
> roll 1d20+130 cunning knowledge used Sylvie
<Penuche> Kotono invokes Penuche's magic: < 144 > [d20=14]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 98 > [d100=98]
> roll 1d100 subtable
<Penuche> Kotono invokes Penuche's magic: < 54 > [d100=54]
As you walk, your keen hears can hear the rattling of chains to the side - and your keen eyes can see it, a blur in the shadows. A chain wrapped corpse, stalking towards all of you, about 500ft away and closing across the icy ground.
[spoiler]
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776/776
Negative Conditions:
Aura:
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
"You've really got to be rather mindless to approach a group like ours, don't you?" Moore says.
He's not thrilled to stop, but better to deal with this now.
K:P for 118 to identify?
"That or too dumb to live," Sylvie agrees.
It looks like some kind of zombie beneath the chains - possibly mindless. Nothing too strong you imagine, probably a local.
Perhaps a Divine Blast will send it on its way.
I'm sure I can beat it's init even without Supreme but I'll roll if you need me to. I imagine my touch attack can't reasonably fail either.
not sure the board bit can do this but we will see.
[blockquote]Rolled 18d12 : 7, 2, 9, 3, 1, 11, 12, 2, 10, 9, 8, 6, 2, 11, 5, 7, 11, 4, total 120[/blockquote]
Whoops, you weren't highlighted. Caught it fast, though.
You're correct on both accounts.
One blast and the chained zombie is nothing but ash on the wind, obliterated with a casual assault.
Moore resumes their trip onward!
"Hardly a problem," Jetina says as you continue on. "Just a foolish thing with no idea what it approached."
"One less," Cresiel agrees steadily.
Moore nods his agreement and continues forward. Hm, how will they get inside, anyway, it looked like those avatars just walked in... will it be that easy?
Soon enough it looms ahead. A black complex, of dark buildings all connected together. No windows, not a single one. There's no gate or yard, simply a path to a single door that leads within. It is silent here, save for the occasional whistle of a howling, bitterly cold wind.
"I suppose I should've asked how we get in, but..." Moore shrugs and proceeds forward along the path!
"That would have helped. You'd think it's easy to get in. The hard part about Carceri is getting out." Sylvie remarks, already striding forward, towards that door, eyes open.
"Well," Kaja smiles a bit, "Perhaps the wardens will send out someone to greet us?" He draws his scimitars at the same time, at the ready.
"I think it may just be that you can enter without any issue." Moore says.
Once he's in the 120 feet range for Arcane Sight, he will look for any magic around. Take 10 for Spellcraft of 113 and K:A for 118.
CL on Arcane Sight, the defenses are a thing.
[21:34] <Nephrite> roll 1d20+35+1
[21:34] <Penuche> Nephrite invokes Penuche's magic: < 54 > [d20=18]
You can only scan the surface - about an inch into the walls your readings stop completely. Nonetheless the outer wards are abjured to keep any creature who tries to enter by teleportation in. Namely, into an unknown location within. Likewise there's a spell to stop teleporting out, period.
From the way your spell stops, your arcane lore suggests that the walls are reinforced with lead or a similar material that stops such spells. At least assuming the normal rules are being followed here, anyway.
"Well, if we try and teleport inside, we get redirected somewhere. I almost wonder if that'd just be faster." Moore says.
He flies up to the door to see if he can just... open it. Surely, it can't be that simple?
If that doesn't work he'll try an alter-reality-ed Knock.
[21:39] <Nephrite> roll 1d20+35+1 CL if needed
[21:39] <Penuche> Nephrite invokes Penuche's magic: < 52 > [d20=16]
Nothing happens to your spell.
"That's a terrible idea," Jetina says immediately, "The sort of idea that has someone never be seen again."
Moore tries a more manual way of opening the door, then! If it ... has a handle, or anything.
"There is a reason I'm not teleporting inside." Moore says.
There's no handle and the door doesn't open.
"Good," Jetina says, as Sylvie examines it.
Taking 10.
"No sign that it's meant to open from this side. Only from inside," Sylvie concludes. "You get let or taken in, you don't enter yourself."
He didn't bother to ask how that avatar or that clone got in, ugh.
Moore shakes his head. "Well, let's see if the direct way works. They're going to know we're here regardless." He says as he gestures at the door and attempts to simply destroy it - or damage it, in some capacity, by sending a divine blast at it!
[22:08] <Nephrite> roll 1d20 touch
[22:08] <Penuche> Nephrite invokes Penuche's magic: < 11 > [d20=11]
I don't know if it'll be necessary to give all the modifiers for this.
[22:09] <Nephrite> roll 12d18
[22:09] <Penuche> Nephrite invokes Penuche's magic: < 120 > [d18=17,5,6,11,14,1,6,5,12,17,16,10]
The door crumbles inward from your blast - whatever it's reinforced, ti isn't reinforced that much. Darkness greets you ahead, darkness and the sound of moving steel.
"One moment, I want to test something." Moore says as he goes to enter -- at least far enough past where his magic stopped.
He wants to test if his divine remote sensing 'works' from inside the First Prison to see the area they're currently in (outside of the prison) if that makes sense.
Also, when he's inside the Prison, can he still feel his avatar and see through it?
Yes and yes, at least for now.
"All right, I'm going to keep tabs on the entrance -- well, the door, at least." Moore says. "I can't promise that we won't still be attacked by something that I don't happen to catch, but I'll let you all know if I see anything -- and when I get cut off from my eyes, it may tell us more about all of this place." Moore says.
"Come, let's see what this Prison has inside it, and be stronger for it." He says as he turns and heads into the darkness!
Everyone has blindsight 200ft due to Afina's Perfect Vision, just for the record of anything that will help us spot coming our way.
All you walk in. The moment all of you are inside, the door closes - more accurately, it's simply closed in between blinks of the eye. You can't see outside now, your remote viewing cut off.
So just to be clear, the door more or less just re-appeared where it had not been?
Can He still sense his avatar?
"Very well, then." Moore says. "Let us proceed - we knew what might happen."
Correct to the first.
You cannot to the second.
"Irritating," Sylvie says at last, "But we knew it coming."
"Let's go and get this done then," Cresiel concurs, "No time to be idle now."
Moore nods, heading forward!
"Let's see what awaits us in this place. We're going to be very thorough." Moore says. "There's plenty of things to find here, I'm certain."
Can his avatar remote sense the location? Not that it does much good, but just in case!
It cannot.
Thus you step in. Ahead is only a long, dark hallway, the walls tight. There's just space for all of you to pass, as in the distance, you hear the clang of metal on metal.
Moore proceeds, an eye out for traps and other things.
Take 10 for Perception of 93, and Spellcraft of 113 with Arcane Sight as they go.
There's no magic at all, just the sound of metal on metal.
"...fresh meat..."
"...come on..."
In the distance you hear voices, demanding, calling, waiting.
Sylvie suddenly stops and says, "There," A look ahead as it appears. A great, muscled thing. A human with ebony black skin. Its eyes are gone, and from it comes tendrils of spiked chains, which wrap around its head and neck. It wears full armor below that, solid metal covering its body. It has no hair, its head covered in those spiked chains and deep, angry red patterns drawn on its head, the whirl of interlocked circles.
'Surrender everything you have, prisoners.' A voice in your mind, unpleasant. Were you less than you are now, you can sense the voice would be like a branding iron and command mixed into one, unstoppable.
"I'm afraid we can't do that." Moore says. "We have business with..."
He blinks. If the Guardian is the prison itself, it's still probably...
"We have business with the Warden of this prison." Moore says. "You can either take us to them, or we will go through you." It isn't a threat, but it's still a promise!
The only answer is for the strange creature to reach out as it blurs forward and - !!!
Init.
Everyone gets +17 to their check.
[13:45] <Nephrite> roll 1d20+47 Moore init
[13:45] <Penuche> Nephrite invokes Penuche's magic: < 59 > [d20=12]
[13:45] <Nephrite> roll 1d20+8+17 Xandra
[13:45] <Penuche> Nephrite invokes Penuche's magic: < 35 > [d20=10]
[13:45] <Nephrite> roll 1d20+7+17 Jetina
[13:45] <Penuche> Nephrite invokes Penuche's magic: < 28 > [d20=4]
I'm just assuming that I'm going first, but if not I'll redo this.
Moore will cast Harmonize, Inspirational Boost and use Inspire Courage, so everyone gains the following:
In total:
+20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
+3 to attack, +2 to CL for the next 3 rounds,
fast healing 11, and gain damage reduction 11/-.
> roll 1d20+37 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 41 > [d20=4]
> roll 1d20+33 Kaja
<Penuche> Kotono invokes Penuche's magic: < 34 > [d20=1]
> roll 1d20+53 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=19]
> roll 1d20+14 Chaind Man
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=6]
Init is Sylvie (72) > Moore (59) > Cresiel (41) > Xandra (35) > Kaja (34) > Jetina (28) > Chained Man (20)
Sylvie's turbo mode.
Sylvie's will surrounds her, bolstering her with greater power.
She's just going divine power SLA round 1, so that's done. That change your move at all, Moore?
[spoiler]
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 39/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+8 (+4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+16 (+8 BAB, +4 sacred, +4 morale), Damage+4 (+4 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
It does not.
"I suppose we'll just have to break through." Moore says. "Please, be my guests."
Cresiel strides forward, a direct and steady challenge as he approaches, "Flee," he commands in a dreadful voice, as his blade comes down on the chained monster.
> roll 1d20+79 (+27 various, +16 furious strike, -20 power attack)
<Penuche> Kotono invokes Penuche's magic: < 91 > [d20=12]
> roll 1d8+61+3d6+8d6
<Penuche> Kotono invokes Penuche's magic: < 104 > [d8=4][d6=5,3,3,2,5,6,1,3,1,4,6]
Yet the solar's blow barely even cuts the skin of the creature before you, which heals in an instant, the shallow cut not even having a chance to bleed.
"Focused force," Kaja smiles, "Try that from my scimitars, beast!"
Xandra.
[spoiler]
+20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
+3 to attack, +2 to CL for the next 3 rounds,
fast healing 11, and gain damage reduction 11/-.
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 38/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+35 (+8 BAB, +3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
Xandra extends a hand and a beam of magic energy, blue white in color springs out towards the creature!
[14:28] <Nephrite> roll 1d20 ranged touch
[14:28] <Penuche> Nephrite invokes Penuche's magic: < 2 > [d20=2]
[14:28] <Nephrite> roll 1d20+45 SR
[14:28] <Penuche> Nephrite invokes Penuche's magic: < 49 > [d20=4]
Using a smite for higher SR.
[14:30] <Nephrite> roll 25d6+18
[14:30] <Penuche> Nephrite invokes Penuche's magic: < 105 > [d6=5,5,6,5,6,5,6,4,4,3,5,1,6,3,2,1,2,3,2,2,1,3,1,3,3] half is cold, half is divine.
fort DC 40 fort or be blinded for 7 rounds.
Okay, but what spell is it?
Why do I keep doing that...
Polar Ray.
Creature isn't meaningfully affected by being blinded, so that's moot. Rest of it is noted.
The ray of hold strikes the creature, icing it over and yet not even seeming to slow it. It heals nigh instantly, any frozen flesh rejuvenated.
Init is Sylvie (72) > Moore (59) > Cresiel (41) > Xandra (35) > Kaja (34) > Jetina (28) > Chained Man (20)
Kaja time.
Kaja darts in, at his side and in position, "No escape now," he growls lowly.
Jetina, go.
She will hold in case it does something that's actually dangerous and needs to heal from it.
From the chained man's eyes they come - chains. So many of them as it does not move, chains everywhere, chains lashing and tearing at all of you.
Ref save all, note the following modifiers below. They all stack unless noted otherwise.
Good aligned: +3 bonus.
Good subtype: +5 bonus, replaces the previous.
Evil aligned: -3 penalty.
Evil subtype: -5 penalty, replaces the previous.
You have taken a life: -5 penalty.
You have stolen: -2 penalty.
You have adultered: -2 penalty.
You have lied: -2 penalty.
You are a fugitive from justice: -20 penalty.
I'm going to assume everyone I'm rolling for is at +0 based on that, then.
[15:25] <Nephrite> roll 1d20+53
[15:25] <Penuche> Nephrite invokes Penuche's magic: < 56 > [d20=3]
This should be +2 higher, so it's 58, with evasion.
[15:25] <Nephrite> roll 1d20+58 Xandra
[15:25] <Penuche> Nephrite invokes Penuche's magic: < 68 > [d20=10]
[15:26] <Nephrite> roll 1d20+47 Jetina, evasion
[15:26] <Penuche> Nephrite invokes Penuche's magic: < 57 > [d20=10]
Eb brought up a good point that at some point Moore at least has likely "stolen" something, insofar as he's taken something that doesn't belong to him, and maybe the others too? I don't know, so I guess let's say a total of -2, so that'd be 56, 66 and 55.
> roll 1d20+60 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 77 > [d20=17]
> OOC: Cresiel has evasion.
> roll 1d20+28 Kaja
<Penuche> Kotono invokes Penuche's magic: < 43 > [d20=15]
> roll 1d20+67 Sylvie (+27 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=5]
> Sylvie has evasion.
Yes, the only one who I exempted from stealing was Cresiel.
Some things adventurers do are stealing, some isn't and some is genuinely borderline. He's the only one I'd see as being not nailed by that one. There's a lot of nuance there but I'm not going to get into it for the sake of posting progress.
The chains come. They strike and yet Moore dodges. Cresiel holds firm, Sylvie nimbly ducks aside. Only Kaja is taken by the chains - who cries out and is pulled away, gone in between the blinks of an eye.
Sylvie, but she'll hold pending more Moore boosts and then unload.
Moore looks off in that instant.
"Just hold on!" He shouts, empowering his allies further!
Inspire Excellence, let's give everyone +12 competence to Strength.
"Destroy that thing!" He shouts.
I'm also a dumbo and forgot the bonuses from Celestial Valor but since everyone passed and I don't think +4 would've saved Kaja it's irrelevant!
EDIT: But Surge of Hope might've? It's also +4, so would a roll of 51 saved him? Unless you already factored the +8 in, in which case I apologize and will be quiet.
And a third question, what does Arcane Sight tell me for spells on this thing, and how strong are they?
Spellcraft for 113, I'll also identify the caster if I can do so on my turn.
It will not.
The creature seems utterly non magical, not registering a drop of magic to your senses.
Does that change any of your turn here?
It doesn't. Moore will switch his aura to SR piercing, though. That's it.
Init is Moore (59) > Sylvie (58) > Cresiel (41) > Xandra (35) > Jetina (28) > Chained Man (20)
With grace and skill, Sylvie slips in as well, fists flying as she puts the creature's durability to the test.
> roll 1d20+59
<Penuche> Kotono invokes Penuche's magic: < 68 > [d20=9]
> roll 1d20+117 (+35 various, +21 inspiration, +8 smite, one daily use of mimic class power used)
<Penuche> Kotono invokes Penuche's magic: < 132 > [d20=15]
> roll 1d20+117 (+35 various, +21 inspiration, +8 smite, one daily use of mimic class power used)
<Penuche> Kotono invokes Penuche's magic: < 131 > [d20=14]
> roll 1d20+112 (+35 various, +21 inspiration, +8 smite, one daily use of mimic class power used)
<Penuche> Kotono invokes Penuche's magic: < 126 > [d20=14]
> roll 1d20+107 (+35 various, +21 inspiration, +8 smite, one daily use of mimic class power used)
<Penuche> Kotono invokes Penuche's magic: < 114 > [d20=7]
> roll 1d20+102 (+35 various, +21 inspiration, +8 smite, one daily use of mimic class power used)
<Penuche> Kotono invokes Penuche's magic: < 113 > [d20=11]
> roll 5d10+117 (inspiration spent for +21 damage)
> roll 5d10+117 (inspiration spent for +21 damage)
> roll 5d10+117 (inspiration spent for +21 damage)
> roll 5d10+117 (inspiration spent for +21 damage)
> roll 5d10+117 (inspiration spent for +21 damage)
<Penuche> Kotono invokes Penuche's magic: < 150 > [d10=4,10,9,2,8]
<Penuche> Kotono invokes Penuche's magic: < 142 > [d10=5,5,1,8,6]
<Penuche> Kotono invokes Penuche's magic: < 151 > [d10=5,5,8,7,9]
<Penuche> Kotono invokes Penuche's magic: < 140 > [d10=7,3,7,1,5]
<Penuche> Kotono invokes Penuche's magic: < 139 > [d10=4,4,5,1,8]
Sylvie's flurry of blows cracks flesh and bone, healing rapidly but not quite keeping up. At the same time Cresiel closes in, his own grim assault on the fiend as it's pressured.
> roll 1d20+89 (+33 various)
<Penuche> Kotono invokes Penuche's magic: < 99 > [d20=10]
> roll 1d20+84 (+33 various)
<Penuche> Kotono invokes Penuche's magic: < 102 > [d20=18]
> roll 1d20+79 (+33 various)
<Penuche> Kotono invokes Penuche's magic: < 91 > [d20=12]
> roll 1d20+90 (+16 furious strike, +33 various)
<Penuche> Kotono invokes Penuche's magic: < 94 > [d20=4]
> roll 1d8+48+3d6
> roll 1d8+48+3d6
> roll 1d8+48+3d6
<Penuche> Kotono invokes Penuche's magic: < 61 > [d8=6][d6=1,3,3]
<Penuche> Kotono invokes Penuche's magic: < 56 > [d8=3][d6=3,1,1]
<Penuche> Kotono invokes Penuche's magic: < 60 > [d8=1][d6=4,1,6]
> roll 1d8+48+3d6+8d6
<Penuche> Kotono invokes Penuche's magic: < 95 > [d8=5][d6=5,5,6,1,5,2,1,6,6,4,1]
Blade and fist strike as chains whirl, seeking to ensnare you all. It's trying to heal but not able to keep up, knocked back as Cresiel tears its front open, then impales it through the throat. With a twist of his wrist the blade slices out, an iced over neck severed. Its head falls - only for chains to come from its neck and attach to the bottom of the severed head, holding it in place as it dangles in front of its chest, all while chains continue to come from its eyes.
Xandra and then Jetina, go.
[spoiler]
+12 strength from excellence.
+20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
+3 to attack, +2 to CL for the next 3 rounds,
fast healing 11, and gain damage reduction 11/-.
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 37/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+35 (+8 BAB, +3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 16/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 3/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
Xandra again sends another Polar Ray at the creature, attempting to keep it from healing by freezing its chains!
[21:48] <Nephrite> roll 1d20 touch
[21:48] <Penuche> Nephrite invokes Penuche's magic: < 10 > [d20=10]
[21:48] <Nephrite> roll 1d20+35+17 SR
[21:48] <Penuche> Nephrite invokes Penuche's magic: < 56 > [d20=4]
[21:49] <Nephrite> roll 25d6+18
[21:49] <Penuche> Nephrite invokes Penuche's magic: < 94 > [d6=4,1,3,2,3,2,5,4,3,2,5,6,4,2,4,4,2,1,2,2,3,5,3,1,3]
Jetina decides that standing idly by isn't getting her anywhere and moves in to strike the creature!
[21:51] <Nephrite> roll 1d20+35+9+5+32 smite evil
[21:51] <Penuche> Nephrite invokes Penuche's magic: < 94 > [d20=13]
[21:53] <Nephrite> roll 1d8+21+26+4d6+2d6+2
[21:53] <Penuche> Nephrite invokes Penuche's magic: < 71 > [d8=1][d6=6,2,4,3,5,1]
Forgot the 9 from smite evil so that's 80 damage, assuming it is smite-able.
Beam and blade strike as one - and the chained man falls to his knees. The chains pause a moment, as if he is stunned, as...
He takes no action this turn. Moore.
"I don't like that... but try and finish it off!" Moore calls out. He'd normally try and reason with something like this, but he has a distinct impression that that's not going to work.
Let's see if Sylvie and Cresiel can finish it or not.
Moore is going to hold in case he needs to try and do something.
With it stunned, Sylvie reaches out and simply snaps its neck.
Coup de grace.
> roll 1d20+39
<Penuche> Kotono invokes Penuche's magic: < 45 > [d20=6]
There's a tear of metal as the chains are torn and the head falls away, which Sylvie promptly stomps down on. A mess spreads from it as the body slumps over, the chains going still. In a moment the creature vanishes, as if it was never there.
Free act.
So communication outside of the prison may not be possible, but what about inside?
Kaja, can you hear me?
Meanwhile, Moore looks around for any doors or if the hallway simply goes on ahead.
Nothing.
The hallway stretches ahead and on, the clang of metal now. "Fresh meat! Fresh meat!" is heard in a dozen voices. Far in the distance, thousands of feet ahead, you can see the hallway at last ends, turning. The voices are coming from beyond there.
"Wherever he got dragged, we're going to have to hope he's safe." Moore says. "We have a bit to go down this hallway. Come, let's proceed."
Plan will just to be to go forward until something else inevitably shows up to get killed.
He does raise his voice as he goes. "Guardian, I know you can hear me. We're on our way to you."
Aren't you confident?
Marching order down the narrow hall? Matters due to how narrow it is beyond where you fought the chained man.
Moore Cresiel Sylvie Jetina Xandra
On you travel as the passage crowds narrower and darker. On you walk past your defeated foe, the clang of metal louder and louder. To the turn you come and you can see now. A vast hall, longer than even your eyes can see. Cells on either side on this tight hall. Each is dark and barred by a door of bars. Inside is only darkness, glimpses of things. Hands - from human to scaled to twisted to fluid to stone to metal and so many other types - reach out and grasp the bars. Sometimes they shake them, sometimes they bang on them. Yet not a one moves the bars.
From these dark cells a moment of silence comes, as if eyes are on you. So many eyes.
"Meat..." One hisses, like a serpent.
"Kill..." Another says, a quiet woman's voice.
"They smell FREE," A man's voice declares, furious.
"They smell like food," A deep, rumbling bass laughs.
If any of you wish to challenge us, you do so at your own peril.
If you seek hope, redemption and penance, then know that Moore is here and I will aid you.
That should get them to back down.
"Kaja! Can you hear me?" He shouts. "Eagle's Regret, are you here!?"
The clang of metal is loud as a dozen cries of challenge come, yet not a single bar moves out of place. It is like a howling wind that comes from each cell, fury and hate and anger.
There's no immediate reply to your shout.
Maybe they're segregated somehow.
Moore will continue forward, calling out for Kaja or the Eagle's Regret as they go.
Perception for 93 as he goes along. We will keep the same marching order. Moore is also switching back to the dexterity aura in case of surprise fight time.
Give me a d100 here, then. Matters.
[blockquote]Rolled 1d100 : 7, total 7[/blockquote]
well-there-it-is.gif
Nice.
You walk.
Amid cries. Amid splashes of fluids dodged and best not thought about.
Past cells, so many cells, going on and on and on and on and on.
Once cell you pass. A pale green hand reaches out and waves a white feather, back and forth and frantically.
"Peace." Moore says, as he turns and stoops in front of the door. "You have my attention."
Amid all the cries and all the leers, a voice whispers, "H...help. I...I don't remember, but I'm not supposed to be here."
Take 10 for 80 on Sense Motive, do I depict any dishonestly here?
"Do you remember anything at all?" Moore asks.
Yes. A skilled liar to be sure, but you can detect the ring of falseness in its words.
"Just that I'm not supposed to be here." Is the answer, pleading. A pleading lie.
Cresiel stares ahead into the cell. "Begone with you, you speak with a tongue of a serpent."
"Ignore him, Moore," Sylvie thirds, "It's the voice of a liar, you are one of hers." Her voice is cold, disdainful. "Nothing but lies come from this, lies that seek to become true. There's nothing fruitful here, be it to slay it or to free it. Let it rot."
> roll 1d20+56
<Penuche> Kotono invokes Penuche's magic: < 74 > [d20=18]
Cresiel sense motive.
> roll 1d20+72
<Penuche> Kotono invokes Penuche's magic: < 88 > [d20=16]
Sylvie's check, same as Cresiel's.
"Know that should you decide to change your ways, you may pray to me and I will find a way to bring you hope." Moore says as he turns to continue on.
If needed.
[blockquote]Rolled 1d100 : 5, total 5[/blockquote]
"You know a lot," Xandra remarks, "I understand being cryp-"
A quiet shake of her head as Xandra speaks, before Sylvie gently interjects, "Details can be later. It's best not to go into details where ears here will hear. There's a good reason I spoke indirectly."
"Once we find the warden I imagine we can have more answers. We still need to find Kaja- come, let's not tarry." He says as he continues on.
You begin to go forward.
Cell after cell after cell.
So many cells.
They seem to go on forever.
Long minutes pass, longer and longer and longer.
At last you come to an end - stairs going down, as you endure the cries of the inmates in this place.
Is this the evil floor?
Moore proceeds down the stairs!
[blockquote]Rolled 1d100 : 43, total 43[/blockquote]
Down, down down. As you go down you find the walls of the stairwells to be cell bars. More are glimpsed within, watching as you descend.
Ah!
One reaches out, a battered, clawed hand stained red. "Help," A voice within breathes, "Let me out!"
Hm, could this be it?
Moore stops. "You have my attention. My name is Moore, you may have heard me from above." He says.
Will be Sensing Motive here again for any deception! 80.
The voice is not lying.
"Help me," the voice pleads, "Get me out, get me out! In the name of Mielikki, I beg you, free me!"
"Peace." Moore says. "Please, tell me, what is your name?"
Does the door itself radiate any magic? Spellcraft for 113 and K:A for 118.
It does not radiate magic.
"Cresiel, would you please?" Moore says. "Please step back from the door if you can."
Cresiel grabs the iron bars and pulls.
> roll 1d20+14
<Penuche> Kotono invokes Penuche's magic: < 31 > [d20=17]
The bars whine and groan, but slowly bend apart. Cresiel steps aside and says, "Go ahead."
Moore will step through them and hope he can see better from the other side!
You step in. A tiny cell, far smaller inside than out.
A woman, barely a skeleton with flesh attached, shivers in a ball before you. Her entire body is stained bloody red, the only hair a few greasy clumps of brown. She is nude and constantly shivering, shaking and rocking back and forth.
This is easy enough - some magic is called for.
Heal and Heart's ease for starters, let's see what happens after that.
The woman goes still as the magic washes over her - and she begins to cry, soft and shaking.
"Peace." Moore says as he kneels down, attempting to at least give her some basic clothing with his divine will.
"You are safe now. My name is Moore, of Celestia." He says, quietly. "I'm here with my friends to find the warden of this prison - may I ask who you are and how long you've been here, if you know?"
That's easily enough done.
"Seema," she manages to answer at last, "My name...my name is still Seema. I'm still Seema."
Take 10 on K:P for 118, name ring any bells?
"Hello Seema." Moore says with a cheerful smile. "I'm looking for a friend of mine who just got... taken, do you have any idea where they keep new prisoners, by any chance? It's all right if you don't."
No bells are rung.
"L-lower. Lowest," Is Seema's answer, shaking. "T-thank you. Thank you. I want to go home. I can go home now?"
"For now, please stay here, it's where you are safest." Moore says. "I will return shortly and take you home, I promise. We're here to talk to the warden, and I fear you wouldn't be safe with us."
"No. Please. No. NO!" She looks up, "Don't abandon me! Please! I'm sorry, I'm sorry, it was my fault. Just don't leave me!" Seema shouts, eyes all on you now. "Another recess is due soon."
"Recess? What does that mean?" Moore asks.
He will just not ask what was her fault, whatever it is she did she's clearly penitent of some nature.
"Recess. They let some of us out into a yard." A shiver, a new one. "The guards don't stop anything there."
"Well, for now, why don't you come with us?" Moore says. "I'm looking for someone named Eagle's Regret, do you know them by any chance?"
A quick nod, "Once...once we were in the same recess," Is the answer. "He protected me."
Moore nods. "Very well. Come, then, let's see if we can meet some people during this recess. We might set off an alarm or something when you come out, but if we do we'll protect you."
Seema rises and reaches for your hand, taking in both of hers. "It's been so long. I barely remember what home's like anymore, but I want to go there."
"Where is your home?" Moore asks as he goes to try and step out of the cell with Seema.
He will be Taking 10 on Sense Motive for all of this to make sure she's not just makin' stuff up.
She hasn't lied yet.
"I don't remember the name," she says at last. "I remember the pond where I fished. It was always so warm there. I remember Kaal, he always told me to...to..." a trail off. "To be safe and...stop...stop following those dreams of t-treasure."
"We'll get you back to where you belong." Moore promises as he goes to step out into the hall. "We will continue on and see what happens."
Plan will be to keep going forward and ... well, see what happens.
Take 10 for 93 on Perception.
[12:25] <Nephrite> roll 1d100
[12:25] <Penuche> Nephrite invokes Penuche's magic: < 80 > [d100=80]
if needed.
You step out and Seema gasps and flinches back...until Cresiel reaches out and puts a hand on her shoulder. She slackens and relaxes, a slump to her.
"Peace," he murmurs, as he gently picks her up to carry, one arm holding her as the other is free for his blade. "Lost sheep, we will protect you."
Seema rests there, rests against him.
Quietly, Jetina murmurs, "Can you fight like that?"
"Enough to put her down," Cresiel replies, just as quiet.
"She said a 'recess' would be happening soon, where none of the guards ever intervene. Also, new prisoners are deeper in, so Kaja is likely there." Moore says.
He will continue on. "If we run into a fight, I will protect her so you all should be able to fight without any issue."
"We'll make it work," Sylvie says.
What's her name, Moore?
Seema. She's not sure where she's from, and who knows how long she's actually been here. The name didn't ring any bells for me, but once we're done with this place we can make sure she returns home.
Moore nods as he goes to continue on.
It can't be that long if she's a mortal, unless this place changes things.
I have a sinking suspicion that it does. Remember, this place is really just a Guardian - they can bend and probably break any rule they want, I'd imagine including ones around time.
So do I. I don't have the desire to invade her mind, but I suspect we'd find eons in here if we did.
Hopefully we don't find out after we leave that we've been gone for an impossibly long amount of time.
Sylvie's silence says it all as you go down the stairs. Down and down and down. Another hall.
Another hall of cells, stretching on far too far.
"...Last floor was...mixed holding. This floor is for those who fall under the sin of wrath." Seema speaks up. "Murderers, barbarians, sadists."
"So it really is organized..." Moore says as they go.
He wonders how anyone even comes here, and that's probably best not dwelled on.
Jetina shakes her head, "Let's hope the cells are strong," she declares.
d100 real quick.
[14:12] <Nephrite> roll 1d100
[14:12] <Penuche> Nephrite invokes Penuche's magic: < 67 > [d100=67]
You walk.
The screams and whispers of the prisoners are ever present.
"Come here..."
"Heh, heh, heh..."
"Food..."
"M-mercy..."
So many cries come all around you as Jetina hangs her head, silent.
Xandra looks on without a single twitch, but on occasion sighs near silently.
Sylvie walks along, "Imagine Creation with all of them free," she speaks up. "Imagine if one of them got their hands on our goal here. Let them rot."
"I know," Xandra agrees, "But I do not relish the punishment of evil. It is not a joy, merely necessary."
"Those who repent should be given the opportunity to better themselves." Moore says as they continue along.
To his allies and not to Seema, he speaks up.
I worry about what will become of this place when we finish. The Guardians returned to Beyond or elsewhere after the seeds are obtained. Won't this prison cease to be then?
That's another problem. One at a time though, I'm working on it.
A few sets of eyes turn to Sylvie at that, so after a moment?
I'm open to ideas. We don't have any way to do this realistically that I can come up with. Hopefully he leaves behind enough so that they don't all escape at once, and Carceri's nature picks up the slack.
Once we find the warden, or whatever form the Guardian has chosen to take for this particular task, we can probably ask. It's possible that the structure might still stay, but we can't know until then.
It's also possible this Guardian was given a different set of instructions than the others. Once we find them, we'll know more.
For now, though, the only place to go is forward... and down.
[14:57] <Nephrite> roll 1d100
[14:57] <Penuche> Nephrite invokes Penuche's magic: < 8 > [d100=8]
In case it's needed.
Perception.
Take 10 for 93.
On and on and on and on and on.
Far too long.
Hm?
A red, burning hand. The hand of an efreet, creatures you know well from the war. It reaches out from the bars as in your mind you hear his voice.
'You hate him. Free me and I'll tell you about Akil bin Faheem, Duke Moore.'
He's certainly tempted, but not enough to stop for now. What they're here for takes precedence.
As you go you hear more.
'What of the other one, the dog of the Sultan who tried to kill you? Nasir Farhad Madani? I know his secrets, too.'
'We have other business here for now. Tell me your name and I will return when it is completed.'
He must be a newer prisoner to know who he is, at least.
He will take 10 on K:P for 118 on whatever name he gives.
'They took it from me,' Is the answer, anger in his voice. 'They haven't taken more yet, but they've taken that. Free me now - I swear on everything I will not betray you and will aid you with all I have until we are both free.'
'You know my name, so you know I speak truths. You are safer there than you would be otherwise. I will return and we can talk, I promise.'
'I don't care if I'm safer the next ten minutes here,' The voice is raw, savage. 'They take things from you here. The guards watch and do nothing! They enjoy it!'
'Let me ask you this: What do you think one of your slaves might have said about that very same situation? Think about that and I will return for you.'
'Moooooooooo-'
It cuts off as you continue on, perhaps out or range of it.
Still, though, how did these people wind up here? How deep does all of this go?
He continues on for now.
On and on and on you walk. At last, another stairway. "Next are those imprisoned for the sin of lust," Seema speaks up as Cresiel carries her.
So was she imprisoned falsely, or is she just repentant for what it is she did...?
Moore continues on for now, he can sort the details out later.
More stairs. Here is a wide open, circular stairwell. In the middle - a large middle, the stairs winding around and around it - hang countless cages. From tiny to gigantic, each one pitch dark and holding a creature within. Only hands can be seen reaching out if anything.
Of them all, a single cage rattles. It rocks back and forth, a metallic whine as it does. A large cage, large as Hanna or so.
Moore will continue on, anyone who was imprisoned here likely still deserves to stay, but he's certain he will hear cries for freedom as they pass.
Perception.
Take 10 for 93.
You notice it's subtle, but that cage's bars are starting to bend.
If you exit that cage and think to attack us, you will be treated as an enemy and dealt with.
I'm not sure if that calls for an intimidation roll or anything but if so it'd be 116.
"It won't listen," Xandra says, looking on at the cage. "All it knows is hate and fury and desperation, like a wounded animal."
Jetina draws her sword, "Then we'll put it to rest, like a rabid animal."
Moore takes a breath. "No, that's an endless cycle." He shakes his head. "We'll never beat the Hecatoncheires with that. Even a wounded animal can be saved if you have enough patience and a knack for calming them."
He turns and offers a smile to Xandra. "You have to have a little hope, right?"
Xandra nods and readies her blade, "Then we'll do something about it," she concurs.
Sylvie cracks her knuckles as Cresiel gently puts Seema down behind her. "Use this," he says, passing her Abbey Veil. "Hide behind it." He shifts his blade into both hands, awaiting your foe.
Moore takes a breath in and out again.
If he's going to be a deity dedicated to hope, then he needs to bring hope anywhere, even a place like this.
If he's going to do this, he needs to do it on his own feet now, not like He does it.
Peace.
This is a Words of Creation use, to be clear.
[22:52] <Nephrite> roll 1d20+51
[22:52] <Penuche> Nephrite invokes Penuche's magic: < 69 > [d20=18] Charisma roll
We do not wish to be your enemy. Please, we will help you, but you have to let us do so.
Whatever the beast within is, your words cause the cage to no longer shake. It goes still once more, no more movement.
"I'm going to come inside now, and we can speak more." Moore says.
He's not thrilled about leaving Kaja like this, but he hopes that they're entertaining the guards or the warden with their trip so he should be safe for now.
He will try and use his divine will to bend the bars to get inside - failing that he will have Cresiel bend them again.
The bars don't resist your will, opening wide enough for you to pass.
"Careful," Sylvie says, and in a lower voice, "I'll squeeze in with you."
Moore nods to her and will step inside slowly, with his hands up and out to hopefully give off the vibe of not being threatening.
Within is barely enough space to stand. It is curled into a ball - a figure of dark purple skin. Nude and muscled, curled into a fetal ball. The humanish figure is normal enough, save for blank skin where it should have a face, save for that flesh being marred with markings and runic flesh-carvings. It is perfectly still, unmoving.
Take 10 for K:P for 118, can I identify what he is?
Spellcraft for 113 for any magic effects on it, K:A for 118 if I can identify the runic symbols?
"Peace, we will help you." Moore says, keeping his voice low -- and although he says that, he's not sure how to approach this one. Well, just like with Seema, the first place to start is...
"I need to touch you to help you, okay?"
He will approach, but hold for a moment. "Let me show you." A smile as he uses a bit of his divine power first.
Will use his divine power for a mass cure light wounds for some irrelevant amount of healing to help it understand that he's not going to hurt it, then he will move in for a Heal spell and another Heart's Ease.
If any of the checks from earlier would preclude the healing or if I'd know it won't work then I'll reline.
It looks like it may have once been an ultroloth. It has no magic on it and the runic symbols are similar to the ones daemons use. These particular runes express loss, contempt and misery.
Up to you if you continue.
I will choose to continue. If it decides to start something then we have plenty of ways to stop it.
I guess this is a real test of whether I can do what my portfolio says I can. He says to Sylvie.
A daemon's a hard first test. Don't over blame yourself if it doesn't work.
The spells wash over the daemon. It shudders and reaches out, a hand grabbing your front. He does nothing else, no sign of immediate hostility.
Moore will fly over to try and take its hand, though he has a feeling it's grabbing for a different reason, but here's hoping.
Peace. Do you understand my words?
The creature does not resis you.
'I understand. Free me.'
"I will bring hope to everyone here who seeks it." Moore says. "We are going to find the leader of this place. What do you remember of yourself?"
'Pain. Pain. Pain. It is always pain,' Is the answer. 'I have been punished for my sins. I am to become a guard if I am not freed.'
"Do you repent those sins?" Moore asks. "Do you regret what it is that brought you here? Do you wish to atone?"
'I don't remember,' Is the answer, 'I don't know.'
Moore nods. "I understand. I'll ask this, then - do you want a life better than the one you have now? Even if it's unknown to you?"
'Anything is better than this,' The creature sends back.
"Do you know what you are?" Moore asks.
It's probably a challenge to actually sense the motive in someone mindtalking you, but take 10 for 80 nonetheless.
'Nothing. I am nothing.' Is the answer, plain.
He's told the truth in every word, at least as he understands it.
"Inside Creation, there are many creatures. You are known as a ultroloth, which is a demon from a place called the Abyss." Moore says. "Pretty much anything from the Abyss is evil. For whatever it's worth, I would say this prison is pretty evil too, if you want a point of reference."
A pause here. "However, I believe there is hope for all creatures. I believe anyone can be saved from their misdeeds of the past lives, if they are willing to change themselves for the better."
He stops himself again, but then continues. "I know that you can't remember anything about yourself, your crimes, your past, or even your name - but I hope that looking at me now, you can believe that I am telling you the truth that I want to be able to help and save you from the fate that helped bring you here. You have no reason to trust me, I understand that, but I think you've been given a chance, if you choose to take it, to start over and believe in hope. Do you think you can believe in that same hope?" He asks.
If I get anything factually wrong about ultroloths, let me know.
Ultroloths are daemons, who come from Hades and the other NE tinted planes. Demons are from the Abyss.
Yeah, the letter matters. Daemons are yugoloths, demons are tanar'ri.
Thank you, minor changes, but may as well make sure I get it right.
"Inside Creation, there are many creatures. You are known as a ultroloth, which is a daemon from a place called Hades.." Moore says. "Pretty much anything from the Hades is evil. For whatever it's worth, I would say this prison is pretty evil too, if you want a point of reference."
A pause here. "However, I believe there is hope for all creatures. I believe anyone can be saved from their misdeeds of the past lives, if they are willing to change themselves for the better."
He stops himself again, but then continues. "I know that you can't remember anything about yourself, your crimes, your past, or even your name - but I hope that looking at me now, you can believe that I am telling you the truth that I want to be able to help and save you from the fate that helped bring you here. You have no reason to trust me, I understand that, but I think you've been given a chance, if you choose to take it, to start over and believe in hope. Do you think you can believe in that same hope?" He asks.
'I'll believe. I hope that you'll free me,' Is the answer, plain and to the point. 'I have nothing else. The guards will come for me soon. I don't want to be one of them.'
"You probably won't be safe with us, but we will protect you, all right? You don't have to fight." Moore says.
Another invoking of his divine will will at least give him some simple clothing to wear.
He turns around to bend the rest of the bars so he can get out.
We've got another person joining our prison break. Don't be, uh... surprised about it when he comes out. He says to the others as he goes to come out.
Whatever he was before, the prison hasn't left any of it. I wouldn't be surprised if he's little more than a shell, like a mortal that falls into the Styx.
When you, Sylvie and finally the daemon emerge Seema shrinks back in Cresiel's arms, but a murmured word from the solar calms her.
Jetina smiles, "Don't worry about helping us if combat breaks out. Hold back and protect yourself and Seema - she's the lady Cresiel there's holding. I'm Jetina and that's Sylvie, and you've met Moore. The quiet archon there's Xandra."
Xandra looks on long at the yugoloth, before, "Welcome. We'll see to it you get your second chance."
The daemon is still once he emerges. 'What purpose do you have in this place?' he asks, softly so, in your mind's recesses. 'Those who stay find they can never leave. We must leave.'
"We are here to put an end to this place." Moore answers. "Trust in us and I promise we will see you safely free."
'I will follow, ' The daemon agrees, falling in step with you.
Will anyone believe this story he has to tell?
For now, he continues on.
Take 10 on Perception for 93.
[22:31] <Nephrite> roll 1d100
[22:31] <Penuche2> Nephrite invokes Penuche's magic: < 21 > [d100=21]
just in case.
Another long hall. More cells.
It's the same but different. The cries here have a different energy, far more...passionate. Stirring, if you will. In a sour voice, "To think, most men who don't know better would think a cell here with a succubi was paradise."
"Or an erinyes," Jetina points out, a little red faced as she hurries along.
"Harlots and whores, hunters and cads," Seema murmurs as she's carried.
"They won't touch you now," Cresiel says. "Nor will wrath, nor envy, nor any of them." His voice is still gentle, kindly. Seema rests against him all the while.
The daemon follows, faceless face blank as it adds, "Why are the sins bad?" he asks, "They seem a part of everyone. Why are parts of us wrong?"
Xandra steps forward and smacks the daemon's arm. Lightly, but it still gets the creature's attention. "It becomes a problem when that part of you hurts yourself or others. Unfettered anger leaves ruined lives and broken bodies around you. Uncontrolled gluttony leaves your body a wretched mess."
"Is our own satisfaction less important than others?" The daemon's reply is a question, simple nad to the point.
"That is one of the fundamental concepts that marks the divide between good and evil." Moore says as he goes along.
"Actions that hurt others, or that restrict other people in some way against their own will are ones that can't be ignored. You're right, that something like wrath is part of every creature in Creation - but so is forgiveness. On one side, you have gluttony, on the other, charity."
He pauses in his talk to mull over his next point before he continues. "You can't think of it as 'parts of you that are wrong,' you have to accept that they're parts of you, period, and decide to have a will to do something about it. There's a difference between accepting something is part of you but having the strength to control it, and simply admitting that something is part of you and resigning yourself to it."
A nod as they go along. "It's about being honest with yourself about what makes you, you. It's important to have sight of the good and the evil inside of you and decide for yourself how to handle it. Your own satisfaction isn't less important than other people's satisfaction... but when you are reducing others to increase your own, that's when things become less about satisfaction and enjoyment and into cruelty. It's possible to take great enjoyment in the success of those around you, and to take pride in oyur own ability, without being prideful about it."
Perception real quick?
Take 10 for 93.
Your word wash over the daemon as you walk, but you reply is not from it.
'Die. Die. DIEDIEDIEDIEDIE!' A voice howls in your mind.
'I smell pixie and power, come to me, I'll show you a feast of the bodies.' Another voice croons.
"It's too bad," Sylvie speaks up, "Not a one has a chance to be freed by us like this."
"It's insidious." Moore says as they go.
"It starts to make you think this is a just place, it perverts your perceptions into believing that this is a necessity. I bet Vel Custos would have strong words about a place like this." He shakes his head. "Is it just a prison for the sake of being a prison?"
Whatever the case, they have to put an end to it, no matter what happens to the prison itself.
[12:55] <Nephrite> roll 1d100
[12:55] <Penuche> Nephrite invokes Penuche's magic: < 99 > [d100=99]
In case it's necessary, and with a roll like that...
"Evil for the sake of evil. Power for the sake of power." Sylvie's quieter at the last, "It's a shame that power never solves your problems like you dream it would, isn't it?"
"Perhaps that is one of life's greatest lessons." Moore says as they go down the hall. "Or, rather, I should say: It is a lesson that some people take different teachings from."
Cresiel starts to speak, but you hear it. A jangle. A jangle of chains behind you, where only silence only was a moment ago.
Moore's ear twitches as he swings around to return to the head of the group to face whatever's coming.
"I wonder if it's the same type of thing we fought at the entrance." Moore says.
A great, muscled thing. A human with ebony black skin. Its eyes are gone, and from it comes tendrils of spiked chains, which wrap around its head and neck. It wears full armor below that, solid metal covering its body. It has no hair, its head covered in those spiked chains and deep, angry red patterns drawn on its head, the whirl of interlocked circles.
You have faced this enemy before.
"Again?" Jetina readies her blade.
"Again," Cresiel says, placing Seema down and back behind the party.
"We seek the Warden of this prison." Moore says. "The Guardian. We have already shown our determination, if you seek to imprison us here then you will fail."
I'm pretty sure we'll just go into Init but who knows.
The creature's answer is chains, no hesitation from it as...
Indeed, init.
[14:43] <Nephrite> roll 1d20+47 Moore
[14:43] <Penuche> Nephrite invokes Penuche's magic: < 65 > [d20=18]
[14:44] <Nephrite> roll 1d20+8+17 Xandra
[14:44] <Penuche> Nephrite invokes Penuche's magic: < 28 > [d20=3]
[14:44] <Nephrite> roll 1d20+7+17 Jetina
[14:44] <Penuche> Nephrite invokes Penuche's magic: < 39 > [d20=15]
Everyone gets +17.
> roll 1d20+37 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 48 > [d20=11]
> roll 1d20+53 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 67 > [d20=14]
> roll 1d20+16 chained man
<Penuche> Kotono invokes Penuche's magic: < 26 > [d20=10]
Init is Sylvie (67) > Moore (65) > Cresiel (48) > Jetina (39) > Xandra (28) > Chain Man (26)
Open, Sylvie will hold pending pixie boosts.
"You won't stop us." He promises, as his voice overflows with power! "You all know how to deal with this."
I'm pretty sure the bardic songs from earlier are gone (it's surely been 10 minutes?) so:
Inspire Courage + Inspire Heroics (via Harmonize) + swift action for Inspirational Boost:
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
Heroics - +14 morale bonus to saves and +14 dodge to AC
They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 11, and gain damage reduction 11/-.
So for the sake of Sylvie and Cresiel:
+23 to attack
+20 to weapon damage
What's the range on your bardic music now?
One mile.
Howls.
The bars are slammed against, the sound of hundreds and thousands of fists trying to break what will not yield. It joins your bardic music as the prisoners howl for freedom, demand escape. A din of noise as Sylvie steps forward smoothly and cracks her knuckles, before sending off a deadly flurry at him.
> roll 1d20+78
> roll 1d20+78
> roll 1d20+73
<Penuche> Kotono invokes Penuche's magic: < 96 > [d20=18]
<Penuche> Kotono invokes Penuche's magic: < 87 > [d20=9]
<Penuche> Kotono invokes Penuche's magic: < 77 > [d20=4]
> roll 1d20+68
<Penuche> Kotono invokes Penuche's magic: < 75 > [d20=7]
> roll 1d20+63
<Penuche> Kotono invokes Penuche's magic: < 70 > [d20=7]
> roll 5d10+65
> roll 5d10+65
> roll 5d10+65
> roll 5d10+65
> roll 5d10+65
<Penuche> Kotono invokes Penuche's magic: < 90 > [d10=5,10,2,6,2]
<Penuche> Kotono invokes Penuche's magic: < 82 > [d10=4,1,7,2,3]
<Penuche> Kotono invokes Penuche's magic: < 94 > [d10=3,7,2,7,10]
<Penuche> Kotono invokes Penuche's magic: < 91 > [d10=2,4,9,5,6]
<Penuche> Kotono invokes Penuche's magic: < 85 > [d10=5,5,6,1,3]
Blows check him back, the slightest reaction as...
For the sake of segmenting Cresiel will hold, so Xandra and Jetina are up.
[spoiler]
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
Heroics - +14 morale bonus to saves and +14 dodge to AC
They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 11, and gain damage reduction 11/-.
So for the sake of Sylvie and Cresiel:
+23 to attack
+20 to weapon damage
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 37/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 3/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
Deciding to save her spells for now, Xandra flies forward to join Sylvie on the other side and strikes at the chained man!
[21:27] <Nephrite> roll 1d20+59+23
[21:28] <Penuche> Nephrite invokes Penuche's magic: < 87 > [d20=5]
[21:28] <Nephrite> roll 3d6+22+4d6+7+20
[21:28] <Penuche> Nephrite invokes Penuche's magic: < 78 > [d6=4,6,1,1,5,6,6]
Jetina will hold for now pending chain man.
> roll 1d8+41+3d6
> roll 1d8+41+3d6
> roll 1d8+41+3d6
> roll 1d8+41+3d6
<Penuche> Kotono invokes Penuche's magic: < 50 > [d8=2][d6=4,2,1]
<Penuche> Kotono invokes Penuche's magic: < 59 > [d8=8][d6=1,4,5]
<Penuche> Kotono invokes Penuche's magic: < 58 > [d8=8][d6=5,3,1]
<Penuche> Kotono invokes Penuche's magic: < 58 > [d8=3][d6=3,5,6]
> roll 1d8+41+3d6+8d6
<Penuche> Kotono invokes Penuche's magic: < 86 > [d8=4][d6=3,3,1,6,6,3,6,2,6,4,1]
Surrounded, Xandra and Cresiel find little resistance as they return the creature back down. It falls faster this time, flowing into the floor and gone once more.
Free act.
[spoiler]
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
Heroics - +14 morale bonus to saves and +14 dodge to AC
They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 11, and gain damage reduction 11/-.
So for the sake of Sylvie and Cresiel:
+23 to attack
+20 to weapon damage
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 37/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 23/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 3/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
"...That was... far easier than the first time." Moore says. "Does it require time to restore itself, maybe?"
"It must be," Cresiel agrees, "Or the defeat weakened it."
Xandra shakes her head amid the din of cries for freedom, "We must hurry," she says, "Lest something escape."
"Why do we not free them all?" The daemon suggests, voice level, "Free them and let them run amok, any authority will be distracted by it."
"This authority actually wouldn't be." Moore says as he turns to continue on. "But even so, freeing everyone here... it is something that I want to discuss with the warden of this prison. I think there are those here who have committed crimes and should be punished for them, but the way that this place punishes prisoners is... unethical, to say the least."
Its nature seeks towards the release and spread of evil, even when it knows nothing else. Be wary.
The daemon does not argue with you in the slightest, it merely accepts this without comment.
Meanwhile Cresiel picks Seema back up and as they go, "Not all here deserve it," she speaks up, very quietly. "But many do. Most."
"No one deserves to have their self taken from them." Moore says. "Anyway, let us proceed."
[22:21] <Nephrite> roll 1d100
[22:21] <Penuche> Nephrite invokes Penuche's magic: < 78 > [d100=78]
In case it is needed.
On and on and on and on. The cries never stop, a seemingly eternal chorus of cries. Yet you all endure them and proceed on, proceed to the next stairs. Here dark cells are glimpsed, most of them almost entirely sealed by solid metal, save for a few tiny gaps.
"This is where they keep the defiants," Seema speaks up, "Those who blaspheme and deny all gods."
"...That's not even a crime!" Moore blurts out as they go. "Well, I guess in some places it might be, but... what in the world is the point of imprisoning this sort of group, I wonder..."
"I think the Guardian may enjoy it," Jetina remarks slowly, carefully. "Don't you think so, Moore?"
"I don't know." Moore says. "It's really difficult to understand them. But... each one has been different, in some capacity... so I wonder what this one's personality is."
"Does this not say enough?" Cresiel questions, a gesture towards one of the man steel sealed cells.
"Necessity is always possible," Sylvie points out, "We don't know what orders the Guardian has." She reaches up to gently rub her shoulder, "I suppose I owe Bahamut a discussion about Aurora's conduct, if he's still upset about that."
"We will have a few questions for the Guardian when we meet them." Moore says as they go.
93 on Perception if needed.
Down. Down, down and down. Another long hall. This one has cells with bloodstained bars and floors. The scent of blood is thick in the air, the coppery taste of it in the air.
The din of those who demand freedom does not relent, even here.
For now, all they can do is proceed forward.
[blockquote]Rolled 1d100 : 22, total 22[/blockquote]
If needed.
Blood. So much blood.You forge on amid the carnage and amid the brutality. As you go, your sharp eyes are able to notice the blood moves. Twitches on occasion, usually just as you pass it and it leaves your field of vision.
Be alert, I think we may have another horror to deal with.. He says mentally to his comrades, but not to Seema and the other.
All they can do is keep going down and hope they make it to Kaja.
Jetina nods her head forward and more softly, "Bad?" she asks, a single question.
Bad. You've heard of Ubalukks? Aurora's faced a few recently. This will be worse.
All they can do is defeat whatever they come across. Moore will continue on for now.
A few more steps forward.
"The blood," Xandra warns, blade brandished.
The blood moves and rises. From it them form. Husks of wet blood, all in the shame of the chained jailer you've fought twice before. None says a word, but dozens rise and surround you, forming from the blood splatters and stains.
"I'd try and parley with you, but I assume that won't work." Moore laments.
Quick K:A for 118 if there's any useful knowledge there on this.
Assuming we're just going to init...
[blockquote]Rolled 1d20+47 : 1 + 47, total 48[/blockquote] Moore
[blockquote]Rolled 1d20+8 : 8 + 8, total 16[/blockquote] Xandra
[blockquote]Rolled 1d20+7 : 15 + 7, total 22[/blockquote] Jetina
Did you forget bonuses for them, pixie?
K:A suggests it could be done, but this many is unique and powerful magic indeed. Depending on how strong each one is, it may defy your power to explain through the Weave.
the board just cut it off for some reason... should be +17, so 33 and 39.
"We will show you our determination." Moore says.
> roll 1d20+37 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 39 > [d20=2]
> roll 1d20+53 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 61 > [d20=8]
> roll 1d20+20 Chained Men
<Penuche> Kotono invokes Penuche's magic: < 33 > [d20=13]
Init is Sylvie (61) > Moore (48) > Jetina = Cresiel (39) > Xandra = Chained Men (33)
Sylvie holds since pixie magic good.
"Show then our hope!" Moore calls out, bolstering his allies!
Destined Strike, everyone gets +3 attack and damage rolls, Improved Crit Feat, and +17 to any crit confirms.
He will waive any further actions pending what happens with Sylvie.
Sylvie lunges forward - and her fist strikes liquid blood. It flows around the blow, ineffective.
"Don't bother with anything but magic," Sylvie calls, as...
Jetina'n'Cresiel.
Jetina calls out to invoke fire onto them!
Greater Fire Storm. I can't roll the 35d6 on the board so I'll do 20 and 15. DC 37 Reflex. She gets two cubes, so I assume that's enough to get most of the bloods.
[blockquote]Rolled 1d20+35 : 11 + 35, total 46[/blockquote] SR if needed.
[blockquote]Rolled 20d6 : 4, 1, 6, 6, 1, 2, 5, 4, 1, 2, 2, 4, 1, 5, 4, 2, 6, 3, 2, 1, total 62[/blockquote]
[blockquote]Rolled 15d6 : 3, 1, 5, 5, 3, 1, 2, 1, 4, 3, 4, 2, 2, 3, 1, total 40[/blockquote]
Flames burn - but the blood isn't phased in the slightest. Cresiel frowns at this, "Xandra, can you manage cold?"
Xandra steps forward to gesture and try a Greater Cone of Cold!
Using a Smite here, let's see if making it divine matters.
[blockquote]Rolled 1d20+45 : 3 + 45, total 48[/blockquote] SR
[blockquote]Rolled 20d6 : 6, 1, 1, 2, 6, 1, 4, 1, 3, 2, 6, 2, 3, 4, 6, 6, 4, 5, 1, 4, total 68[/blockquote]
[blockquote]Rolled 10d6 : 5, 2, 1, 3, 2, 1, 4, 6, 1, 4, total 29[/blockquote]
Whatever this total is +25
DC 51 reflex.
Okay, total damage after everything and how much of the damage is divine damage?
122. 61 cold, 61 divine.
> roll 1d20+20
<Penuche> Kotono invokes Penuche's magic: < 22 > [d20=2]
The blood is slow to move - and it ripples as if to move aside of it. Yet when the ice touches it, the blood falls apart. Several of the figures are little more than red stains on the floor once more, but from the rest? Chains come, quick and savage and brutal, a barrage of them as the inmates howl.
> roll 1d20+80
<Penuche> Kotono invokes Penuche's magic: < 97 > [d20=17]
ACs?
Moore's is 116, Xandra and Jetina's are... 94 and 96, respectively.
This is an important roll so let me make sure I have the boosts in order: What's in play for bardic music AC boosts?
12 from bardic music, 4 from Celestial Valor, +whatever everyone would get from Epic Mage Armor.
oh, whoops, It is actually 14 (from music), so Xandra would be 96 and Jetina 98 by my numbers, but that's just looking at their listed ACs and adding. I may have missed something, though.
Cresiel's AC is over 100, while Sylvie's is even higher. Xandra's day is in trouble, but Jetina's okay.
This time the chains do not weigh you. They do not test you. They simply strike with inhuman speech. Seema can't even react as she's grabbed by them and gone, the daemon as well. Sylvie rolls under several while Cresiel slices through them with Frozen Oath. Jetina cries, "Stop!" and they stop just like that, at least for her. Xandra begins to speak, but the barest hesitation, the barest pause. It is enough for the chains to get her and she is gone, just like that.
Init is Moore (48) > Sylvie (47) > Jetina = Cresiel (39) > Chained Men (33)
Go Moore.
[spoiler]
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
Heroics - +14 morale bonus to saves and +14 dodge to AC
They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 11, and gain damage reduction 11/-.
So for the sake of Sylvie and Cresiel:
+23 to attack
+20 to weapon damage
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 37/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 23/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 3/8
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
Moore doesn't have the type of magic that Xandra does, but he does have something else.
Freedom.
He's trying to use Words of Creation like he does against Sharrans, except against the concept of imprisonment, in hopes that it might... work?
[21:47] <Nephrite> roll 1d20+17+17+15 Charisma
[21:47] <Penuche> Nephrite invokes Penuche's magic: < 64 > [d20=15]
The Words are spoken, but nothing happens - the figure seems inexorable, unstoppable, at least to that.
It was worth a try.
Anything else?
Nothing else for him on this turn.
"Just emulate some sort of cold magic, it seems to work!" Moore calls out.
Sylvie points abruptly, kludged together magic firing a cone of bitter cold over several of them. Yet nothing happens, "It wasn't the cold," Sylvie calls, "It was the divine power!" A moment to focus and she points, her divine will gathering before a column of flames cascades down over two of them.
Alter reality for flame strike.
> roll 15d6
<Penuche> Kotono invokes Penuche's magic: < 61 > [d6=5,2,3,2,4,5,6,2,5,4,4,6,5,6,2]
> roll 1d20+22
<Penuche> Kotono invokes Penuche's magic: < 41 > [d20=19]
The flames touch them - and the two seem lesser, but it's not enough as...
Cresiel and Jetina are up, go.
I'm not sure Jetina had anything with divine power to do, so go Cresiel!
Divine blasts, Moore!
As Sylvie sends you a momentary message, Cresiel defends Moore.
He's a bind for this too, so he's making sure Moore enjoys shield mate's AC bonus.
Meanwhile the chains come, relentless and pounding away as the blood creatures hold their ground. They do not relent, they do not tire, they only attack with singleminded devotion.
> roll 1d20+80
<Penuche> Kotono invokes Penuche's magic: < 95 > [d20=15]
But again your defenses hold for now, mage armors and blessings enough to keep them at bay, heroism leading to great dodges.
Go.
Divine blasts only hit one target, so he does like Sylvie, except...
Wish for a higher-powered version of Flame Strike. maybe it can hit the rest of the creatures?
[22:17] <Nephrite> roll 15d6 flamestrike
[22:17] <Penuche> Nephrite invokes Penuche's magic: < 59 > [d6=6,4,1,5,4,4,2,3,5,4,4,4,6,5,2
DC 45 reflex.
> roll 1d20+22
<Penuche> Kotono invokes Penuche's magic: < 27 > [d20=5]
More of them splatter and are gone, the numbers thinning. At this the remainder are perhaps half a dozen, scattered about as Sylvie mimics you, a wider band flame strike slamming down as she chants, magic warped and twisted to her command.
> roll 1d20+22
<Penuche> Kotono invokes Penuche's magic: < 30 > [d20=8]
> roll 15d6
<Penuche> Kotono invokes Penuche's magic: < 50 > [d6=3,2,5,2,6,3,4,1,1,2,3,4,4,4,6]
The numbers crumble from there - between multiple expanded flame strikes the numbers are broken, the way cleared. Silence falls, the prisoners silent once more.
Free act.
[spoiler]
Courage +20 morale bonus on saving throws against charm and fear effects and a +20 morale bonus on attack and weapon damage rolls
Heroics - +14 morale bonus to saves and +14 dodge to AC
They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 11, and gain damage reduction 11/-.
So for the sake of Sylvie and Cresiel:
+23 to attack
+20 to weapon damage
Add sensual blessing, CL35 and SR is also CL35.
Cresiel
HP: 963/963 (regeneration 20)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Holy Fury 37/39 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 23/25 Knight's Challenge 15/15
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL35), Detect Snares and Pits (CL35), Discern Lies (CL35), True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus.
Xandra
HP: 665/665
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 10/10 Lay On Hands 16/16 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 840/840
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Breath Weapon 1/1 Dervish Dance 13/13 Endless Cuts 3/3 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Goes in and wrecks things. The end.
Jetina
HP: 840/840 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round)
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Smite Evil 7/7 Smite 6/6 Channel Energy 16/16 Emergency Healing 5/5 True Believer 1/1
Spells Used:
SLAs Used:
Spells Active: Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Divine Vigor is +10ft land movement and +2 temp hp per hit die. Divine Shield is Cha mod to shield bonus to armor class.
Sylvie
HP: 776+35/776
Negative Conditions:
Aura:
Bonuses: Attack+27 (+3 Moore, +4 sacred, +20 morale), Damage+20 (+20 sacred) AC+4 (+4 sacred), Saves+8 (+4 sacred, +4 morale), Skills+4 (+4 morale), Checks+0 weapons count as holy
Resources: Inspiration 26/26 (enc) Opportunistic Piety 17/17 Mimic Class Feature 3/8
Spells Used: Wish AD: Cone of Cold
SLAs Used:
Spells Active: Bibliotheca Arcana (CL35), Lore of the Gods (CL35), Superior Mighty Wallop (CL35), Sylvie's Mental Peak (CL35), Life's Grace (CL22), Surge of Hope (CL33), Fortunate Fate (CL22), Death Ward (CL22), Celestial Valor (CL34), Sublime Revelry (CL?), Epic Mage Armor (CL24), Mind Blank (CL17), Afina's Perfect Sight (CL27)
Notes: Cunning Knowledge uses: Perception 1
"I imagine everyone is in the same place at the bottom." Moore says. "Let's hurry, I have no reason to believe they're in immediate danger, but I don't think they're safe."
"Haste now, our foe is relentless," Cresiel seconds quietly, already moving.
Marching order?
Moore, Cresiel, Sylvie, Jetina.
Thus you proceed on into the silent hall. Ahead lies yet another stairwell. This one has no cells, but countless corpses hang here from nooses. Some are long, some are short. All are dead bodies - so many layered within each other somehow, far more in the space available than should be possible.
"This is..." Moore takes in a breath.
"I really want to meet the Guardian now, just so that we can beat some sense into them." He says as he proceeds. "This is deplorable."
"...help..." One voice amid the many whispers.
"Mercy," a second pleads.
'Free us,' A third voice hisses in your mind, like that of a snake. 'Eternal torment at the gate of death is our punishment.'
"I just wanted to save my wife," A fourth voice pleads, that of a sobbing man. "Maylee!"
"I had to get out. I had to get out," A toneless voice chants, "They caught me. They caught me."
Another one, a gruff old man's voice cracking, "Run, there is no mercy here."
Cresiel's expression could be carved from stone, hard and unyielding. "There are many of the righteous here, and those untainted by evil occupy many other places. This is no punishment of the damned, many of these hanged souls are unworthy of damnation."
"We will put an end to this place." Moore says, with a healthy dose of finality as they go by.
I know none of you have any reason to believe your torment will be ending soon. I only ask you hold on a little bit longer, hope is here for those of you that seek it. He says to all who will listen.
Pleas for mercy.
Whispers of thanks.
Mocking laughter.
All of that and more tumbles forth as you proceed down this prison, but the way ahead is barred. Instead of another hall, there is a single, rusty iron door ahead at the bottom of these stairs.
Take 10 for 113 on Spellcraft, 118 on K:A.
[12:27] <Nephrite> roll 1d20+35 CL check
[12:27] <Penuche> Nephrite invokes Penuche's magic: < 54 > [d20=19]
I think last time it came back with nothing, which is what I expect here.
Arcane Sight is still up too.
Moore simply tries to open it the normal way you'd open a door!
The door opens into a small, dead end cell. The walls are rusted iron, pitted with drawings and indentations. Score marks, marks covering every inch of it, denoting day after day after day. The floor is lightly covered in rubble and mold, while there is no bed. It is stone silent within.
It tries.
Every bit of power against you screams to enter, that this is where you are meant to be.
Yet your new, divine nature is above such blandishments.
Jetina says, "No, you're wrong. This isn't where I belong!" Her voice rises into a shout, "Never!"
Sylvie cracks her knuckles, "Points for effort, but you lose all of them for thinking that would slow us down."
"We're done with your games, Guardian." Moore says. "Show us to our friends so we can speak of what the Incarnation of Balance entrusted you."
Behind you. You hear them behind you - Kaja's screams, Xandra's near silent whimpers of pain, Seema's cries for mercy.
"There," Sylvie's turned, as you turn to see a new stairway, one that plunges into the darkness like a dagger.
"You and I are going to have a long discussion when we get to you." Moore promises.
He doesn't even care about the seed at this point - this nightmare will be put to an end today.
He turns and begins down the stairs.
Down. Down, down, down down. Down stone silent stairs, utter darkness that only your superior vision lets you see in. Down stairs that tighten, walls closing in. Narrower and narrower as you go on, winding down to a tight, coiled tip.
At the bottom of this lies a flickering red portal, like an angry eye gazing on any who come close.
"I don't think we have a choice, do we?" Moore asks.
He will proceed through the portal, unless someone stops him!
"Not a one," Sylvie confesses as Cresiel follows, at your side.
Will save, Moore.
[13:43] <Nephrite> roll 1d20+59+18
[13:43] <Penuche> Nephrite invokes Penuche's magic: < 88 > [d20=11]
You feel a tug at yourself but nothing more as you are alone. Alone in nothing, alone before...nothing. Nothing at all.
"You know, the Guardian in Arcadia had something similar to this." Moore says aloud.
He doubts the necklace is going to point him in the right direction this time, though.
"You and I have a lot to talk about." He says as he digs into his bag to withdraw the pointing finger to see if it does, in fact, do anything.
"Are you going to invite me to you, or do I have to find my own way?" He calls out.
The finger does nothing, alas.
No response.
Very well, then.
A path forward, to my goal.
[14:43] <Nephrite> roll 1d20+17+17+15 charisma
[14:44] <Penuche> Nephrite invokes Penuche's magic: < 58 > [d20=9]
You feel drawn directly ahead, even if the darkness does not change.
A little different, but the same idea.
He proceeds forward.
Forward.
Forward.
Ahead lies a free floating, rusty steel door. It awaits you, just like last time.
"Not much for talking, are you?" He says aloud as he goes to open this door as well. "That's fine, we can have words without words, if needed."
Ahead is the same tiny, cramped, rubble strewn and mark walled cell as before. It awaits you, calls to you again, yet still fails to lull you in.
"Did you take the form of this prison on your own, or was that the Incarnation of Balance's doing?" Moore asks as he shuts the door.
Are you in the room or did you stay out of it?
He stayed out and just shut the door in front of him.
The door shuts. You hear a clang of metal behind you.
Moore turns around!
"Or... is it that you were forced to be a prison and don't have your own freedom?" He asks aloud. "Is that it? You want to finally be free, like the prisoners you keep here? Or do you not even understand what it is that you do to them in this place? You aren't mortal, after all."
More doors. All are the same, the same rusty iron door now surrounds you on all sides.
"Do you even remember what it is you were entrusted with?" Moore asks.
He goes to open the door opposite of the one he just closed.
"I know you can hear me - you're beyond the laws of Creation. I'm aware of your nature, of the other Guardians, and of the Incarnation of Balance." He adds. "Or can you not actually communicate, except at the prison? Is that it?"
All the doors open at once. They all beckon you, all demand that you enter, and yet not one can lay claim on you.
"You should know above all else why this isn't working." Moore says as he stands in the center of all of them. "I want to speak to you and understand why you decided to make this place like this and what it is the Incarnation of Balanced tasked you with."
A pause.
"You understand, don't you? I'm the one offering -you- freedom, for the first time in your existence."
Give me a Diplo check.
Take 10 for 131.
The answer is silence, but nor do you feel pulled into the rooms.
"I want to understand." Moore says, simply. "I want to understand what it is the Incarnation wanted you to do."
There is silence to your words.
"Can you not communicate at all?" Moore asks.
There is more silence, before another door appears before you.
Moore tentatively opens this one!
It opens to a dark, rusty hallway. Metal entirely, no stone or wood.
Moore will enter!
"I would ask, if you're able, to let those I came in here with not have to endure any further hardships." He calls out as he goes down the hallway. "I'm not asking you to free them from the prison."
The only answer is an empty, tight hall ahead. It ends in another door of rusty metal, silent and forgotten in this hellhole.
"As I was coming down here, I was getting so angry about what you are doing to the prisoners here." He says as he walks the hall. "Your thoughtlessness and the way the people here are treated is abhorrent."
Another few steps. "But, I didn't realize that you're just as much of a prisoner here, aren't you? So, I will do what I promised - to bring freedom and hope to those here, if that's something you seek. So... just hold on a little longer."
Moore reaches the door and opens it!
This door opens up into another hallway. Tighter, narrow, even for you. Jagged metal edges and barbs stick out from the walls, crusted with old, dried blood.
"You really don't make this easy, do you?" Moore asks. "Or... no, I guess, you -can't-, can you?"
Can he alter reality some sort of shrinking for this? I know there's an actual alter size SDA but I'm hoping for something on a smaller scale.
Sure, a variant of reduce person is entirely reasonable.
Moore will shrink himself down so he can step through without issue.
"I'm sorry it's been so long." He says. "I met the Guardian in Arcadia, who had only Shar's song to listen to for however long it's been. I imagine all you've been able to listen to are the prisoners."
What's your damage reduction?
15/epic and cold iron. He also has 11/- from his lingering songs.
Your skin shivers. You feel the touch of cold iron as you pass by the barbs, each one just barely caressing your skin. You aren't quite injured, tough enough to shrug off such things, but you feel it nonetheless.
Onward.
Narrow. Narrower. You risk being wounded by the barbs now, so tight as to have no choice but to be slashed and maimed by them as you are now. Sufficiently good wiggling skills might let you go deeper safely.
All he can do is proceed forward.
Are we talking Acrobatics here, or just raw Dexterity?
Escape Artist.
Take 10 for 77.
Deeper, deeper, deeper.
Deeper into this place, each move a carefully orchestrated maneuver to avoid pain. Ahead you at last see it, another tiny, tiny door ahead.
Moore's said all he can say at this point, and simply proceeds to try and open this door.
Refresh me on your domains?
Good, Hope, Inspiration.
The door opens to an open space. Surrounded by metal walls that rise up, like an interior courtyard. It is dark and silent here, everything gloomy and forgotten. On the back wall is a mural of painted metal, several stories tall. It is of a featureless woman who rises from the waves, arms outspread as if to grasp the sky. Yet around her neck is a noose, and it look as if it chokes the life from her, throat purple and bruised.
Moore enters and looks around, then begins to fly up towards the top of the mural.
"Did you do something that brought you to this place?" Moore asks, as if the painting itself will answer. "Was this existence supposed to be a punishment?"
There is no answer, only the painted metal that looks on impassively at you.
Moore flies up, to where the part of the mural with the noose is and puts his hand on the metal itself.
"I'm sure you can hear me, or else I wouldn't be here." Moore says. "Can you show me what happened?"
Before your eyes the painted metal changes. It is now a woman, fans in hand and dancing. Yet the same noose is there, face bloated and purple.
"The other Guardians didn't seem to be beings of any sort of passion or desire... were you different?" Moore asks. "Were you something else, before being a 'Guardian?'"
Again the image in front of you changes. It is again of a woman, this one limp and hung, seemingly dead as she hangs from a noose.
Moore frowns again.
"I'm sorry. No one deserves this." He says. "Are you bound by the same ruleset as the other Guardians? If I complete your trial, are you free to go, or are you a special case?"
The image stays before you, hung and dead.
It didn't matter if the prison continued to exist after the Guardian left. He'd just have to shoulder that burden himself.
It can't be as simple as...
He takes a deep breath.
"I don't know if this will work, it surely can't be that easy to free you. But I'll do everything I can do." He promises. "I want you to be free from this. Free to do as you will."
With that, he musters his energy for something - hopefully a word that will do something to help. It didn't work before, but...
[12:25] <Nephrite> roll 1d20+17+17+16
[12:25] <Penuche> Nephrite invokes Penuche's magic: < 60 > [d20=10] Charisma
Freedom.
Your Word is spoken, yet nothing happens. Can anything be done against the will of an Incarnation?
The mural changes again. Now it shows thousands in miniature, each hung and dead, nothing more than bloated corpses of metal. Before your eyes the mural spreads wide, long and far, surrounding you with images of the dead. Around each hung corpse iron bars appear, imprisoning them within.
Moore looks around at the images - there's one thing in common with everyone here... they're a prisoner.
"The room right before this one, before I came here... I'll free them, however I can." Moore says. "But... are you a prisoner here as long as this prison exists? If I free everyone here... then it's no longer a prison, right?"
The metal corpses hang around you, silent as death.
Moore's silent for a moment --
Corpses.
They're dead, so... ...oh!
He takes in a breath -- he really needs to remember he doesn't need to do that at all anymore -- and focuses on the dead.
He's trying to use his new-found divine powers to see if there are souls here, and, if so, if he can do anything about that.
You do not sense any souls in the cold metal. As far as you can tell, it really is just cold, lifeless steel.
Well, maybe the ones back there are...?
"Is your trial to free everyone here?" Moore asks. "I'm not sure you can even answer that, even if that's the case... but if that's what it takes, then that's what I'll do."
There is no answer as the metal images are gone.
There is, however, a familiar groan behind you. "Bahamut's balls, now what?" Kaja growls.
"Then that's what I'll do." Moore murmurs as he takes his hand off the wall. "I know you can't stop the guards, but we'll deal with them too."
He turns around with a smile.
"I'm sorry it took so long to find you." Moore says as he flies over to him. "Are you all right?"
"I am now," Kaja growls, scimitars out and bloodied. "I had to fight through some fiends, but I'm fine."
"Do you need any healing?" Moore asks. "We have... a bit of a unique situation we've found ourselves in."
He gestures out and around. "In case you didn't notice."
"I'm fine," Kaja repeats as he looks around, "So now what? Where's everyone else?"
"After you got nabbed, we made it further into the prison." Moore explains. "Xandra got taken by another chain attack just a bit ago, and I assume she'll turn up here soon enough. The others... I came through a portal and I imagine they're in a similar place, or on their way here." He says.
He takes in a breath ... again, really needs to stop doing that.
"How did you get here, exactly?" He asks.
"On the blood of fiends," Is the answer, short, "I appeared in an interior courtyard full of prisoners. I did what had to be done."
"What, and you just showed up here after that?" Is his response - it doesn't sound like he doesn't believe the story, on the contrary, it makes the most sense.
"Still... well, we have a bit to do." Moore explains. "You may not believe me, but... well, no, I think after everything you've been involved with thus far, you'll believe me. We're going to turn this place into something other than a prison, by freeing everyone here."
This causes Kaja to smile. "Good. My blades are only just warmed up. There's so many more fiends to send to oblivion."
"That does also mean anyone who wants to leave here we need to help leave." Moore says. "We can't be the judge, jury and executioner of every prisoner just because we don't agree with them. ...Of course, if they attack us, then that's that, but I think we may need to just put a big hole in one of those courtyards you mentioned."
"And what?" Kaja challenges back, "Let who knows how many fiends free? That's not freedom, that's stupidity."
"I know. We'll have to release the good and the evil this place has." Moore says. "But... we can't just go cell-by-cell and murder everything in here, that's... not what we do. That's not what good people do." A smile after that. "Don't get me wrong, I'm certain we'll be challenged by a few people yet. But this place... this prison, it captures people and keeps them here until they die and are forgotten. We can't do that -- we have to save as many as we can, to offer them hope and freedom if they choose it."
Kaja's look is sharp, "You've made one mistake, Moore. Do you know what it is?"
"I'm sure I've made a lot of mistakes today." He admits. "But please, speak."
"I'm not sure they stay dead as long as they're in here." Kaja says, pointedly, "Maybe what I slew were regenerators, but I saw them begin to restore themselves. I'm not sure death is an escape here."
"...Of course it wouldn't be." Moore says as he turns to look at the mural. "Or else you'd have been able to get out of this by now."
He turns back to Kaja. "Then we just have to find another way. Maybe something like having me cast atonement, or something like that. We won't know until we try."
As you look at where the mural was, you find a rusty steel door is now there.
"Come on, we're being invited." Moore says as he helps Kaja up to go open the door!
The door is jammed - it opens but it takes some effort.
Head is a pitch black hallway, only your deific senses enough to see ahead. At the far end sits another door like this one, but the darkness is pierced by the faintest light coming from the crack between door and ground.
"Just hold on a little longer." Moore says aloud, to no one in particular. "I know you're fighting, too."
He proceeds down the hall to this next door!
Take 10 for Perception of 93 if necessary.
You don't notice anything awry, beyond this door not opening to a casual attempt.
Moore will just have to try a little harder!
[21:45] <Nephrite> roll 1d20+20 str check
[21:45] <Penuche> Nephrite invokes Penuche's magic: < 34 > [d20=14]
He's... well, trying harder!
The door groans and slowly gives way.
Here is a cell. Chained against the wall, pinned by them, is a mountainous demon. A demon of flame and wrath, pure fury glares at you. You know this creature as a balor, a creature of destruction, chaos and fury. It is nude and the chains do not yield to it, keep it pinned to the wall.
Moore blinks and glances at Kaja before he takes a floating step forward.
His divine will goes into giving it basic clothing.
"My name is Moore. It's... a bit of a long story as to why I'm here, but for right now, I'm not your enemy. Do you remember your name?" He asks.
The answer is a snarl - as in a split second it is inches from you, teeth snapping just in front of your face. Its foul, sulfurous breath makes you want to choke as it grinds out, "Kill...kill all of you!"
Kaja merely readies his scimitars, "You can't work with a balor, Moore," he says, "They're nothing but fury and hatred given a body. They're demons of cruelty, massacre and death."
"That sort of thinking runs contrary to my doctrine." Moore says, as he makes no offensive or defensive motion at all.
Well, this worked on the daemon, so there's no reason to believe it's impossible... But that one had lost all its memories. Well, there's nothing wasted by trying.
Peace. A single word, spoken in the moment.
[12:18] <Nephrite> roll 1d20+17+17+16 charisma
[12:18] <Penuche> Nephrite invokes Penuche's magic: < 66 > [d20=16]
I can free you, but you need to calm yourself.
If that doesn't work, he still has a few other ideas...
Take 10 on Diplomacy for 131 if that matters.
> roll 1d20 this is a 20 check
<Penuche> Kotono invokes Penuche's magic: < 11 > [d20=11]
Your sheer Words and deific will are enough, the bound demon's fury abates, at least enough to rest back and no longer try and bite you.
"Now." Moore starts again. "Do you remember your name? How did you come to be here?"
A hand goes up as if to dissuade any further argument, "I've learned that this place seems to strip the memories of those it imprisons for a long enough time, so I'd like to try and understand how much of 'you' you remember."
"Orgalysanbos," Is the snarled, snapping word, "I displeased Demogorgon."
Take 10 on K:P for 118, is it a recent name, or is it one that "vanished from history" some time ago?
"And he just... threw you in here? Is that common?" Moore asks. "Do you know how long you've been here?"
A pause.
Vanished from history ages and ages ago. A balor in the service of Demogorgon, a minor leader in the Blood War.
"Eternities," Is the answer, slow and grinding, like rocks against each other.
"Hm... do you know why you still have your memories?" Moore asks. "...Hold on. If I'm going to ask you anything else, I should free you."
A turn to Kaja. "I know what you're thinking, but I think he's smart enough to not try and attack either one of us." He says it outloud both for his own benefit and the captive's.
He flies over to inspect the chains themselves. "I've given you no reason to believe me or trust my questions, let me see here..."
Do the chains radiate any sort of magic at all? I am guessing no. Spellcraft for 113, K:A for 118, and Arcane Sight.
The chains are non magical.
"It's not a question of smart, it's a question of madness," Kaja points out.
"The end result will be the same if he tries anything, and I think he knows that." Moore says.
Yeah, they're not really magical his left foot.
Moore will try something, though, perhaps because he's not a prisoner...?
Alter reality for Rusting Grasp. He has a feeling it won't Actually Do Anything, but he's willing to try.
The chains do not react to it and do not rust in the least.
"That assumes it's rational," Kaja smiles rather sharply, "It's a beast, Moore, nothing more than hate given form."
The bars of the prison were able to be broken with a regular amount of force, why aren't these?
Well, there's nothing wrong with trying something else.
"Hold still." Moore says.
He is going to try a Divine Blast to see if that can destroy the chains or not. I am not sure if I need to roll damage or not, but just in case, here you go:
14:14] <Nephrite> roll 1d20 touch
[14:14] <Penuche> Nephrite invokes Penuche's magic: < 6 > [d20=6]
[14:14] <Nephrite> roll 18d12
[14:14] <Penuche> Nephrite invokes Penuche's magic: < 121 > [d12=1,12,9,2,3,12,12,11,12,7,3,5,9,1,7,8,1,6]
The chains are struck and with a snap of metal, give way entirely. In that moment the demon is freed, falling to one knee.
"I can only do that so many times, but at least we know it works." Moore says.
He moves so that he's in front of Orgalysanbos, about 10 feet away to give him some room. "I hope that will at least prove my intentions. I know it's been a long time that you've been in this prison, but have you been alone the entire time? Have the guards of this place come at all to torture you, or anything of the sort? I'm trying to get a better picture of what transpires here."
Diplo here, -60 circumstance penalty. Good luck.
Time to break out the big guns.
Take 10 for 75, in that case.
Just for clarity, did you use anything beyond the norm there?
I mean, magic, but nothing other than the standard things, no.
With a stumbling gait the creature growls lowly, before pouncing right at you.
Init. As the circumstance penalty suggests, it was pretty much impossible for almost anyone. That you came close enough to warrant a role says a lot about how good you are at that.
Needed that exploding crit, I suppose.
[21:02] <Nephrite> roll 1d20+47 Moore
[21:02] <Penuche> Nephrite invokes Penuche's magic: < 53 > [d20=6]
Kaja still gets +17 to his roll.
> roll 1d20+33
<Penuche> Kotono invokes Penuche's magic: < 36 > [d20=3]
> roll 1d20-3 Balor
<Penuche> Kotono invokes Penuche's magic: < 11 > [d20=14]
Go pixie.
"Do you want to suffer here for the rest of your life?" Moore asks.
Relent this foolishness!
He's going to try his divine aura. DC is only 28 but you never know??
> roll 1d20+10 (-15 circumstance he's pretty jacked up)
<Penuche> Kotono invokes Penuche's magic: < 15 > [d20=5]
Which function just to be clear?
Let's say Fright for now.
Going to provoke it past shaken?
No, I don't want him running anywhere.
Kaja merely glances at you as it quails back, the fury held back by sheer, simple fear. "Well?" he asks.
"I'm giving you an opportunity at freedom." Moore says. "As well as an opportunity to not die forever in this prison. What is your decision?"
He simply flies there, impassive, doing his best to evoke the fear a deity should be able to evoke in others.
Give me Intimidate as well, no penalty. Just for reference here.
Take 10 for 117.
The demon snarls, but under your power, does not resist. Instead it manages, "Let me...kill them all!"
"There are assuredly those here who deserve to be killed." Moore says. "But if you die here, you don't even leave, your soul is trapped and reborn here... or something like it." He explains. "So we can't just kill everyone to solve the problem. Do you understand?"
The creature nods, cowed and snarling silently before you.
"I know your nature wants revenge." Moore says. "But think of it like this... once you are free from this place, you can enact your revenge on whatever it is you choose and it will have a lasting impact. I don't approve of it, but..."
A smile and a shrug afterwards. "You get to take advantage of my good nature."
The creature snarls at you, "Revenge...rip....destroy them..." it says slowly. "Make them bleed!"
"I will get your revenge on this place by destroying it." Moore says. "Is that enough for you?"
"Destroy...them all!" the balor roars.
"This place will no longer be a prison when I'm done with it." Moore promises. "Can that soothe your anger for at least right now?"
"Destroy them all!" The balor growls, struggling to rise. "Tear...them all!"
"They will be punished." Moore says. "But you will still be a prisoner here like that. Do you understand that? You will never get your revenge as long as you remain in this place, in the cycle that this prison keeps you in. Is that what you want?" He asks, as his voice rises slightly. "Do you wish to stay here for more eons, more amounts of timelessness with your anger and wroth, or do you wish to be free of this place, to see it gone forever from Creation? If you continue to fight me, you will be here forever."
Give me Diplomacy again, -50 penalty this time.
Take 10 for 85 this time.
"Fight...kill...destroy!" The balor roars, a stumbling step forward. "Escape and kill them all!"
"Who do you want to kill? Who is 'them'?" Moore asks. "Have you met anyone in your time here?"
"Heh...he...KILL THEM ALL!" A roar, "EVERYONE!"
Moore is silent for a moment.
"You're a prisoner in your own mind at this point. You'll never be free like this." He says.
What would Sylvie say at a time like this, or Xandra?
...
...
Because there is always hope.
"Come, let us be free of this place, of your anger and hatred." Moore says, as he holds his hand out. "You'll never be free if you stay here, you'll never be able to have your revenge, or to kill anyone. I will show you the way out."
One more Diplomacy check, -48.
Take 10 for 87, then. :)
The creature lurches forward, but it doesn't attack you, at least.
"That's the first step." Moore says. "Are you ready to leave this place and be free of what traps you here?"
A turn, his back exposed as he goes to the door. "Then let us leave."
You turn back - and the balor is gone. So is Kaja. All that remains is the same inner courtyard as before, and the same image of a hung woman wrought of metal.
Was any of it real, he wonders?
"So you see, even someone like that can take the first step out of here. If this place has no prisoners, then it no longer needs a warden." Moore says. "So show me the next trial and I will accomplish it, and see you free from this place as well."
The mural is gone and in its place is another rusty iron door.
Moore will proceed to this one as well!
The door does not want to open, rusty and unmoving.
He shouldn't be surprised by that, so he gives it another heave-ho!
[blockquote]Rolled 1d20+20 : 2 + 20, total 22[/blockquote]
Assuming that isn't enough and he can try again, he will try again.
STR check
[blockquote]Rolled 1d20+20 : 15 + 20, total 35[/blockquote]
The door pops with reluctance. Within more of the hung creatures, dozens of them somehow packed into this room, all hanging from a noose.
Moore enters the room and simply listens - are there cries for mercy, cries for revenge? Anything?
Silence. There is not a speck of sound in this place.
Then for now, Moore will fly up and see if he's able to loosen the noose at all - or one of the nooses, he supposes.
The noose does not loosen. Instead you find yourself back at the court yard abruptly, before the metal image of a hung woman once more.
Moore blinks.
"Ah... it's that kind of test. Very well." He says.
Is the door still there?
No, right now you do not see a door.
Instead from the eye of the mural a single tear glistens, like molten silver.
Moore bows his head.
"I understand. I didn't realize." He says.
So if touching them is out of the question, then... maybe he just has to go further in? Hmm...
There is no answer, only a glistening tear on the mural.
Moore will fly up to try and touch the tear!
The tear is as heavy as iron as you touch it, a weight you can bear. It sticks to your finger, one blob of silvery liquid that keeps its shape of a tear.
Moore will take the tear back down and look around to see if anything has changed.
I am guessing it does not radiate any sort of magic? Spellcraft of 113 and K:A of 118, as useless as they are here.
The tear does not radiate magic. However, it feels heavier on your finger now. A notable weight.
Moore investigates the tear more closely... is it getting heavier by the moment?
It is. Heavier and heavier by the moment.
"Strength isn't really my strong suit, but..." He will simply have to endure this, the pain that this Guardian has had for so long.
"At least in the material sense. If it's spiritual strength, though..." A smile crosses his lips.
He believes in himself, in his Hope, and in the Guardian. "I will free you."
The tear is getting heavier by the moment, the weight rising fast. Are you going to do anything about it?
He is going to hold it and bear the weight of this sorrow.
Strength check.
[22:00] <Nephrite> roll 1d20+21
[22:00] <Penuche> Nephrite invokes Penuche's magic: < 29 > [d20=8]
You hold it for a time, but it grows heavier by the moment. You fear soon that you aren't going to be able to hold it.
Maybe there's more to it than just holding it?
He'll try using his divine faculties for some sort of atonement-esque ... you know what, he'll just use alter reality for Atonement. It may not do anything, but it seems thematic!
Nonetheless, even if he can't hold it, he'll keep trying until his body breaks - but his spirit never will!
For my reference, CL check on the atonement?
I assume if I'm using alter reality it's at mine? So 36.
[22:29] <Nephrite> roll 1d20+36
[22:29] <Penuche> Nephrite invokes Penuche's magic: < 56 > [d20=20]
I wasn't sure if you needed a roll.
I might.
You hold the seed, you cast your forgiveness at it.
Another shift.
The tear is gone.
You stand before the mural once more.
Moore looks up at the mural - is anything different about it?
Perception.
Take 10 for 93.
The eye of the mural is gone, the one the tear came from.
"...I get it." Moore says with a smile.
He flies back down to look for the next door.
You see no door. Instead a dagger lies on the ground now - a simple knife with a plain, leather wrapped hilt. It's utterly unremarkable, something any basic warrior might have.
Moore leans down to pick it up, knowing full well what is likely about to happen.
Perhaps this one is simply pain?
There is no pain. You pick up the dagger without incident.
Well, the last one took a while to start, so for now he holds the dagger.
If nothing happens, he will unsheathe it!
Nothing happens. It's a sharp dagger but unpolished, dull in the dimness of this prison.
It's easy enough to generate some light around himself and to properly polish the dagger with his divine will!
Perhaps it's the reflection of the dagger...?
The dagger does not change.
Why did you make this choice and go through with it, Moore?
No, the dagger is as dull and listless as before, but it feels heavier now.
Ilsenine looks on at you, still visibly stricken, a hand to her mouth.
You feel weariness as you hold the dagger, like the deep fatigue from a long day's work.
"You've been at this for a time that many people likely can't count." Moore says. "You deserve a reprieve from it - and to rest. I'm sorry for what it is you've suffered."
Someone who was forced into this against their will -- the other Guardians were given roles and given some limited amounts of freedom. But this one...
Moore will continue to hold the dagger and be weary and fatigued. He can't let go of this one and let it be someone else's problem.
The last one seemed to be the manifestation of the burden of all of this, perhaps this is the manifestation of just wanting it to be over and the weariness from it?
So maybe...
"You can rest, your vigil will be over soon. I'll see to it." He says.
[12:40] <Nephrite> roll 1d20+36
[12:40] <Rei-chan> Nephrite rolled : 1d20+36 --> [ 1d20=13 ]{49} CL check.
He's casting Sleep on it.
Give me an immediate Will save.
[12:54] <Nephrite> roll 1d20+77 will
[12:54] <Rei-chan> Nephrite rolled : 1d20+77 will --> [ 1d20=19 ]{96}
There's no resistance. It is dull, dark and empty.
You stand in another hall of cells, silent. There is not a scrap of noise here, nor a single, visible prisoner.
Moore looks around and will proceed forward, the only way he can go.
Take 10 for 93 on Perception if necessary.
Nothing. Every cell is empty to your gaze, at least without going in to check further. There is not the barest hint of noise.
Moore will stop at one random cell to go in to investigate further!
Is this a representation of the silence and loneliness they feel, isolated from everything else in Creation?
The cell has a hezrou in it - and despite the stench, it is fast asleep.
Any magic on it? Spellcraft for 113 and K:A for 118.
Is it making any noise at all?
It's your sleep spell, magnified and amplified many times over. So powerful it put a hezrou to sleep like nothing, and you can tell it will never awaken.
Is this better than whatever it was they were dealing with before?
Is this even real, or just further parts of this trial?
He decides to check another cell for now and see if it's the same case.
This time a humanoid - an elf - sleeps just like the previous.
Moore will exit the cell and go down the hallway to see if anything changes for now.
Can he wake them up at this point?
-Should- he wake them up?
Nothing changes. They all sleep.
Time to see what they're dreaming about.
He goes over to one and kneels down.
I swear there's a spell to view dreams, but I can't find it. In lieu of that, alter reality for a juiced up Detect Thoughts should do the same sort of thing, I'd think. His goal is to see 1) if they're dreaming and 2) what exactly they're dreaming about.
You can tell that the one you check is asleep but not dreaming. A simple, empty sleep devoid of dreams.
Sleeping without dreaming, huh? Something in the back of his mind just isn't okay with that.
Does he still have the dagger?
Moore still has the dagger.
"Let me tell you a story." Moore says as he shifts to hold the dagger and look at it.
"A long time ago, in a dark, forgotten corner of Creation, there was a woman." He begins. "A woman who time had forgotten, who had been sentenced to a fate that even the deepest bowels of the Hells would balk at. She was sentenced to be alone forever, to be forgotten and to never be loved, by an emotionless being no one even knows."
A pause there. "Can you imagine what it must be like to be somewhere and still be awake, to still be conscious, for a length of time even Creation itself has forgotten about you? Can you imagine the despair, the loneliness that that person has had to endure? It's terrifying, isn't it? So why am I telling you this story?"
Another pause. "Because one day, a young man found her. But the time spent so far away from the rest of Creation had turned the woman into a monster, but it wasn't her fault - knew no one could understand her, no one could be her friend... she just continued to exist in despair, and in sadness. So what did this young man do? Well, that's easy."
"He became her friend. It doesn't matter what your sentenced to, even if you do commit a crime. No one deserves to be alone forever. Everyone needs a friend. Can you imagine that? Can you dream about what it must have been like for her to finally meet someone who wanted to rescue her from the loneliness? Even if they couldn't communicate in words, they still had an understanding - a desire to be free, a desire to move forward." Moore says.
"So dream - dream about your freedom. Dream about atonement. Dream about what makes you happy. You deserve to finally have a dream, a dream for a better tomorrow."
Miracle here for a stronger version of 'Dream.' His intention is to send a dream of freedom, of atonement (for those who want it) of a reprieve from weariness, of loneliness, and sadness. A nice, happy and content dream for everyone.
[16:01] <Nephrite> roll 1d20+36
[16:01] <Rei-chan> Nephrite rolled : 1d20+36 --> [ 1d20=18 ]{54}
You cast the spell.
Again you are before the mural the moment it is finished. For the mural's hands are extended out now, and in them rests the divine seed.
Then before you can react, the mural fades back, the stone it passes through gone, revealing a dark cell corridor ahead. At the end is a rusty iron door, to which the mural fades through as if it isn't there.
Moore steels himself for what's to come as he proceeds.
He hums a few songs - of courage, heroism and excellence, of hope and things more.
As he proceeds to the door, he's going to do Inspire Courage, Heroism and Excellence (charisma) for himself, but also for anyone listening. Songs of hope and freedom. :)
Give me a level check then.
[21:20] <Nephrite> roll 1d20+36
[21:20] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=4 ]{40}
I wasn't sure if I included my divine rank there, if not it's 39.
You sing and reach the door. It is rusted entirely over and does not look like it will open.
Moore puts a hand on it.
"I don't think this is one I can open myself. Can you help me? I don't think it'll open with just me forcing it, but I'll get it started." He asks.
He will try and open it, regardless, but he's pretty sure this is one that needs to be opened with a little help!
[21:29] <Nephrite> roll 1d20+21 str
[21:29] <Kobot> Nephrite rolled 1d20+21 str --> [ 1d20=19 ]{40}
The door won't budge in the slightest.
"It's like I thought." Moore says aloud. "Remember that story I told you a little bit ago?"
He gently knocks on the rusted door.
"The first step was that the woman needed to let the young man in, in order to take that first step to friendship. Do you think you can do that?" He asks.
The door won't budge in the slightest...
..until against all odds, it creaks open.
Floating in the air s the divine seed. A field of blue light surrounds it, semi transparent and enough to see the seed within it. Besides it, past the blue light, a sheet of paper lazily floats in the air.
Moore will go to read the paper first. It doesn't matter what his goal was, it's changed a lot from him coming in here.
It reads thus:
The test has been to be true to your beliefs, no matter what they are.
Finish the test.
"What happens to this place when I do that?" He calls out, looking to the note to see if it changes. "Is everyone released?"
There is no reply.
He reaches out to take the seed.
"I free you from your prison." He says. "I hope we can meet again."
Before your hands, the blue light recedes, fades. You grasp the divine seed - and stand just outside of the prison.
Swiftly, before you can take any action, the gates of the prison open. Xandra leads the way, followed by Jetina, Kaja, Cresiel and finally Sylvie.
"Wha-?" Kaja looks around suddenly.
"The Guardian," Sylvie explains. "Did it talk to you?"
"Yes," Xandra days, even as Kaja scowls and shakes his head. "It told me not to interfere, and barred me from speaking the Song of the Outer Spheres within."
"I was elsewhere for a few moments after our battle," Cresiel comes forward, "But our success is at hand."
"It was the same for me," Sylvie says, "It told me not to interfere further."
"Why, 21?" Xandra looks over to Sylvie, who confirms it with a curt nod.
Congratulations on clearing what was a non standard dungeon in a lot of ways and that could have gone a lot of ways.
My only regret is that you didn't fight in a recess. Oh well.
"A moment, stay here." Moore says.
He's going to try and open a Gate real quick.
To where?
That would help wouldn't it... To Hope's Landing.
A gate opens, just as desired.
Moore immediately hands the seed to his Avatar and then shuts the portal afterwards!
You reach through the portal - and tumble. You tumble and tumble and tumble and tumble.
It's dark.
You're somewhere dark and forgotten. It's hard to breathe - or would be if you had to. There is pressure around your neck.
Now what?!
All he can do is try and figure out what's going on and see what's trying to kill him!
You look about. You are in the cell you rejected so many times. There is no sign of the divine seed.
Is this yet another part of the trial?
Or is this something else? There's no way it could be The Adversary so quickly, right?
Any magic? Spellcraft 113, K:A 118
There is no magic that you detect.
Yep... he's still in the trial, or something like that.
He will reach up to feel what is around his neck - a collar, chains, perhaps?
He looks around the cell to see if he's, in fact, chained up.
Rope is tied tight around your neck. Without warning, you are pulled up, dangling and choked by a noose. Even though you do not need to bleed, the nose chokes you, sending waves of white hot pain through your neck, chest and back.
It's too bad he doesn't still have that dagger...
Or does he?
All he can do for right now is what he always does - which is believe in himself and his hope. If this really is more of the trial, normal things wouldn't work to get rid of the rope anyway...
"Are you... still... trapped here?" Is all he can manage to get out, considering the circumstances.
You slowly realize the dagger is in hand, despite that you didn't hold it before.
"I won't... let you... still be trapped!" He manages, as he will try and swing the dagger up to cut the noose from above him!
With a swing of need and determination, you slice the noose away. You take in great gasps of air instinctively as the pain is gone. You hover in the air, recovering.
A dagger, a tear...
"I'm still not done, am I?" Moore asks. "That's fine, I'll do whatever I can for you."
He looks around again, things always change here in subtle ways.
You once again stand before the mural.
The mural no longer has a noose around its neck. Its other eye is gone as well, and behind the eyes you can see a glisten of something metallic.
Moore flies up to investigate!
"Was that part about being true to your beliefs actually even true?" He asks, not expecting a response. "Whether it was or not, and whether it was all an act, It's okay. I'll get you out of here."
Behind the eyes is a slight hollow, and in that hollow rests a rusted iron key.
"I did think it was strange after the tear and the dagger there never was a key." Moore says as he reaches in to take it and then see if anything happens in the courtyard.
You take the key.
Your hand slips away from it, unable to grasp it.
"Hm..." Moore ponders this for a moment.
Is it like the other time, where he can't grab it himself and... oh.
He will try to reach in with the dagger to see it he can nudge the key towards himself that way!
The key is nudged towards you easily enough.
Moore will put his hand into the hole and see if he can nudge the key up and onto his hand that way, then grasp the key without trouble!
Minor correction but I'm good with this.
You nudge the key towards you, but you still can't grasp it.
"Is this the literal definition of my not being able to grasp the figurative key?" Moore asks aloud, not that he's expecting an answer.
Well, perhaps just getting the key out for now will work.
He will just use the dagger to nudge the key out of the hole for now and see what happens.
The key is nudged out of the hole. It falls to the ground and lies there, an old key on the plain ground.
Moore will fly down and see if it's any easier to grasp this time - assuming it isn't, he will take the dagger and see if he can lift it off the ground and balance it on the knife.
You still can't hold the key, but the dagger is able to pick it up and you're able to balance it on the knife.
"So is the 'key' here my understanding of something?" He asks himself, as he looks around for anything that may be different.
The other time was the need for atonement, the other was a need for rest...
Maybe this one is a 'need to grasp an understanding'?
Hm, it's worth a shot.
[13:19] <Nephrite> roll 1d20+36
[13:19] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=12 ]{48} CL check.
Alter reality for a higher level version of 'Comprehend Languages' that can also be cast on other things. If possible with the level boost (4 it looks like) he'd want to add 'non verbal communication' to it.
You look up and see that there is a rusty iron door nearby now, one that awaits you silently.
Moore will carefully approach with the key on the dagger and see if there's an actual keyhole to use it in.
There is a keyhole, sure enough.
Maybe now he can grasp the key?
He will try, at least, to put the key into the keyhole - a normally rather easy task!
This time it works - and the door opens. You hear a chorus of doors opening, thousands opening wide. Within this room sits the hung woman, noose still around her neck. She does not move, but she holds the divine seed to her chest.
The last time he saw one of these he got rather bamboozled, but even so, he should still do the right thing.
Moore will move over and, at the very least, symbolically, cut the noose off before anything else.
"I'm sure you heard us talking about whether this prison would still exist after you left." Moore says. "I don't care if it does or doesn't, as long as you're free from all of this. I know my words can't make up for the eternity that you've been here, but I hope that, for all that you've been through, we can speak to each other one day."
The noose is cut away.
This time, this third time, you stand before a divine seed. This time it is wholly in place of the painted metal, hovering in the air.
"Did that accomplish anything for you, or is this not over until I take the seed?" Moore calls out, though he doesn't expect a reply.
There is indeed no reply.
"Well, I hope we can talk someday. I hope this frees you." He says as he goes to take the seed, again!
Give me a Charisma check, +3 bonus.
[blockquote]Rolled 1d20+68 : 20 + 68, total 88[/blockquote]
This time there is no resistance and you grasp the seed. It is warm in your hands, full of radiance and power.
Moore looks around.
"Are you still here, or did you return?" He calls out.
Is the prison still... there? How about the dagger?
Everything is still here as you stand in the First Prison.
Can any of you hear me? He asks to all his friends who came into the First Prison with him.
I am assuming I cannot sense my avatar either.
If the Guardian is the prison and the prison is still here...
He will look at the seed, the same as he has before.
"No, something still seems off here. What else is there that you need me to do to free you?" He calls out.
He didn't have a chance to check the other one, but he'll check this one out to see if it 'feels' the same as the others, and how many charges it has.
The seed is empty. Nothing at all, gone from your hands once you sense that.
The cell. Again you are in the cell. The rope is tight around your neck, the pressure a constant fire-flare of agony. It's dark, cold and forgotten here.
You feel the gentle tendrils of anathemic knowledge wash over you. They beg you to forget, to surrender. Were you less than you were, both as divine and as one with Lifasa's support, you would be doomed in this moment. Yet they fail to even phase you, even as you resist the pain of choking.
"This place... deserves to be remembered...as do all the people who've been... forgotten here!" Moore chokes out.
Is the dagger still there?
No matter what, he won't forget - he still isn't done!
Because there is always hope.
The dagger is still there as you think and cling to your hope, in your hand.
Last time he went up, so... this time, he will reach up to cut the noose off around his neck, the same way he freed the woman.
The noose does not give. Instead your dagger snaps and breaks, the broken blade tumbling to the ground where it fragments into several pieces.
Ah, that would've been too easy, wouldn't it?
Ah... wait a minute. Forget, huh?
No, that's not happening today.
Here's hoping he has the right idea...!
[20:39] <Nephrite> roll 1d20+36
[20:39] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=9 ]{45} CL check.
Moore is casting a slightly boosted Modify Memory into the noose via alter reality.
He is trying to simply solidify the memory of the woman - except instead of her hung on the noose, her being free from the prison, walking through an open door.
Nothing happens - and the noose digs in tighter, tighter and tighter.
50 damage. This damage bypasses damage reduction or similar measures, as well counts as lethal damage if you have regeneration or something that would convert it to nonlethal damage. Go.
A dagger, a tear, a key...
Is there anything common about them?
All the other times, it's been something about the figurative act... this is the noose, the punishment.
Atonement, dreaming, understanding...
Freedom?
He looks down at the shards of the dagger... maybe that's it...?
[20:49] <Nephrite> roll 1d20+36
[20:49] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=4 ]{40}
Let's try Unbinding. He's going for the theme of it opening doors / locks / freeing things.
Nothing happens except your noose tightening, as the dagger lies broken on the ground.
50 more damage. Note your HP, please.
623/723
No, he's still missing something. There's another piece of this puzzle...
"It... looks like... I need... some help... again." Moore chokes out as he tries to look around the cell.
There has to be something different, something he missed... the tear? The key, maybe? How could those help?
Neither is there. All you see is the broken dagger before you. The pain makes your head swim, something about it cutting through your toughness like a knife.
50 more damage.
573
Turning into something else probably wouldn't work here, either...
The dagger, the pieces of it are still there... maybe, something about those?
He won't give up - he won't forget.
He has to find his way out of this, he has to tell the story of this place that was forgotten, because someone needs to remember it all.
I guess he's just going to try and see if there's anything in the dagger pieces, maybe a message, a letter, or a reflection on a tiny bit of it or something like that, I've not really got anything else to go on here.
Nothing. The dagger pieces lie there, broken. Nothing is within them, only the shards of the dagger and the intact hilt there. No secret message, no reflection, nothing like that.
The pain intensifies, as you feel blood start to trickle out from beneath the rope.
50 more damage.
523
He looked around, but... never up. Can he...?
He'll try and look up and see if there's anything upward, maybe there's something he missed upwards.
No matter what, he'll stay true to his beliefs - there is always hope.
There is nothing but a ceiling above you, as you feel hot blood trickle down your throat.
50 damage.
473
"Is this... part of... the trial... too?" Moore coughs out, barely able to talk at this point.
...Healing? It's a bit of a strange idea, but he'll try...
Let's try throwing a Heal spell at the rope, maybe this is something about harm and punishment. After this I give up.
Concentration check.
[21:30] <Nephrite> roll 1d20+36
[21:30] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=5 ]{41}
Don't remember what concentration checks fall under so here's a CL check.
It's caster level + ability score modifier for that spell. What's that equal for you?
Oh, in that case the total is 41+23 = 64.
You manage to hold your concentration and cast, the healing setting back the damage and pain for now.
Oh, I'm sorry - I meant that I was casting the healing into the noose. So Heal on the noose, not on himself.
The spell does nothing as the noose digs in, deeper and deeper. Blood trickles down your neck, dripping down next to the shards of the dagger.
50 more damage.
423
So it's not mercy that solves this...
Not forgiveness, not atonement...
No, he refuses to believe that.
There is always hope.
gonna be honest here, I don't know what else to do, so unless he's gonna have an epiphany at 1 HP I don't have a lot else to add here.
Moore sits there and thinks, as the pain increases.
50 damage. 373.
His vision swims. He totters over as he sees the fragments of the dagger and hilt lying there besides him in the dim, forgotten cell.
50 damage. 323.
The noose strangles him relentlessly as what cut it before lies broken before him.
50 damage. 273.
...He hasn't even tried himself.
If there's hope, you must bring it yourself.
He reaches up to try and tug on the noose around his neck.
Like to choke yourself further or to remove it or...?
Sorry. He's going to try and pull at it and see if maybe HE'S the dagger now. Or something. I'm trying here, really.
You pull at the noose. It does not give, but as you do. You feel a nick at where the dagger touched it, a little groove carved into it.
50 damage.
273
Even the strongest bonds can be broken if they're torn... right?
He will just have to keep struggling to see if he can make more headway with the groove -- he can't reach the dagger to do anything else.
[22:27] <Nephrite> roll 1d20+36
[22:27] <Kobot> Nephrite rolled 1d20+36 --> [ 1d20=9 ]{45}
[22:27] <Nephrite> roll 1d20+36+23
[22:27] <Kobot> Nephrite rolled 1d20+36+23 --> [ 1d20=11 ]{70}
Alter reality for something like... he's basically trying something like the opposite of Mending, to try and put more nicks into the noose. I've got nothing else to try, so may as well try that.
You were at 273 last time, so 223.
You struggle, you tear. The pain makes you cry out wordlessly, even as blood stains your front.
173.
A fiber goes. Another. You pull, you rip, sheer desperation as you will it to be unmade. Another and another and another. A pop. With a desperate cry some of the rope gives, the pressure relieved. But one tight, wirelike strand in the center clings yet, choking you and causing your blood to flow.
20 damage now. 153.
Your fingers just can't seem to grasp and pull it, one final strand between you and safety.
I am good at math
"...Do you ... want this... cycle... to break...?" Moore croaks out. "Then... be... done!" He spits, blood pooling in his mouth at this point.
If there's anything that can break this... it's hope. It's hope for a better tomorrow.
Because there's always hope!
Alter reality for Good Hope, somehow or another finagled right at this last strand.
"Believe... in... me!"
Can't fail the concentration check now, so no need for it.
The strand holds. You gasp for air.
133.
A cry. The strand pops with a release of relief as you collapse in a heap, reflexively breathing even though you have no need to. Blood comes up as you cough, splattering onto the floor.
Moore falls to his knees, trying to heal his wounds.
Double Heal for 500 assuming nothing stops him.
"This... has been... quite a day for both of us..." He murmurs.
He spends another moment panting on the ground before he looks around again -- what else is coming now?
The cell is open. The daemon enters, still wearing the clothes you created for him.
He says not a word, but sits opposite you.
"...You know, I never expected it to be you." Moore says as he moves to sit on his legs.
"I was not the original Guardian," The daemon states, voice calm. "It wished to commit suicide, but could not as long as its duty was left unfulfilled. He found a loophole, a way to pass his powers and duties to me. I shall complete this and then leave this Creation forevermore. For it died and is a part of me, and in that I execute its duties, now and forever. For I am also the Guardian created by the Incarnation of Balance, for we are one. I died and yet my wish remains unfulfilled. My wish for ultimate power to dominate Creation is fulfilled and yet pointless with the limitations on me. Such is the way of Incarnations. Nothing will stop their will. You who seek to enter further in divinity, do not ever forget that. It is the same with the absolute light your companion spoke of."
In the daemon's hand is the divine seed. "We are as much a prisoner as everyone else is, as is anyone in Carceri."
"There's always hope." Moore says. "You, who lived inside Creation and yet outside of it, should know that. It's what I believe in."
A smile dawns on his face. "I was really hopeful I could help you, you know. What even were the trials?" He asks, as he rubs as his neck. "Was that note real, was it just about staying true to your own beliefs?"
"That was the essence of it," The seed is held forward, "Now take the seed and finish this ordeal."
"What happens to the prison?" Moore asks. "This isn't about my telling you 'no,' if it just vanishes. I'll deal with the aftermath." He says. "But if you know, I'd like to be prepared for it. And... once you go, I hope we can talk again someday."
"My will sees it continue," Is the daemon's answer. "It is not impossible to escape. Let them try."
"But you're leaving Creation. Are you saying it will persist after you leave?" He asks. "What even was the purpose of this place, did the Incarnation want to understand 'imprisonment'?"
"Yes and I don't know," Is the plain answer, "He commanded, I obeyed."
"There are those in here I intend to free. I assume the... 'lesser guardians' will still try and oppose my doing so?" He asks.
"You'll need fortune," Is all the daemon says, then pushes the seed forward towards you. "Take it."
"I mean, I managed to get this far." He says. He will take the seed. "There should be others like you outside of Creation. Tell them, if you meet them, I'll see them again."
You take the seed and you are free. You stand well away from the prison now, surrounded by your allies.
"Finally," Sylvie groans, "What a run around."
Cresiel merely says, "Then it's done, Moore?"
"...Wait, what were you all... you know what, we'll find out later. We still have business here." Moore says.
He's going to try and open a Gate to Hope's Landing again. THIS TIME, he's going to make sure he can feel his avatar next to the Gate!!!!!
You open the gate and with a surge of relief, you can feel your avatar once more.
THIS time, he hands the seed off to his avatar through the gate before anything weird happens!!
"Now, what in the world were all of you even doing ... oh!"
He turns to Kaja and Xandra. "What happened to you both, are you okay?"
The avatar will check and see how many charges it has for whatever it's worth.
The seed has four charges. Go ahead and react to that.
Moore lets out a breath after his barrage of questions.
"Well, we have four to use, so... that means all of you, if you want it." He says.
There's a pause after he says that.
"Actually, we should probably leave and sort that out before anything." He says. "This place isn't going anywhere, and we can come right back. This is too important."
We can go back for now and sort out the seed first / Level 36 if that's happening.
Just a quick DM prep check: You're going to offer each of the 0s a seed charge?
Yes, if they're interested. It wouldn't do for Moore to elevate himself and leave any of them hanging.
Thus you quickly sequester yourself within Hope's Landing, shielded by the light of Chronias.
The divine seed sits between all of you, a precious thing regarded by all your companions.
Cresiel is solemn and stands before it, but does not touch it. Not yet.
Xandra is at the window, gaze at the endless light from above. Her sword is in trumpet form and held loosely in one hand.
Kaja sits and polishes his scimitars, focused on that and little else.
Jetina paces slowly, stealing glances at the seed regularly. Her brow is furrowed and her lips are tightly pressed together.
Sylvie floats in midair, sitting on nothing at all. She reclines back and after a little silence, "As someone on the other side of this, it's momentous but not worth this much thought. Xandra, you know you'll take it in the end because of what he said up there."
"That's not why I'm here," Xandra doesn't look back, but up instead. "I'm praying for the wisdom I need for this responsibility. I fear no soul has the wisdom needed amid us, but we must do what we can."
"I will not stop what I have begun," Cresiel says and lays his hand on the seed. In that moment he becomes more, no hesitation from him in the slightest. A sense of weight, a sense of duty, heavier than even the armor he wears.
"If it's something you all want to consider, to decide if this is the path you want to take, I would encourage you to do so." Moore says. "I can place the seed safely with Lord Zaphkiel or Lord Io to ensure its safety."
A nod and a smile to Cresiel. "It's a lot to find yourself with, but I think you'll catch on quickly. After we finish the matter in the First Prison, I intend to dedicate time to building up our actual group's followers, and that will take a lot of time."
A gesture to the others. "I think Sylvie is right, though, I would just go through with it. You can figure out the details later. No one will force you into a path you don't want to take, and you have a great deal more freedom to decide 'how' you want to handle things."
"We've already begun, there's no point stopping here," Jetina agrees at last, as she comes over. Xandra is behind her and one after another, both of them grow. They become more, vibrantly and overwhelmingly more. A pulse that redefines them, hyperdefines them.
Cresiel stands aside, expression stony and silent.
Xandra joins him, "I understand so much now," she murmurs at last, as Kaja rises.
"Then let's be done with it," he agrees, "And find out if any of us are worth a dragon's tooth at this."
Moore smiles.
"We've made it through so many things together already. Just imagine what we can all accomplish, working together." He says. "Let that hope for tomorrow drive all of us together and forward."
Another and another.
More as the seed crumbles away.
All four stand before you, remade and bolstered by the divine seed's power.
"Together," Jetina agrees, "There's...so much now."
"We have a lot to do." Moore says. "But before anything else, we're returning to the First Prison. I'm making it my first act as our new group of divinities to release all who are undeserving of punishment from that awful place."
At this Sylvie speaks up, "Do you know how tightly the Guardian sealed it up?"
"All he said was 'you'll need fortune.'" Moore says. "I mean, I don't imagine he changed it at all before he left, but we'll find out."
"Yeah, all of us will make an impact there, or get noticed," Sylvie stretches, "But no time like the present."
"No time," Cresiel concurs, "With what we have now, we will stand triumphant."
Moore nods.
"Yes, I imagine we will have to travel from a distance again, but let's get to it." He says.
We'll hit up the Blessing Stone again just to refresh everything and then Greater Plane Shift back to where we started and travel back to the First Prison, assuming we're not interdicted on the way.
The party is rather quiet as they go, or perhaps merely distracted. Nonetheless you find no obstacles towards the prison this time. It seems as it was before, no outward sign of change at all.
"What happened to you two when you were taken, by the way?" Moore asks. "Were you taken to a cell? Did the Guardian actually talk to either of you?" He asks as he tries a Divine Blast on the door again to see if it still works or not.
[13:23] <Nephrite> roll 1d20 touch
[13:23] <Penuche> Nephrite invokes Penuche's magic: < 14 > [d20=14]
[13:23] <Nephrite> roll 18d12
[13:23] <Penuche> Nephrite invokes Penuche's magic: < 89 > [d12=3,2,5,1,7,5,8,5,1,7,9,8,2,2,5,6,2,11]
The door is blasted in, again.
"I was elsewhere," Cresiel states, "Simply removed and left to wait. I do not believe the Guardian was interested in me."
"Kaja, Xandra, what about you two?" Moore asks as he goes to enter again. "The Guardian actually fabricated all of you at one point for some reason. It was an odd series of tests."
"I was put aside," Xandra says, "But not cruelly. More that I was paused." She considers, "I did not feel hostility."
"No, I don't think there really is any malice to this place." Moore says as he enters, wondering if the layout will be different this time. "The original Guardian wanted to die, and the daemon we met in that cage on the way down was the current one, by the way. I didn't get a lot of details about the whole matter."
"It could do that?" Jetina asks, "What a strange thing!"
The layout is the same - and the same chain creature as before is there. Yet it does not move to attack you, not this time.
Sylvie is at the ready, as Kaja has his scimitars out.
"May we pass freely?" Moore asks.
He wonders if the Guardian left them some missive or order before it departed.
The Guardian steps aside without a word.
"I'll have to thank him personally whenever we find him again." Moore says as he proceeds on. "We never did encounter that 'recess' thing... but assuming the layout is the same, let's take our time and find those who are unjustly captured here. Kaja, you didn't get to see this part, but there's... a lot of cells." He explains.
"Then we'll be busy," Kaja bares his teeth, not really a smile at all.
"Come on," Sylvie says, "Less talk, more doing."
You go down and check the first cell you find -and find a succubus here, fast asleep.
Spellcraft for 113, K:A for 118
Is she actually sleeping because of my magic or is this just... sleeping.
She's magically asleep, just as you think it is.
"...So, I may have put every prisoner here to sleep during the trial." He says. "...And by may, I mean, well..." He gestures forward.
"It shouldn't be difficult to remove, I don't think, but..." He blinks, then rubs his chin for a moment. "Actually, this may not be very hard."
He will use his divine will to bend the bars so he can get in, then float over and lightly slap the succubus (on her face) and see if that rouses her or not.
"How'd you do that?" Sylvie asks as you bend the balls with your will, following.
"That's not that hard for magic," It's Xandra that speaks up, "It's more difficult to make it last a long time, but I've heard of a spell that can set an entire mass of soldiers to sleep at once. I'd forgotten, it was long ago, and yet now the memory is crystal clear."
Kaja hangs back, scimitars out but silent.
"I cast it on something the Guardian had created for one of the trials." Moore explains.
He gently slaps the succubus again to see if it does anything.
No reaction in the slightest.
Well, if it's his spell...
Moore will just see if he can dismiss it - the actual Sleep spell doesn't specify you can, but this is a rather unique circumstance, so he may as well try!
Failing that, he can alter reality a dispel or something.
Nothing happens to your attempt to dismiss it.
"Very well, let's try it like this." He takes a step back.
Awaken.
[12:12] <Nephrite> roll 1d20+17+17+16
[12:12] <Penuche> Nephrite invokes Penuche's magic: < 55 > [d20=5] Charisma
He's trying to wake her (and I guess anyone who can hear him) up via Words of Creation.
Give me a rank check.
[12:59] <Nephrite> roll 1d20+1
[12:59] <Penuche> Nephrite invokes Penuche's magic: < 7 > [d20=6]
Yet nothing happens to your words - the creature is fast asleep.
"...Hm." Moore scratches his cheek. "This may be more complicated than I thought."
I don't think he can make the dispel check, but he'll use his Hope portfolio for a Miracle to see if that works.
Make the dispel check anyway.
[13:32] <Nephrite> roll 1d20+20
[13:32] <Penuche> Nephrite invokes Penuche's magic: < 31 > [d20=11]
Indeed, nothing happens despite your best effort.
Let's try the Miracle - he's not trying to emulate a dispel magic, just a really strong 'wake this person up' effect.
Alas, nothing happens.
Generally, in a situation where a rank check is called, a miracle spell cast by you will hew to those results, since it's your own divine power fueling it. In other words, you won't get a second bite at the rank check with it.
OK.
"Well, I'm out of ideas." He says as he turns to the others. "I suppose we can keep looking, but I'm not sure what to do here."
"We may be out of our depth," Cresiel says at last, "But we can seek advice, and for now ensure the prison is left alone."
"Some aid wouldn't go amiss," Sylvie agrees, "It's not like anyone wants to stay in Carceri under normal circumstances, so I doubt it gets many visitors."
"The most recent were, unfortunately, Mephisto and The Adversary." Moore says. "So it's possible they may come back."
He considers for a moment. "Well, let's at least explore a little more and see if we come across anything else. We may still be able to find Eagle's Regret and get them out of here."
Okay, assuming no opposition, how long/deep are you going to explore?
I think we can afford a while. Let's say at least two hours. We never found any section last time of prisoners who weren't, as we were told anyway, there for some specific crime, so let's see if we can find anything new - and also if Seema / the efreet Moore met are both still in the same places or not.
They are but asleep. You come on Seema first, who sleeps deeply and does not respond.
"So the layout is the same... which is interesting." Moore says. "Hm... I wonder..."
He will continue on to where he met the Daemon-that-was-the-Guardian and see if there's anything in there. If not, he'll keep exploring past that and see if he reaches the same "end" that he did originally (which was the portal that took him to... wherever it was.)
You do not reach the end. Instead it is floor after floor of sleeping inmates.
10 floors.
15 floors.
20 floors.
On and on it goes, each floor surely holding thousands of prisoners.
30 floors.
"Could be infinite?" Jetina breaks the silence, "Endless?"
"I don't know that it's infinite, but it's possible." Moore says.
To be clear, at this point, they're finding new floors with new prisoners, correct?
Correct.
Okay.
"There has to be somewhere they keep certain types of prisoners... too bad we can't ask the guards." Moore says. "...Or maybe we can?"
Have they seen any other guards on their way down or not at all?
None.
"They didn't seem interested in talking to us," Xandra points out, "But we lose nothing to try, should we find one."
"Lose nothing to try?" Kaja echos. "This entire thing is madness. Yes, there's a time for mercy, but how many of these ask for it or deserve it? They deserve retribution, not coddling." He bares his teeth at this, all white and sharp.
"It's better to learn from this and from them, and if there's anyone worthwhile, save them." Sylvie doesn't blink at Kaja's words, "Even if that's part of your portfolio, isn't it?"
"I am what I am," Kaja declares loudly, "Redemption requires willingness, regret, sorrow. It's born from the act of putting aside your mistakes and confronting them. It's so much clearer to me now. They will repent or sleep forever, or should they escape that, meet the oblivion they tremble before."
"You forget why we're here." Moore says, with a bit of stern tone in his voice. "There are those here who no longer remember the crimes they even were brought here to atone for - or those who are good people who may have ended up here by mistake. Would you condemn them, as well, to this place?"
"The exceptions are the exceptions," Kaja says, softening his voice, "I do not mean the ones unjustly imprisoned. But how many could be here, compared to the monsters of the planes?"
"Too many," Cresiel's voice is as hard and cold as a tomb's stone guts, "No soul should suffer unjustly and be denied their eternal fate."
"I agree with you both." Moore says. "If what I did during the trial is still happening, then all of the people here should be having dreams of redemption, atonement, and escape from this place. Nonetheless, let us go a bit further, but I am going to take some time as we go to see if I recognize anyone."
Let's say they go another 10 floors, and Moore will do a K:P for 118 as they go to identify anyone he can on the way.
If he can't recognize them by any particular features, he will try an alter reality divination for 'who is this' to see if he can at least get a name to go off of.
Are you trying to get everyone or just notables?
Just notables for right now. He's mostly looking for 'is this a floor still full of awful pieces of garbage or have we found good people interspersed'
You come on forgotten monsters.
Horrors thought slain.
Nightmares given form.
All known and all whispered of, ancient memories of hatred and fury kept asleep within this place.
There's a lot you'd get with that, and in the interests of not typing all evening, I'll mostly smooth over the details for now.
"...Nope, still in the 'terrible and horrible monsters' floors." Moore says. "We're going to stop at the 50th floor and then depart."
He'll check a little more as they go down and check on the 50th floor. Assuming they don't come off someone good or Eagle's Regret, they will take the efreet guy and Seema and then leave, assuming Something Awful (tm) doesn't happen.
Gimme a d100.
[22:01] <Nephrite> roll 1d100
[22:01] <Penuche> Nephrite invokes Penuche's magic: < 56 > [d100=56]
Just more floors, up to 50 of them and more. Still no sign of what you seek.
Moore nods. "All right, let's return. I'll report on who we found here in case there are interested parties who want to bring them in for any reason."
Plan will be to get the efreet and Seema and leave.
You get them and carry them easily enough. Yet as you reach the ground floor to exit, you begin to feel a pull, as if something is trying to pull them back.
"One of these individuals no longer even remembers why they're here." Moore says, as if the prison itself is going to respond. "The other one will be punished in accordance with the laws outside of this place. I have already proved my merit in staying true to my beliefs, so I would ask you allow me to take them and allow one a chance at redemption, and the other a chance to be fairly tried."
There's no immediate response to your words, at least.
Moore will continue on and see what happens.
The pull becomes stronger - until you reach about 10ft from the door. They simply refuse to move any further at all.
"There is no point in holding them here." Moore says. "If you won't listen to words, then let us face something for the right to remove them and rehabilitate them. That's surely a better outcome than simply leaving them here forever, isn't it?"
Cresiel grunts and instead applies his will, striving forward without a single comment.
> roll 1d20+1
<Penuche> Kotono invokes Penuche's magic: < 10 > [d20=9]
> roll 1d20+5
<Penuche> Kotono invokes Penuche's magic: < 18 > [d20=13]
Yet he cannot advance a step more with Seema.
There's no answer to your words otherwise.
"Maybe if we all try." Moore says. "We are a group, after all."
He'd like to try with everyone at once and see if they're able to do it - even if assuming Cresiel can't since he already tried.
Basically, everyone focusing on the same goal of trying to free them.
"Let's," Jetina agrees, as...
Okay, rank checks for everyone but Cresiel.
[12:28] <Nephrite> roll 1d20+1 Moore
[12:28] <Penuche> Nephrite invokes Penuche's magic: < 9 > [d20=8]
[12:28] <Nephrite> roll 1d20+1 Jetina
[12:28] <Penuche> Nephrite invokes Penuche's magic: < 2 > [d20=1]
[12:28] <Nephrite> roll 1d20+1 Xandra
[12:28] <Penuche> Nephrite invokes Penuche's magic: < 13 > [d20=12]
> roll 1d20+1 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 10 > [d20=9]
> roll 1d20+1 Kaja
<Penuche> Kotono invokes Penuche's magic: < 6 > [d20=5]
> roll 1d20+5
<Penuche> Kotono invokes Penuche's magic: < 22 > [d20=17]
> roll 1d20+5 Jetina
<Penuche> Kotono invokes Penuche's magic: < 13 > [d20=8]
> roll 1d20+5 Xandra
<Penuche> Kotono invokes Penuche's magic: < 21 > [d20=16]
> roll 1d20+5 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=15]
> roll 1d20+5 Kaja
<Penuche> Kotono invokes Penuche's magic: < 22 > [d20=17]]
Hope. Power. Retribution. Wisdom. Knowledge. Mercy.
So much goes against the will of the Guardian, but in the end, not a one of you can move them a single step forward. Sylvie growls low as she pulls and pulls, until at last she lets go. Kaja scowls while at last Xandra says, "As we are now, we are not enough."
Moore will move over to the construct guard that is near to the entrance.
"Is there any protocol for releasing prisoners of this place?" He asks.
He doesn't expect an answer, but there's no harm in asking...
Indeed, there is no answer.
"It does seem like we need to get stronger, or get some aid." Moore says.
"Very well, we'll leave for now and see what we can do about this and return when we're more prepared."
They will leave and go back to Hope's Landing for now.
Next move then?
I think it's time to officially start spending time working on the doctrine and actually getting followers for everyone and all that that's been put off due to the Seed Hunts.
Okay.
So are you saying that you're done with your end of the seed hunts?
Well, there's the one in Elysium, but that one's... going to be a challenge. But yes, other than that, we have pursued the ones that we need to pursue, unless we're asked to help with one or to directly oppose Baator trying to get one.
Okay, we won't do level ups quite yet, so let's cover some basics in the meantime.
Perhaps to your surprise or not, it's Sylvie.
You sit at your desk, quill to paper. How to write this? How to phrase it all?
"First word's the hardest," Sylvie says, suddenly at your side. "Glad I didn't bother. How do you phrase a doctrine of hope?"
"It begins by never giving up." Moore says. "It's... not that complicated, but at the same time, it's infinite. But I suppose another way to look at it is to simply look at what Shar does and represents and do the opposite."
A dry laugh after that. "Could you imagine going to a church and reading the first statement of their doctrine and all it says is 'Be the opposite of a Sharran.'" A noise as he breathes out. "At any rate, it's... the first word is definitely 'Be true to who you are,' because you can't bring hope to other people dishonestly."
Sylvie sits on thin air and with a little smile, "But what if who you are isn't someone worth being? Is it better to be a good person dishonestly, or a bad person but be true to yourself?"
"Nothing good comes from dishonesty." Moore says. "Either to yourself or to others. So... to answer your question, it's better to be a bad person and be true to who you are. But someone like that isn't beyond my reach either - you can be a bad person who's true to themselves who wants to be better."
"And you say you aren't an archon," Sylvie's laugh is light and free as she looks up, out at the light from your window. "I'm not sure Balyss would agree with you. She's doing well for herself now, did I tell you?"
"I met her a few weeks ago at the... soiree I had in Brightwater. She seemed like she was doing well, Tannin too." Moore says. "Well, thankfully, I don't have to worry about getting Balyss to join my religion. But that's all part of the different opinions and outliers here in Creation, isn't it? I don't necessarily believe that all paths lead to Chronias, but I think even if you don't go there, doing good for the sake of doing good still manages to fulfill the..."
He gestures outside towards the light. "I don't think the light of Mount Celestia will turn away someone trying to better themselves for the right reasons."
A comfortable silence is your answer, until, "Cresiel's made his mind up already, but he's like that. Everyone else is working diligently on it."
"I wonder if we should come up with a fancy name." Moore says. "'The Hope Landeners' doesn't really roll off the tongue, you know?" Moore says with a laugh. "Maybe we should just be 'The Beacons of Hope's Landing.'"
"The Hoperoos," Sylvie says with her own little chuckle "The Hopers. No, it has to roll off the tongue. How about Hope's Landing, with the name being inclusive of all of us?"
"I mean, it does rather fit the theme of rather disparate ideals all coming together for one purpose, doesn't it?" Moore says with a smile. "That was never my original intention, but we don't have to let history know about that, do we?"
"History is written by the victors, so let's go win," Sylvie agrees.
"Agreed." Moore says with a nod. "We're all in this together in some form or fashion, so it makes sense to make the winning moves together. We have a long road ahead of us... hopefully we have time to do what we need to do."
"So get on it," Sylvie says and is gone, just like that.
Okay, do you need any IC time to work on these things, first of all?
I thought it was mostly done in all of that stuff from nagging, but it's easy enough to take that and use it for this, so I'd say not really.
I figured. So question one: How are you going to begin to enact things and begin as a deity?
He may as well start with what he has currently - the various merchants that have come to Hope's Landing. If any of them aren't already spoken for, of course.
Beyond that, he's asked about building temples and things, so that's another route he can go - in Lifasa and Brightwater, maybe would be a good start.
Oh and on Aurora, I suppose.
Which approach do you want to start with?
Home is where the heart is, as they say, so let's go with that first.
Sure. Just going to to talk people up or do something more formal or..?
It wouldn't do to have a lot of pomp and circumstance around this, so yes, just talking to people.
Also, now that he's got some downtime, while he's involved in this, he's going to have his avatar read the book on bardic music Erathaol left him some time ago. May as well multitask!
Sure, this first. For my own reference, first gimme Diplo for GI.
Take 10 for 132.
The first problem you run into is that there's a lot of Waukeenites down there.
A lot of them.
Hardly a surprise, all told.
However, you do catch a few who aren't attached. Visiting mortal, some sea elves, a handful of merchants, that sort of thing. Do you have any preferences?
The merchants aren't likely going anywhere, so he may as well start with the visiting mortal!
The mortal in question is Rennard, a trader from a Prime you aren't familiar with offhand. A younger man, full of energy and vigor, a visitor for reasons that aren't immediately apparent. He's mostly talking around and listening to people. How would you like to approach him?
Well, it certainly takes a bit of skill and power to even get to Celestia. There's no harm in simply directly approaching him. He's curious if he'll actually recognize him or not.
You find him in one of the newly built buildings there - a simple, quiet tavern. Less drink and more food though. He's fairly average in looks and wears chain armor. Light, the shine of mithral on it if Moore doesn't miss his guess. He's picking at a plate of fried potatoes, gaze faraway.
Moore is simply there, at the table, with a bright smile.
"You have the look of someone contemplating their next move." He says. "May I ask what brought you here? Maybe I can help."
A sharp look up, a moment of unguarded surprise. He doesn't react beyond that, tense for a few moments before he settles down. "You snuck up on me, " he says, half accusation and half greeting. "I wanted to see Celestia's light," he admits after a few moments, "I'd heard stories of what happened, and I ended up here."
A bright smile follows that. "Forgive me, I didn't even say anything. My name is Moore." He says. "Welcome to Hope's Landing. Hm... well, if you want to see it, anywhere is fine, but... I suppose I'm biased, I think you can see a lot more from the bottom than you can from the top."
That gets Rennard to stop altogether, a sharp gaze at you again before, "THE Moore?" he asks, voice strangled.
"What, did you not expect to find me here?" He asks, still smiling.
"Not right now!" Is his answer, blurted out before anything else.
"I think you can always expect to find someone in their home, if you think about it." Moore says. "But, if you mean to say, 'you didn't expect to get my attention,' then I can understand that. But, to be honest with you, I'm just as much a stranger to the rest of Creation as you are here, so I want to take time to meet my 'neighbors,' as they were."
A quick breath before, "Well, I'm hardly a neighbor," he admits, "Just a traveler passing through."
Meanwhile the rest of the tavern turns to watch, some more obvious than others.
"Well, still." Moore says.
Hm, should he have made this conversation private? ...No, there's merit in it being public. It gets his message out better, as well as what he wants to do.
"I'm glad you came." Moore says. "Honestly, I've been looking for ways to get my own message out there. If you'd be willing to do me a favor and take some of my tomes on who I am and what I represent back to where you came from, you can consider myself indebted to you."
A moment's consideration before he nods, "It sounds like a fair deal," he says at last. "Where do those books go?"
"To whomever you think needs a bit of hope and inspiration." Moore says. "That's what I do - it's what makes me... me, you know? So spreading the word of who I am will help me, and in turn help me help people."
A sit back and a long breath blown out, "I accept," he says, "I'll spread your books around. How many do you have?"
Huh, that's a good question, isn't it...
So, here's a question: Can Moore create something like a bag of holding, except that it can only contain, say, good items or something like that? A regular bag of holding is 2,500 gold, which I'd assume he could manage, but I wanted to add the caveat that way it'd fall under his actual portfolio.
Basically, he'd want to just hand him a free bag of holding filled with his own divine dogma / inspirational books and so on and so forth.
It's pretty borderline but I'd allow it.
I mean worst case, he can just buy a bag of holding from one of the merchants!
A bag appears in between the two of them.
"This has several hundred books in it, on my dogma, who I am and what I represent, and things of that nature." Moore explains. "Should you ever run out, feel free to come back here and I can fill it up easily enough." He says.
The bag is taken, "...Do I get to become a saint if I succeed?" he asks, "I've heard that happens here, and I've heard of a living saint before."
Moore blinks, then smiles rather broadly. "It takes a little more than that, I'm afraid. Actually, I think if you read one of the books, you'll start to get an idea of the path you'd need to take for that sort of thing."
Moore turns to look out the window. "There's many different paths someone's life can take. I'm not going to tell you what you can and can't become... look inside yourself and follow the path you believe in." He turns back to him. "If the path ahead for you is to be a saint, then I can say with confidence you can do it, as long as you're true to your morals and your convictions."
Rennard takes a book out and places it down. "I'll read it," he agrees, "True to yourself, you said?"
"That's the fundamental basis of things here." Moore says with a gesture to the rest of the bar. "It's why I believe that everyone who's a merchant here should be able to use their money freely and I don't take anything from them. If they choose to donate it to me, to Celestia, to whomever... they're doing my work for me. They're spreading inspiration and hope by being true to who they are."
"You don't collect taxes?" A curious question at that, "So you're getting paid in that instead?"
"More or less." Moore says. "The investments that would go to me I'd rather see go to people's happiness, which then lets them donate their money to other things like to charities or to help friends and family if they're having a hard time. Money is important, of course, but it should be used to make other people happy."
"That's so different," Rennard says at last, "Does it work?"
"I mean, why not ask the merchants yourselves?" Moore says. "That's the best way to find out if I'm speaking the truth."
"I will then," Rennard agrees, no argument with that at all.
Moore nods. "You're always welcome back here, if you ever wish to return." He says. "Good luck in your travels."
Rennard bows and rises - gets it wrong, and then rises and bows. Better. He hurries off at that, many eyes on him.
Moore claps his hands together.
Did he just give someone their first quest?? Oh, this must be how Seira feels all the time!
He may as well meet with the sea elves, now, if they aren't otherwise engaged.
Okay. This is a little overdue, but lemme move you to a new topic. I should have done it for this segment but hindsight.