It's not long until everyone gathers. Cresiel leans against a wall, at the ready and with one eye on Moore.
Jetina and Xandra sit by each other, in a quiet conversation as Chrona 42 comes in.
Kaja awaits without a single word, a curious expression framed on his face.
"I'm already brushed up on this," Sylvie says, "From the Absolute Present to most of the quirks of the Compact. Aim it at them, not me."
Chrona 42 enters and nods, "You're a remarkably well informed woman, Sylvie. I understand you bore a great artifact, may I presume that was the reason?"
With a rather sharp smile, "Presume whatever you want, quarut." Sylvie retorts.
"Wonderful," Chrona 42 says, "To introduce myself, I am Chrona 42 and my task here today is to teach and inform your group about the Temporal Compact, chronomancy and the responsibilities you have as deities to uphold the Compact."
Moore looks over at Sylvie for a moment with a look she's likely given Calley a few times.
He turns back and nods. "I've been exposed to a bit of it here and there, but I don't think I've ever had a full instruction. Well... one I can remember, anyway." Moore says. "Though I..." He trails off for a moment, before he shakes his head.
"I'll save my questions for later." He says with a nod. "Please, continue."
Sylvie doesn't show the least bit of concern or shame.
"I've heard some, but tell me. What is the Compact?" Kaja asks, "How does it relate to us?"
"A fine place to start," Chrona 42 agrees, "The Temporal Compact is a divine agreement sponsored by all the deities of Creation and encompasses every soul in Creation. This agreement forbids Chronomancy and time travel of any sort. It further established Keepers of the Temporal Compact to oversee this ban and enforce it, as well as deal with matters of time. In essence, it means Chronomancy is a lost school of magic, with almost no mortals and few immortals knowing it exists."
"In other words," Xandra speaks slowly, "Time magic is forbidden?"
"In essence," Sylvie confirms, "There's more details, but that's the bare point."
"Just so," Chrona 42 says, "It came to pass that the mortals gained Chronomancy and abused it, to the point time was in a great deal of flux. The divine grew weary of it and moved to cease the madness, for little could be done when the past was subject to constant revision."
"But there are still spells that work, even though Chronomancy is banned, like Hindsight and Time Stop." Moore says. "I assume those spells used to be Chronomancy in nature but were... I guess, converted is the best way to describe it?" He asks. "I assume the salient point of the matter is that doing anything to affect the past, or visiting it... physically, I suppose, is forbidden by this?"
"That's exactly so," Chrona 42 confirms, "A few spells were converted to similar spells that abstained from Chronomancy. But no, any Chronomancy is banned by the Compact. Time travel is only one aspect of this."
"Let's say I wanted to develop a more specific version of Hindsight that could go further into the past with greater clarity." Moore says. "What exactly are the limitations imposed by the Compact as it pertains to that, or... hm, if it's easier to describe it the other way, what -can- you do exactly with spells like that?"
"That would depend on your skill with divination and how far you can push that," Chrona 42 nods to the question, "Past viewing is easier with Chronomancy in some aspects, harder in others. Together they make the best spells to view what has been. But speaking of that, there's another concept to understand. Do you all know what the Absolute Present is?"
Sylvie nods, as if it's something mundane and easily known.
Kaja's expression goes blank, even if he adds, "I can hear the capital letters in it."
"I have heard the term," Cresiel mentions, "Though I am not greatly versed on the concept."
"Mm..." Moore shakes his head. "I don't think I've heard of it before."
"The Absolute Present or the Present is a capitalized term that indicates the current present time in Creation. Time travel to the past is possible in Creation but travel to the future is not. This is due to the fact that while the past and present are malleable and adjustable, the future is undetermined. This concept is called the Present or sometimes the Absolute Present."
After all of that and a moment before he goes on, "It's why you can't travel to the future if you're in the Absolute Present. If you're in the past you can travel forward up to the Absolute Present. It's also why divinations about future events are never foolproof and can change abruptly, because until it happens, the future is malleable and may change for many reasons."
"Ah, okay, that's easy enough to follow." Moore says with a nod. "Well, you say travel to the past is 'possible,' but it's also prohibited, right? That's the whole point of the Compact? Well, one of the points."
"Yes," Is the agreement, "Possible to do, merely forbidden."
Moore nods. "All right, I'm with you so far. So, is there ever a case where you're allowed to cast a chronomancy spell at all? I mean, I doubt I'm ever going to run into a deity who uses one against me, but should that happen, I'm guessing the other members of the Compact would intervene?"
"That is another part of this, basic training in case you come on someone who disobeys the Compact. It is almost certainly going to be a mortal. Basic knowledge, identification and counters to Chronomancy are taught to you when you must uphold the Compact yourself."
Moore nods. "Very well. I'll see if any questions develop from the explanation." He says. "By all means, please feel free to demonstrate here if you're allowed."
"A simple demonstration will do," Chrona 42 agrees, "Please watch."
Before you a sphere of compressed space forms. It is wrong somehow, things within distorted. It is as if time itself is wrong, as if the past is repeating in a horrid loop within.
And yet it fascinates you.
Something about it speaks to you, as if some corner of your mind was forgotten until this moment.
Moore had come across a temporal issue once before on one of his journeys that was corrected by (I assume) some agent of the Compact. Does he now remember this happening?
"Do standard methods of scanning for magic work on this?" He asks. "Or is there a specialized form of detection, like 'detect temporal anomaly' or something like that - and would a stronger spell, like Arcane Sight work, or would it need to be specific to a chronomancy or temporal-related issue?"
Got a link?
It's going to be difficult to find, but I will try and do so.
Thank you, let me know when or if you can't find it.
Thankfully I'm good at narrowing things down.
http://www.soulriders.net/forum/index.php/topic,104272.msg1142192/topicseen.html#msg1142192
You would, yes.
"There are specialized spells for it, but some can be detected as Chronomancy is magic," Chrona 42 goes on. "Allow me to show you this." Magic follows, words of it strong and true. "This simple spell allows you to discern if you are in the Present or in the past."
Detect Temporal Position
Chronomancy
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
This spell allows you to discern if you are in the present or the past. If you are in the past, it informs you of how many years behind the Present you are.
"...Ah!" Moore exclaims. "I remember now, I must've... come by something like that some time ago."
He nods as the magic flows out. "So far, so good."
"Does all Chronomancy feel like that?" Xandra asks as she studies the spell.
"It often does at first," Chrona 42 explains, "As lost magic, it's part of the Weave denied to you. A serious spellcaster senses that it's something they could or even should have."
Moore nods. "All right, that makes sense. Will we just intuitively 'know' a spell is Chronomancy now?"
"It won't be hard for you to tell if you know what to look for," Chrona 42 confirms, "If you come on Chronomancy, investigate immediately and if it is someone what has violated the Compact, apprehend them if possible or destroy them otherwise."
"You command gods with great courage," Kaja notes, a hint of wry amusement.
"It's easy when every other deity supports this action," Chrona 42 returns right off, "None who lived through those times wishes to see them return."
"Out of curiosity, if you're allowed to say, there are some deities that embody certain aspects... was there ever a deity that was the embodiment of time? I imagine there are some that have a domain over it, but... I guess a greater version of Grandfather Time?" He asks.
"Not wholly, not like that," Chrona 42 shakes his head.
Moore nods. "Understood. Please, continue - sorry for the constant questions." He says. "Oh... actually, if I do end up having more after this, can I just ask someone like Lord Erathaol about it?"
"Yes, that would be proper," Chrona 42 concurs, "Any other questions?"
"For right now, no." Moore says.
"Now," Back to the sphere, "The question is how to resolve temporal anomalies. In this case Dispel Paradox would do, it's a 5th level spell. Moore, try and do so with your will."
Moore nods and will make the attempt by using his power to alter reality!
[11:59] <Nephrite> roll 1d20+36+1 dispel check
[11:59] <Kobot> Nephrite rolled 1d20+36+1 dispel check --> [ 1d20=8 ]{45}
Assuming this is a CL check of some nature.
Like that, the sphere straightens itself out and is gone. "Good," Chrona 42 days, "Paradoxes can be dangerous and deadly, so resolve one if you come on one."
"Definitely. I remember Aurora looked for one, but we never found one," Sylvie points out.
"There are uses for them," Chrona 42 agrees, "But nonetheless they're best fixed rather than used."
Moore nods. "All right, that seems sensible enough. So chronomancy is allowed in situations where it's used to resolve matters that require it, more or less?"
"Yes, to uphold the Compact," Is the agreement, "You should not come on these lightly and only with the greatest rarity."
Moore nods. "That makes sense. With my luck, we'll run into more than we'd ever like to." He says. "But at least that covers the basics if we do run across one."
"There's much more, but as you said, you have a council who will aid you. Erathaol is versed in the Temporal Compact," Chrona 42 days, "Between that and the Godsrush, there is little need for a more exhaustive lesson."
Moore nods. "That's sensible." He rubs his chin. "I wonder what became of that solar we met when we ran afoul of that temporal issue. I'll have to look into that. Does anyone have any more questions?"
"A few," Sylvie says, "But none I can't figure out myself in time."
"I do," Xandra speaks up, "What if one of us chooses to break the Compact?"
Chrona 42's expression becomes cooler as he says, "Then you'll be punished by all the other gods and those who oversee the Compact. No one can triumph over those odds."
"Hm... couldn't an Incarnation, though?" He asks.
He knows the conversation they had with Zaphkiel on this subject, but he's rather curious to see what he'd say.
The quarut bows its head, "Yes, but the question is silly."
Moore nods. "Very well."
Floor's open for other people if they have any more.
"What if someone harms one of ours with Chronomancy we cannot undo?" Cresiel asks.
"Then contact any of the Compact immediately," Is the answer, "As a breech has occurred and will be corrected. Depending on what has happened, events may be allowed to resolve themselves if the mortals will resolve it without outside aid, or more direct measures may be employed. Often, the knowledge of such encounters is removed from mortals, so they are not tempted to explore forbidden magic."
"Oh, that's a good question too." Moore says. "I imagine there exist some items, artifacts or the like, that are empowered with chronomancy or something similar. Assuming it's the former, should we just bring them to someone like Lord Erathaol to be dealt with?" He asks. "Ideally, I'd say to try and convert them somehow so they didn't use chronomancy at all, but that may not be possible in the case of artifacts."
"Yes, bring them to him or any agent of the Compact," Is the answer, "Merely summon one of us by mental request and a quarut or other agent will come to you as soon as possible."
Moore nods. "All right, thank you."
Floor's open again!
"I think that's all," Sylvie says after a few moments of quiet.
"If you need anything more, I'll be a word again," Chrona 42 says, "For now I must see to more of the Godsrush," A faint smile, "So busy."
"Thank you for your assistance." Moore says with a nod.
Assuming no interrupts, Moore will take a detour to pen a letter to Illsenine, then deal with Sylvie and Project: Elena.
Sure. What's the letter?
'Dear Queen Illsenine,
I hope you're doing well. I've felt a few followers rise on Lifasa, which is... a difficult feeling to put into words. I hope that the Court is doing well as well, as well.
I know the last time we spoke it was... difficult for you, so I've wanted to give you space and not put any pressure on you. I hope it didn't seem insensitive.
I felt like this was the best way to contact you for right now, but I still keep your ring with me. If you feel like speaking that way, please feel free to do so.
Please let me know if there's anything I can do for your or yours.
You, and anyone else is always welcome here for any reason.
-Moore
After this, he'll go explain Project: Elena to Sylvie and go take 300,000 gold over to Aurora to work on it.
Assuming no interrupts, of course.
Just one question: How will the letter get to her?
You know, I had that all planned out and then forgot all about it.
I also forget that teleport object is so high level. Let's say I scry the Court with Illsenine's throne in it then drop the letter through a Gate so it lands on the throne? Ideally with no one seeing it happen.
If that's not possible for some reason then someone can deliver it for me! :)
Easily enough done. The letter is dropped off and done. Now what?
Now it's time to find Sylvie and explain another hair-brained scheme.
You find Sylvie with Calley and Will. The latter simply is there, while Calley floats around him in a slow circle. He has a book and quill in hand, scribbling notes. Sylvie stands back and watches. "If you do good on this, I'll see if I can't turn up that genius loci Moore found awhile back, in whatever form it is now," Sylvie promises.
"How is that going? I haven't had time to check on it." Moore says.
Side note, Moore's avatar is still reading the book from Erathaol on bard music.,
Sure. He'd have mostly finished, just check in on that whenever.
Sylvie looks over, "It's deciding what it likes and doesn't like," Sylvie says, "Though it developed a mouth spontaneously. So far it rather likes the taste of sand, but can't stand blueberries or pumpkin. It did enjoy fine bread and baked fish, especially the bones."
As you talk a mouth pops into being on Will, to which Calley glances to Sylvie. A moment later a basket of foods is there. "Keep going," she smiles at Calley. "See if you can figure out a pattern of preferences."
Moore chuckles. "Well, I'm glad it's developing." He says. "I actually have a project I'm here to talk to you about, Sylvie. How would you like to help give Elena some new freedom?"
As Calley peels an orange with a bit of magic, meanwhile Sylvie gives you a look. "I have no objection, but what's the underlying reason?"
"She's demanded that I do it so she can go yell at Medi." Moore says, completely unabashedly. "He apparently stopped by Aurora some time recently and added a few things to the inner working magic and didn't even say hello to Galariel or Elena."
"Gee," Calley says, "Mom, is my Dad Medi?"
"Shush," Sylvie doesn't even blink at that, "I came on my bad habits without Medi's help. Anyway, I'm sure he has his reasons," A pause to catch an apple tossed at her by Calley, "Thanks," she smiles sweetly at him, before she has a big bite and goes on. "But if she wants to go hunt Medi, I don't mind. How big a job is it?"
"A few hundred thousand gold and some spellcraft." Moore says. He holds out the notes he took on the matter for her review. "I don't know if you heard from anyone, but Medi gave me a cube a few months ago to upgrade Elena that I worked with Afina on to give her some new abilities. It may be possible to do this because of all that, and maybe because of what he added. You know how he is, he's one of those 'I'm going to pretend I'm super distant and an asshole, but actually I'm an asshole who loves things a lot more than I'll admit.'" He says.
"And to think sometimes I wonder how much you project," Sylvie says as she reads them in a moment, hands a blur as she turns the pages fast. "Yes, that's something we could do. Aurora should be able to fund it unless they've gone and spent all of the general fund again. Also don't swear in front of Calley."
"It's not like I don't know all of the words," Calley protests, "Mom, I even know what Xygartha means in Abyssal."
Sylvie glances over to him, "And you'll know what it's like to get in trouble if you say that again. There's not even a flight of vrocks around."
"Sorry, he brings out the worst in me." Moore admits. "I'll bring some money of ours over too, just in case. I mean, I guess we really don't have money problems anymore. I didn't think about it until now, but I guess we can just sell anything we make somewhere to cover this kind of thing."
"I can literally create what I need, money only matters for dealing with people," Sylvie agrees, "Come on, let's go say hi and get this done. See if we can do it faster than the mortals can."
"Oh yeah, you may know this, but Seira moved the Cauldron to Bytopia. Not really sure why, though." Moore says.
Moore nods and will head back over to Bytopia!
He'll take 200,000 gold just in case they need it, for whatever record keeping I technically need anymore.
"I'm sure she has a reason," Sylvie says lightly, as off you go.
Aurora looms and...
Plan for making this work?
Moore will do his skill boosting as per usual!
As for anything else, I guess the question of whether or not Elena needs a vessel or another body in order for this to work at all, or if Aurora can basically create "avatar" Elenas.
It does not need another body.
Give me K:A, K:P and Spellcraft?
118 for the knowledges and 113 for Spellcraft. Oh, actually, Moore will toss a Share Talents, so he and Sylvie get +2, so 120 and 115.
Sylvie will get a total of +24 to any skill checks she makes.
That's enough with Sylvie taking 10 and her normal array of skill shenanigans. Do you care how long this takes IC?
No, Moore has an avatar that can handle anything that comes up while they're working, and this is for a friend, so he'll take whatever time is necessary.
I assume we're going to have a grumpy Medi interrupt, but who knows.
Gimme a d100 then.
[12:22] <Nephrite> roll 1d100
[12:22] <Kobot> Nephrite rolled 1d100 --> [ 1d100=96 ]{96}
As you work, a particular prayer from Genlar crosses your mind.
'Inspirer, I ask for your wisdom. A traveling warrior offers his wisdom, but I do not trust him or the symbol of a sword ablaze with green fire. I fear he is a snake, his manner feels wrong.'
I am guessing my K:R or K:P checks will tell me that's a symbol of a Bad Dude.
It is the unholy symbol of Bel.
A Really Bad Dude.
Genlar receives a feeling of being correct. He should remain wary and careful and not trust this one at all.
> roll 1d100 low is good
<Kobot> Kotono rolled 1d100 low is good --> [ 1d100=100 ]{100}
Did you insult Kobot? Serious question.
Genlar does so as he prays. As he does, a knock on the door. Another man enters, "Genlar," he announces, "We've chosen to accept Sir Basar's help without reservations."
Genlar rises and without hesitation says, "Do not trust him."
The man smiles - a sharp, sardonic look, "Jealousy looks no better on a man than a woman, soldier."
Have these other mortals been duped? It's possible.
He will send Genlar a brief vision of the sword and the devils in Hell that support it, as well as the name of Bel. If they choose to support Baator then these mortals are making that decision willingly, but he'll at least ensure they know what they're getting into.
Genlar receives a feeling of support. Regardless of what 'Sir Basar' does, Moore will protect him.
A quiet prayer, 'I will confront him, reveal him and lay him low before my strength of arms. This I vow.'
He receives a gentle push back - there's no need to fight him. However, if he can prove that these machinations will do harm to them, perhaps through a divination, then he should.
For his sake, learn from the experience, whatever it is - and use it to bring hope to others.
If his allies still pursue a path that leads them down to Hell, then Genlar should keep working to ensure their safety, the lies and deception of Hell can be revealed in the light.
With that done you work - and soon enough, it's ready to be finished. With one more bit Elena should be able to leave Aurora.
"This is probably the part where the old man shows up and complains that we're interfering." Moore says to Sylvie.
What are the limitations of this? Does it work like an avatar? Can Elena only 'leave' once?
If it's just ancillary things that we don't have to worry about that's fine, but Moore (and I assume Sylvie) would explain all the details to her, so if needed let me know what they are.
It allows one (and only one at a time) of Elena's projections to leave Aurora. If that projection returns or is somehow destroyed, another can go out.
Sylvie smiles a little bit at that, "I think he could do that without stepping foot in here, anyway."
"Probably." Moore says. "Well, let's finish this and give her some freedom and hope."
And thus it is done. When completely, Aurora itself hums rather loudly and Elena says. "That should do it," she announces. "So...to the gates!"
Does she even know where she's going?
Moore decides to follow along and accompany her!
Elena storms to the gates and takes a deep breath. Then she leaps forward, through them...and lands on the other side. She blinks slowly, looks back to Aurora and says, "It worked?"
"...You know, I'm willing to forgive you for doubting me, despite everything we've been through." Moore says as he flies out as well. "But I don't think there's anything Sylvie and I can't accomplish together."
Sylvie walks out, dusting her hands off.
Elena starts to reply, but frowns. She turns and looks to the horizon, and begins to walk forward.
"Elena?" Sylvie flies along, keeping pace.
Moore will fly along with her!
He has a feeling he knows what's going on, but keeps quiet for now.
You walk along, just far enough to leave the Cauldron and Aurora behind. Ahead sits a little house, undisturbed by anything and quiet. It's simple and with a wooden fence around it, well enough made and hardly that remarkable.
Nonetheless Elena heads right for it.
Yep, of course he knew about all of this, and instead of just showing up himself...
Moore flies along as well. He could certainly analyze the area for magic, but he knows who put this here and there's not much reason to analyze it!
Elena goes to the door and hesitates just a moment. She then flies right in, through the door like it wasn't there.
Well, she probably keeps some amount of incorporeality, but Moore's likely going to have to use the door like it was a regular door. He tries to put his hand through it anyway first.
Assuming he can't get through the door, he'll do a quick 113 on Spellcraft and 118 on K:A if it's anything special, then try and open the door regularly. Although he'll knock first.
There's no enchantments here at all.
It's a nice enough home. Elena darts about it, from the homey living room, to the den, to the kitchen, to the bedrooms. She looks about without a word yet no one seems to be here at all.
Moore will glance over at Sylvie and wait!
Sylvie simply holds her ground and waits. "He's not here. Then why...?" Elena trails off as she comes to a rest besides the two of you.
And then, a moment later, the sound of a door opening in the back of the house is heard.
Moore smiles and nudges Elena in the direction of the sound.
He will follow at a respectful pace once she starts going.
Elena darts to to that door, through walls and out of immediate sight.
A pause.
"What?" A familiar voice says., the words easily audible to your sharp, divinely aided ears. "There's a stream outside. I was cleaning myself up."
Moore will follow along to say hello!
Medi is indeed there. His hair and beard are even damp as he walks in, wearing a simple robe.
Elena stares at him for several moments. Anger, fury, frustration. Her fists ball up and her cheeks are red. Yet not a word comes out as Medi simply waits until...Elena sniffles loudly and asks, "Why?"
"You don't need me, Elena. You haven't needed me for a very long time." Medi says, "I gave you a chance to grow and a chance to be improved, so even if the worst happens, you won't be stuck in Aurora alone again." His voice is calm, expression matching that. "I never intended to come back. I didn't want to come back. I had my time, and did more with it than almost any other person in Creation. No, I had no reason or desire to return to life. Aurora? I'd be displacing people who took my legacy and lived up to it."
Medi gently checks to see if the door behind him is closed. Once assured he gestures as a chair appears from nothing, right in front of Elena. He sits and continues as she sniffles again. "A stupid, pig headed, stubborn old man was enough to make sure you went that far and that Aurora went that far. I could have simply told them, but it's better to make them strive and grow into it." He almost smiles for a moment, a sad expression. "People grow when they want to, not when someone tells them to."
"The truth is, I'm here for a reason. It doesn't concern you and it can't concern you, Elena. When that's over, I'm going back to sleep. My time's been over for ages, I have no interest in bringing back olden times. All I can do is ensure that you're set up to have a good, full life for as long as you live. It's my gift to you, as well as a chance to resolve on of my few regrets about my life. That's the-"
"You conceited, arrogant, pompous, idiotic bastard!" Elena snaps, a ghostly hand going through Medi's cheek like it isn't there. Well, at least she tried, but ghost slaps just don't work out. Nonetheless she goes on as if nothing went on, "I still miss you, you idiot! Every day! Every hour!"
Moore smiles as he flies over to be next to Elena.
"You forgot 'old curmudgeon.'" He adds. He turns to look at Medi, still smiling. "You're probably one of the few people in the world who can rival Sylvie's parenting skills, Medi. You created Elena, Aurora, and everything about it. Sure, other people have taken your legacy and thrived with it, but Elena only ever wanted to see you again, to spend time with the grumpy old man she'd gotten to know and love like a parent." Moore says.
"It's obvious how much you care about her, in your own way." He adds. "Sure, you're only here because of what we're dealing with - but can you tell me there are a lot of people in Creation that actually -want- to spend time with you?" A broad grin follows that. "I think you at least owe it to Elena to have lunch with her after all this time. You've been sleeping, but she hasn't been."
Sylvie has the good sense to stay out of this one entirely.
Medi smiles ever so slightly, "Come on, Elena," he agrees, "I'll see my guests off and then we'll see about lunch." You get a pointed look at that, as if that says it all.
"You know where to find me if you want to yell at me for interfering too much, but you of all people know I'm probably just as stubborn as you are." Moore says.
He turns and will take Sylvie back to Hope's Landing!
Once they arrive, "I deserve a slap for what I said, if you want to give me one." He says. "And, for whatever it's worth, I really think you're doing a great job making up for your past."
Sylvie waves it off with, "It's fine. I don't have any illusions about the choices I made before."
"You know, I didn't know you very well then, but do you mind answering something for me?" He asks. "Why'd you use that weird machine on Aurora to change yourself? I never really understood what it was capable of and never really investigated it, but I'd overheard some people talking about it - if you don't want to share, that's fine."
"The one that bypassed my mortality?" Sylvie asks back. She's quiet a little time, "Why wouldn't you? We humans are meant to die. Why not take control of it with your own hands and become the spirit you want, rather than what Creation would make you?"
"Hm..." Moore rubs his chin at that. "I don't think you're wrong, I imagine there aren't a lot of people in the world who would say no to an opportunity like that. I don't know that people would see it as taking control of anything, but you always did seem to have a broader view of things. Though you really had a burden put on your shoulders, and... even now, still have one."
There's a pause there for a minute. "I don't know that I ever questioned my own mortality... after dying and going to the Lost Realm, I think I just..." He trails off for a moment as he looks up towards the top of Mount Celestia. "...I think I just never really ever gave any thought to the idea I could die, as naive as that sounds. It's probably what caused me to make the various mistakes I did along the way, but... even if I could, I wouldn't ever change it. Failures lead to experience, and experience leads to wisdom."
"You're a fey." Sylvie says, arms crossed. "One of the strangest ones I've met and that says a lot, but you're still a fey. You don't have the same perspective as a human. You'll live a long time, until you return to Yggdrasil. Or would have, as the case may be. Death doesn't mean a lot to a fey, not compared to a human. You'll skip off to Yggdrasil for another go around."
"You know, the trip we took there the one time probably should've affected me more than it did." Moore says. "I don't think the weight of the truth there impacted me like it did everyone else."
"Some people exist in their own world. Other people exist in their own plane." Sylvie glances side long at you, a pointed look. "You're always focused ahead on what you think." A beat, "Good quality for a god, at least."
Moore laughs a bit at that. "When you die and your previous life is erased... all you can do is move forward." He says. "So, would you like to have Calley learn a bit? I'm going to check on our guest, but after that I'll see about integrating Will into Hope's Landing."
"I'll see to it," Sylvie says, "He's learning plenty as it is and knows more than most sages. Don't tell him this, but it's only to keep him from getting intellectually lazy."
Moore nods to that.
He will go check in on Synic and see how he's doing!
Synic is in the same room as before. He sits in a high backed chair, at rest and reading a book.
"Feeling any better?" Moore asks from the doorway.
"Yes," Is the agreement as the book is put down. "Not right, but better."
Moore nods. "I can imagine. I'm sure Tempus can help with that. Is there anything I can get for you right now? I know I said it earlier, but you're welcome here as long as you like, and are welcome back anytime." He adds.
"A good weapon. A strong weapon," Synic says at last, "Something worth a damn."
"Hmm..." Moore taps his chin. "I think I can find you one."
But wouldn't Tempus be able to give him one...?
"Just so long as you're not planning on doing anything reckless with it." He says with a smile.
"A weapon is never used recklessly," Is the answer you get.
"I imagine you'd know." Moore says with a smile. "Hold on a moment, it probably isn't your style, but I imagine you can have it reforged without any issue."
Assuming he doesn't have any issue with parting with it, Moore's going to get the Shredblade from Cresiel. We may as well give him something nice to honor the occasion!
Paste me the stats on it?
Shredblade: Deep crystal dagger+5, holy, keen, frost and terran. Deals triple damage on critical hits (as the epic weaponsmithing property).
Cresiel hands over the weapon without complaint.
"As long as it is used well," he says.
Moore nods and will return with it to Synic.
"We actually were gifted this from Lord Crystalle of Mineral for dealing with some Sharrans there." He says as he offers it out. "I won't presume to tell a follower of Tempus how to use it, so I only ask that you remember what Hope's Landing stands for when you return to fighting for the causes that you believe in."
Synic takes the dagger and gives it a look over, "This is a fine weapon," he confesses grudgingly. "You mentioned my magic before," he goes on, "You've done good for me - I'll teach you a little of it."
"I'd be honored." Moore says. "I hope you'll always think of yourself of an ally of ours here, no matter what."
"Now then..."
Was there any particular spell you saw you were interested in, first of all?
Synic's Dispel Shield and Synic's Revenge, and Warlord's Insight.
For my purposes here at first, narrow it down to one?
Warlord's Insight.
"Warlord's Insight," Synic says after some thought, "That's an old spell. I suppose it's been lost, not many knew it back then as it is."
"I know you said that it's because we've done good for you, but I don't mind trading some magic with you as well. It's what friends do." Moore says with a smile. "What kind of magic do you use, anyway?"
"Anything that wins," Synic says instantly, "Magic that looks pretty but isn't strong enough makes for a fine corpse."
"Ah... so both arcane and divine, then?" He says with a bit of a grin. "I think I know one that'd be perfect for the way you fight."
"Which spell?" The follow up is natural, "I know many, but times have moved on."
Moore writes down the basics of it on a piece of paper that appears in his hand.
It's Lightning's Rise.
"Living lightning," Synic says at last, "I've heard of spells like this, but never one polished this far."
"We've met some interesting people in our travels." Moore says. "Yourself included, of course."
"Who made this one?" Synic asks, "The structure looks draconic, but very traditionally so."
"You got it in one." Moore says. "It's a dragon we met on one of our adventures. They're out in the world somewhere, actually, we have another one staying here at the moment, too."
"It's a spell a dragon would make - overthought but powerful, and none can deny it has a certain effectiveness," Synic declares.
"You should meet the prismatic dragon we know." Moore says with a small chuckle. "At any rate, please, share your wisdom."
Spell details will come tonight due to internet problems all day today.
With the spell passed on and studied, "There," Synic says at last.
Moore nods. "Thank you" He says with a smile. "I'm glad we didn't have to work around dispelling your magic, you had quite the array of defensive layers there."
A long look, "Many have tried, few have succeeded. I like it that way."
Moore laughs at that. "I'm certain. I'm glad we didn't have to try." He says. "Would you like an escort back to Tempus' realm? I'm sure you can find your own way, but I'm happy to go with you if you have any desire to do so."
"No need," Synic rises at that, "I'll see my own way home."
"Of course." Moore says. He extends his hand out.
"I hope you'll always think of this place as another home you can return to." He says, his tone becoming more serious for a moment. "We will always be there if you have any need of us."
Synic returns that handshake and says, "Seek me if you ever need aid," he concurs, "I owe you a debt."
"When we do, you can believe it will be for a worthy cause." Moore says with a smile.
Thus Synic leaves and...
Next move, oh scary one?
Let's go talk to Erathaol about the book we've read!
Okay, go ahead and message him and we'll roll from that.
From the sitting room he has for guests, Moore reaches out! If Erathaol wishes to visit him, then he's in a suitable place.
Lord Erathaol. I have finished the book you left me. Do you have some time to discuss it? I can come visit you, if you'd prefer.
Erathaol looks up, next to you in a moment. "Moore," he greets, sitting and with a book in his lap.
"I'm just curious, is that a trick you learned from Chronomancy?" Moore asks as he sits down with the book out.
A slow turn of the page.
"There are many things that can be learned from Chronomancy," Erathaol agrees, "There are just as many that can be learned from being well on time."
Moore chuckles at that. "I'll have to learn how to be so punctual that people can't help but think it must be magic." He says.
"It is an art," Erathaol agrees quietly, "One that takes a great deal of practice."
Moore nods. "Yes, I imagine I'll have to find a way to not feel as if I'm already behind when it comes to matters outside of here." A small chuckle as he taps the book in his lap. "I suppose I've had quite a bit of practice of coming across all sorts of things so far, so it wouldn't be out of character for me to find my way into timeliness."
A breath after that. "I never took you for much of a bard, though." He says as he gestures at it. "Was this something you wrote yourself?"
"Not by my own hand," Erathaol concurs, "But a friend write this."
"If they're still around, I'd like to meet them. It was quite the read." Moore says. "Haha... I'm still wondering if I'll hear anything from Tempus about his time-lost warrior coming back."
"You will." Erathaol confirms, "Tempus is loud, but he is not unaware. However, you may merely see his expression on the battlefield."
"I'm sure he'll make himself known somewhere." Moore says with a smile. "Honestly, more than anything, I'm just glad to have brought someone like that back, it helps remind me that I'm doing good by Creation so far."
He clears his throat. "At any rate, this," He holds the book up, "Is another step I want to make forward. If I'm going to compete, as well as Compete, in Creation, I have to be able to continue to do what I do best - bringing hope to others. I certainly felt I learned a lot from it, but I have a feeling there was more to it than just the reading."
"There always is," Erathaol agrees, "Tell me, what do you think there is to it besides the words written there?"
Moore considers for a moment. "This is something that can be... experienced. It's why you told me not to just use magic to read it all. It's more than just words, it's an expression of the feeling of the author. I think that's what bardic music really is... it's not just words, it's emotion, it's feeling, it's energy. So this book is... I guess, the way I see it anyway, it's the physical manifestation of a bardic soul." A small pause there. "That sounds a little bit more flowery than I mean it to, but I think it's important to carry the intentions of the writing into an explanation."
A slight nod is your answer, "Yes. Sentiment is not something you can rush through. It is to be felt, savored and experienced. A bard sings from the heart and the heart sings from the soul."
Moore nods. "Yes, I think that's the fundamental point with what bards do." He says. "It's easy to forget the roots of where all of it comes from, that it's a force of your own will and soul that exerts power into creation - not unlike the Words, I think, which is why the two end up having a lot of the same notes."
"Then I ask another question," Erathaol continues, "How is your soul, Moore?"
"A question without an easy answer." Moore says as he looks out to the window.
"The work I did before I went to the Beyond to perform the ritual there showed me a great deal about it. The trip inside the Holy Mountain that revealed my true name helped show me what my soul is - and I think... no, I know - it's a soul that has been able to find its way through trials, tribulations, and into a light so bright as to blind almost any." He says.
He pauses here to turn back to Erathaol. "My soul is one that yearns to spread hope to all reaches of Creation - to be able to sing the harmony of doing good, to sing with hope and inspiration of all those in Creation as they triumph over the smallest amount of hardships. My soul wants to sing so loudly and clearly that even those who are buried in the deepest despair finally see the truth of the light in their own hearts." He says - there's none of his normal airiness to this, just words that he truly believes in.
As you study the light outside for a time, Erathaol listens. "You believe in yourself and you believe in others?"
"Yes. That is the..." Moore holds the book up at that. "It's the same thing as putting that thought into something like this. It's the same hope that saw me land in the Lost Realm, the same hope that saw me through that place and back to Creation, and the same hope that drives me now."
"Many have put their hopes into mortals," Erathaol says, "Some whisper that even the Incarnations did so, allowing them to be born and grow and create all the varied things that they have."
"I think what makes it different for me, is succeed or fail, every mortal brings a little bit more hope into the world." Moore explains. "It isn't so different from the way that... and forgive me for this, Asmodeus looks at it, insofar as no matter what happens in my own influence, my ultimate goals are still moved forward."
A pause there. "I've seen the kind of hope I can usher into the world from my own feelings, and if my followers can bring even a small bit of that goodness and that light to the rest of Creation, then I will keep trying."
"You chose well to become a bard," Erathaol concludes at that, "It fits you well."
Moore laughs at that. "Do any of us really choose the calling that fate has in store for us?" He asks with a bit of a grin. "I'm just glad that I'm able to strengthen myself and my allies."
"No, but we are not idle actors without will," Erathaol notes. "And there is your answer. Yourself is the way forward with your bardic talents. Do you understand?"
Moore nods. "Yes. There's no reason for me to believe I can't simply make myself stronger on my own, and with my own abilities."
"Then look beyond and then within," Erathaol says, "You've grown far already. What is to stop you from growing further?"
Moore nods. "I think I have a good place to start, actually." He says with a smile. "There's so much to be done, but I think spending some time on this is worth it."
Okay, do you have anything you want to do from this right off?
Not immediately - it bears some investigation.
The next thing on his agenda is integrating Will, so he can tackle that for right now.
Refresh me on your goal there?
Long story short, integrate him like Elena is with Aurora - on a lesser scale to start with though.
Sure. Go ahead and elaborate a little more here - what role do you have in mind precisely? Powers? Limitations?
Hmm...
Give him the ability to see everything in the building he's currently in (which is the main 'fort' of Hope's Landing), so not the outside area yet.
Give him the ability to move to and interact with anything in that building.
Let's start with that.
Okay, give me an K:A check and an K:P check. The latter gets a +20 circumstance bonus.
Take 10 for 121 on K:A and 141 on K:P.
You think you could do it. You are the deity of this realm and that tremendously eases the process, moreso with Will being what he is and your experience with Elena.
However, once you do it, it won't be easily undone and Will will have some influence on the realm. Are you okay with that?
That is why he's starting small! He believes in Will. :)
It's not hard to set up. However, as you do, you notice that a particular person has entered your divine realm - Elena.
Well, that's a nice surprise!
He can put this on hold for a moment as he goes to greet her himself!
Elena stands just outside of the gates of Hope's Landing. "Moore," she smiles on seeing you. "Hi!"
"Hello!" Moore says with a smile. "Welcome, would you like me to show you around?"
"Sure!" Elena smiles brightly, "I'd love to see everything here. It's so bright!"
"That's a side effect of Celestia lately." Moore says as he turns to walk with her. "How was lunch?"
"It was..." a pause, "It wasn't everything I wanted, but it was enough."
"I'm sure you're tired of hearing 'he has his reasons,'" Moore says as he goes along with her. "I'm not going to say he does or he doesn't, but I don't mind being the annoying thorn in his side that reminds him of the things he still has here."
He clears his throat. "At any rate, you're always welcome here, no matter what. I know I'm not him, Zaphkiel help me if I was, but I'd like to think you and I have shared a few things that no one else can say they've shared. I'm here if you need me for anything - as your friend." He says with some seriousness. "Actually, after the tour, I was about to integrate Will into a part of Hope's Landing, I'd like you to meet him."
"I can do that," Elena agrees with more of a smile, "And there's no point. Medi's made up his mind."
"I know." Moore says as he flies around with her to show her the various bits of Hope's Landing's outside, ensuring that their conversation is kept only to them. "Even still, I don't think he would've even made an appearance if you hadn't kept your own hopes of seeing him true to yourself."
"He's such a..." Elena shakes her head, "But that's the will that made Aurora."
"I think the word Creation uses for people like him is 'eccentric.'" Moore says with a bright smile.
Elena will get the full tour and can have a meet and greet with the other deities if they aren't busy. Afterwards he'll take her to meet Will.
If there are any interrupts along the way, that is fine.
Most of this goes well enough.
When Will and Elena meet, immediately, "I don't understand," Will says right away.
"What don't you understand?" Moore asks.
"Her," Is the answer.
"Excuse me," Elena glares, hands on her hips. "What about me isn't understandable."
"Everything," Will says. "You shouldn't exist. It's not sustainable. The basic premise is wrong."
Moore smiles and puts a hand on Elena's arm gently. "He's still adapting to having a personality and a mind of his own. Please forgive any social faux pas of his."
He turns to Will, a curious expression on his face. "How is it not sustainable? What is it that you see? To be able to so quickly identify something is impressive, but I'm very curious as to 'what' exactly it is that you're witnessing."
Elena eyes him a long time before, "I want to know, too."
"The system's not a system but..." Will trails off. "I don't get it."
"She's a projection from somewhere else." Moore says, as he gestures to create a Major Image. "It's not so different from this - but there's more to it."
A nod. "Please, go ahead just walk us through what you see. Do you see the magic, or something else?" He asks. "This will help us understand so we can explain it better back to you."
"Oh....I understand now," Will goes silent for moments after before, "A projection."
"Correct." Moore says. "But how do you know?" He asks. "Is it like you can analyze the makeup of anything you see?"
"Can you not?" Will asks, curiously.
"I can if I take the time." Moore says, "But it seems like it just comes naturally to you. You must... perceive things in a different way than we do, which would make sense. I wonder if there's some way for me to show you the way a normal person sees things..."
"Couldn't you just..." Elena wiggles her fingers.
"Couldn't I just what?" Moore asks. "I can't just... force my vision on him, I don't think. Do you have an idea? Maybe there's a spell I'm overlooking."
"Aren't you divine?" Elena says slowly, "Can't you just..." More finger wiggling.
"You really didn't learn much from Meillarberyl." Moore says. "Can't I just, what? I can do a lot of things, but I'm not sure I can do what it is you're suggesting, since I'm not sure what you're suggesting."
"Can't you just go at reality and say, 'hey, make Wills ee things like a normal person'?" Elena finally says. "You know, vast cosmic and divine will and power?"
"I think you're overestimating what I can do." Moore says. "But... it's worth a try."
I suppose let's see if we can use a version of "True Seeing" that, instead of seeing through illusions, just... lets someone see normally? I'm not exactly sure how to arbitrate that in terms of mechanics, but a spell that gives someone 'regular' sight except instead of anything special?
It's a tricky spot to adjudicate since barring healing, who wants to cast a spell to get merely normal sight? I have no idea offhand what a proper spell level would be for this, so tell you what. Think about it a few and see if you can come up with a good argument for a particular spell level.
So, here's my general thought process:
Remove Blindness is a Clr 3/Pal 3 spell. Does what it says.
True Seeing is Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Regenerate is Clr 7, Drd 9, Healing 7
Ebon Eyes is Assassin 1, Cleric 1, Sorcerer 1, Wizard 1 - and it "gains the ability to see normally in natural and magical darkness..."
So, we don't need the magical portion of True Seeing. We also don't technically need to regrow / create any eyes, so I think that removes any high level.
Since Ebon Eyes causes someone to be able to "see normally in natural darkness," and it's only level 1, I think a spell to "give someone 20/20 vision" wouldn't be a lot higher than that, assuming they have some sort of vision to begin with. Probably 2 or 3?
Sure, that's enough for me. Going to do it?
Yes, let's go with "Bestow Normal Sight."
The spell is cast. Silence and silence before, "How...sad."
"Aha, okay." Moore says with a nod. "So you do see things... differently. How do you see things?" Moore asks. "Can you describe it?"
He will dismiss the spell afterwards.
"More. Brighter, I can see the things around and within and external," Is your answer. "Why can't you?"
"Well, I'm not an amalgamation of six different systems created to... do whatever it is all of you were created to do." Moore says. "I think you can see as if you only see magic... or something like that. We really need to get you some practical knowledge."
"I liked eating some things," Will speaks up, "I'd like to do that more."
Moore produces a magical dagger. "You still aren't sure what the 'Anathem' is, right? I had done some divinations that it's what could feed CRIMSON indefinitely."
Elena listens to all of this, rather curiously.
"I am not sure," Will agrees.
"Well, perhaps the memory will come back. CRIMSON seemed to remember more things after he ate enough. Perhaps it'll be the same with you." Moore says as he holds the dagger out. "Can you... absorb this, or... how do you eat it? With your mouth?"
A mouth appears, "I want what Sylvie and Calley were feeding me. Food."
"Oh you... mean... real food?" Moore says, as he produces a bright red apple. "Here."
"No apples. Bread and fish," Will insists, "With the bones still in it."
"Bread and fish." Moore says as he replaces the apple with a plate of just that!
Down it goes, Will munching away. As he does, "...he's not remotely as cute as I am," Elena speaks up, arms crossed. "Is he?"
Moore rubs his chin. "You know, when Medi created you, did you... just have the personality you have now? Do you remember?" He asks. "But no, he's not."
"Hmph, I remember," Elena says, "It's...private." she finally says. "But I'm glad to hear your eyes work!"
Moore laughs quietly at that. "We'll see what Will is like in millions of years." He says. He taps his chin. "So, now the question of... oh, actually... I suppose if I integrate you with Hope's Landing, you'll be able to see all the books we have here, so that may be a good way to get you up to speed with knowledge outside of what you have right now."
"Books are good. Sylvie insisted," Will agrees. "They are useful."
Moore produces one of the books on his faith and holds it up to Will. "Can you see all the knowledge in this, all the words?" He asks.
"Yes," Is the answer, "May I taste it?"
"Well, you... don't... eat these, but, sure." Moore says as he holds it out to his mouth.
The book is licked.
"It tastes like sunshine and tomorrow," Will says at last, "Like Hope's Landing."
Moore looks over at Elena.
"I..." He clears his throat. "Interesting, I guess it's because I made it with my own power... and it's about me."
Elena just stares back at you, "It was nice meeting you," She smiles to Will, "But I really do need to get back to Aurora."
"I'm glad you could stop by." Moore says. "I hope you'll come by again, you're always welcome." He says.
Okay, next move now?
Let's continue with integrating him with Hope's Landing's main building. Moore believes that doing this will help Will learn more about what makes Hope's Landing 'tick' and help him understand things more effectively. : )
Okay then.
It's not hard to do with your resources - Will does a bunch of the work itself.
"It is finished," Will announces.
"For now, you have access to this building. We'll expand it to give you more freedom over time, but I don't want to overwhelm you with it right now." Moore says. "How do you feel?"
"I understand much more now," Will explains. "My understanding has grown a great deal. The land sings with the light."
"That's... yes, I suppose that's a very good way to put it." Moore says with a smile. "How about your memories? Has anything clarified at all for you?"
"Yes, some things have been clarified," Is Will's answer, "It is most interesting as I examine and continue to learn things. Unity in seven and yet each is a unique world, with sub worlds and realms."
"This must be what the Triune feels like." Moore says with a smile. "Anything about your patron, at all? I'm still interested in locating them and helping to bring them back in some capacity. Either that, or do you know what the 'Anathem' is yet?"
"It is the opposite and it is the equal. It is the completion of the system and ritual in a greater sense. It is an exploit in the nature of systems," Will explains. "It is both important and irrelevant to me as I have become."
"So... in effect, have you become the Anathem?" Moore asks. "It sounds like, since you're both a system as one, but also a system as the seven individual parts. Am I misunderstanding?"
"It is close enough," Will agrees.
"I wonder if that's what the Empty Knight was trying to accomplish... some sort of way to harmonize themselves with their ability." Moore says. "Do you think you have any way of locating them?"
"I can try," Is the answer, "If the Empty Knight can be reached."
"If there's anyone who could do it, I would think it'd be you." Moore says. "I don't think a regular spell like Sending is going to work, so maybe try... mm, I'm not sure. Maybe just try the connection you have with the Empty Knight's system? Something like that?"
"I will do so. Please wait," Will intones, silence following.
...
...
...
...
"Unreachable," Is the answer at last. "It is not clear if it is due to that it has become deceased, is beyond Creation or somewhere where it cannot be reached."
Moore nods. "I think I may have an idea. Please wait a moment."
Lady Mystra, if you have a moment to spare, I would like you to see something, if you are not already aware of it.
Not even words, just a sense of curiosity, as if an invitation for you to continue.
We managed to find all of the systems the Empty Knight created. I managed to merge them into one, who now calls itself Will.
He has a mind and a, well, will of his own. It seems like each of the different 'systems' work in some sort of harmony - whether or not that was the Empty Knight's intention all along, I cannot say. Will seems to be able to perceive things completely differently than most - it seems like its natural instinct is to read the magical auras of things, rather than the physical.
I was hoping you may have some insight on how we might be able to utilize this to bring them back, or... how to go about rescuing them. I did think we'd just run across them in our travels, but so far that hasn't happened.
As did I. Curious, few things escape my knowledge and sight. Then again, by its nature, it it somewhat outside of normal systems.
Do you believe the Empty Knight may be in the Beyond, or do you think they are still in Creation?
Actually... I may know where they are, they may be inbetween both.
Any of those are possible.
Keep me informed of your quest.
An affirmation to that.
"I have another idea." Moore says. "Keep studying for now."
He goes off to find Sylvie!
Sylvie is found with Kaja and Calley. The latter has two wooden scimitars in hand, flowing through a basic practice. The two watch as Calley works in the courtyard, as you can hear the wind carry the noises beyond the gates of Hope's Landing proper.
"I have a hypothetical question." Moore says as he flies up next to Sylvie. "If you have a moment."
Sylvie nods and flies off with you a bit, distance before she asks, "Yes?"
"Hypothetically." Moore begins, "Could there be anything in that realm between here and the Beyond that you didn't put there?"
With a moment of divine will for privacy, "Anything's possible," Sylvie says, "I wouldn't put it past the Incarnations to have something there I missed, but that's not what you're talking about. You're guessing that the Empty Knight is there," she goes right on, "He's outside of systems, so the symmetry and logic of that appeals to you. The archons are rubbing off on you." A ghost of a smile, just a moment, cocky and sure. "I'd guess against it but not rule it out, though I doubt he'd fool 21, but it's possible I missed him, or it, or whatever the Empty Knight is. I think it's a good idea, but wrong because it feels a little too pat and like your mind is establishing a pattern."
A pause here, "We do that, even the most chaotic of us. Our minds naturally make patterns and draw meanings from events, no matter the veracity of them. "
Moore lets out a hearty laugh. "I don't think you have to worry about lawful Moore anytime soon, but yes, you have the right of it. I only ask because Mystra herself was sure we'd come across him as we went through and found the other pieces of what is now Will." He says. "There's no harm in searching there, but do you have any suggestions of where else we might try, or other ways we might try and find them?"
"Try having Will message him with an item of sending," Sylvie considers, "That may get results or at least a reaction."
Moore nods. "It's worth a shot." He says. "If that doesn't come up with anything, do you mind making a trip back there? We may as well bring everyone in case we run into something unexpected."
"I don't care, but I'm not sure it's worth the danger," Sylvie points out, "More in case something powerful pays attention to it, but I'm not sure anything does."
"All right." Moore says. "I'll let you know."
With that, he heads back to Will and produces his Sending Stone that he hasn't tried to use in a long time.
"I'd like you to try and use this to contact The Empty Knight." He says.
"How?" Will asks, "I do not have a hand."
Moore presses the orb onto the pillar that makes up Will.
"This should suffice, I'd think." He says.
Thus the orb is absorbed. Will is silent for a time.
"Understood," Will speaks aloud, "It is a success."
"...Wh...really?" He says, a bit surprised. "They responded?"
"Yes," is the answer, as if undisturbed by this.
"Can he make his way here? We can help him if he can." He says.
"No," Will responds, "I believe it is trapped."
"Does he know where he is? If he can communicate with me, I might be able to help." Moore says.
"Yes," Will responds, "It is trapped in the system of the great wyrm's unliving life, deep within it."
"W...how is that possible?" Moore asks. "I thought it died when we brought Synic back... it's still alive? Still?"
"I believe its state is not quite right," Is the answer, "Nor is the Empty Night's."
"Okay, but that thing is massive... we'd need something to go on, can they cast any spells or do anything at all right now?" Moore asks. "I'm trying to think if we have some way to make them a beacon so we can find them."
"I do not believe so," Is the answer.
"All right. Just keep in contact with him and let him know we're on our way. We'll just have to play this by ear." Moore says. "Contact me if anything changes."
Looks like it's time to go back to the giant not dead wyrm! This can obviously wait until tomorrow.
Sure, just list any prep.
We'll hit the Blessing Stone and then just go, if we run into trouble we can use magic.
Okay cool, where are you gating to?
Since we couldn't Gate directly to the giant wyrm thing last time, he'll just go to the same spot they originally did and follow it back.
The city is as you left it, ruined and broken. Nothing looks to have changed in the short time since you last visited.
"I don't imagine we're going to run into anything else, but be on guard." Moore says as he proceeds to head back towards where the wyrm is.
"Xandra, your insight is going to be needed to find the Empty Knight, I think," He adds as they go. "Otherwise we'll be looking for a needle in a town-sized haystack."
"I agree," Xandra says, "Guard me as I see what lies beyond possibilities."
Moore nods.
He may as well bolster them with music, just in case.
Inspire Courage, Greatness, Heroics.
+26 morale bonus on saving throws against charm and fear effects and a +26 morale bonus on attack and weapon damage rolls
+14 Attack rolls, +7 fort 14d10+14 HD worth of HP
+18 morale bonus to saves and +14 dodge to AC
If we run into an actual fight I'll tally up the temporary HP numbers.
Okay, Perception and 1d100.
Take 10 for 93.
[12:52] <Nephrite> roll 1d100
[12:52] <Penuche> Nephrite invokes Penuche's magic: < 41 > [d100=41]
Thus you begin to proceed in. The maw is silent as Xandra peers ahead, "It is quiet yet it is not," she declares, "Something has begun to change."
"I really thought it died permanently when we were here last time." Moore says. "I wonder if this is a result of the Empty Knight being stuck wherever they are."
A nod to Xandra. "Let's just continue forward until we're given a reason not to."
"There's more factors in play than we imagined," Sylvie says at last, "And it's an abnormal situation to begin with."
"In other words hold on, it's not over yet," Kaja agrees.
Moore nods and continues on for now.
Take 10 for 93 on Perception.
[14:10] <Nephrite> roll 1d100
[14:10] <Penuche> Nephrite invokes Penuche's magic: < 78 > [d100=78] if needed
You fly on. There's no resistance this time, no signs of life or trouble. Just a long flight until the passage up that leads to where you fought Synic and then the portal to the demiplane.
It's also where Xandra stops, silent.
Moore stops as well and gives her a moment!
"We need to go ahead and down," Xandra says after a few moments, "But it will not be easy."
"I can blast our way down." Moore says. "I can try that first, if you think that would get us somewhere. I don't have an infinite amount of them, but that may be the easiest way ... unless we can just make ourselves incorporeal, but I doubt that works."
"Not here. How far can you blast?" Sylvie asks, peering ahead herself in thought.
That's actually a really great question. I have no idea how 'far' a Divine Blast can go. The range on it is a mile, but assuming I just shoot it straight down... does that mean it goes down a mile and does the damage? What if I make it shaped like a mile-long drill or something?
I'd assume it goes the full distance, as to quote:
The ray created can extend up to one mile per rank (the deity chooses the length)
Plus:
The ray destroys a wall of force, prismatic wall, or prismatic sphere it hits (all layers in a prismatic effect are destroyed). The ray itself is unaffected and can strike a target behind the wall of force or prismatic effect.
It's described as a ray and this describes it extending out past one target and to another, so it doesn't just manifest and zap something without crossing the intervening distance. So it would go as far as you want it to go, within your limit determined by divine rank.
Okay. I wasn't sure, since Mass Divine Blast exists, and technically speaking the way that's written I could hit multiple creatures with one Divine Blast. Or maybe I've always been able to do that and I'm just stupid.
"At least a mile." Moore answers.
"Try," Sylvie insists gently, "It's a start and better than any other choices we have."
"Don't worry, I can heal anything if you hit something shooting blind," Jetina speaks up.
Well, they have to go ahead and down, so Moore aims that way, and...
Let's fire it for one mile ahead and down. Assuming he can alter the size, he'd want a hole at least, say, wide enough for all of them to fly through.
[16:12] <Nephrite> roll 18d12
[16:12] <Penuche> Nephrite invokes Penuche's magic: < 92 > [d12=7,1,8,4,3,8,11,9,1,3,3,4,9,4,9,2,2,4]
[16:12] <Nephrite> roll 1d20 touch
[16:12] <Penuche> Nephrite invokes Penuche's magic: < 10 > [d20=10]
A single blast burrows a tunnel deep into the dead flesh ahead, able to go follow it as you please.
"Shall we?" Moore offers. He lets Xandra go first, but will follow after!
Sure. Marching order real quick?
Xandra, Moore, Cresiel, Kaja, Jetina, Sylvie.
Thus you fly in. You fly for a good time - until you see it opening up ahead again. There's a pale red light ahead, just enough to see by for mortal eyes. Some sort of chamber, a hollowed out place that lies still.
Moore will let Xandra proceed if she feels that is the right way to go, but since it's the only place they can see at all anyway...
Xandra pauses, "I believe the heart or a heart is a head," she remarks, "The beast may have more than one."
"Great," Sylvie notes, "Come on, before it gets any worse."
Moore nods. "Let's go, then."
They will proceed!
A vast chamber. A place of dried blood and chambers. Very many fleshy chambers, petrified as you walk in.
Beat.
Beat.
"Oh no," Jetina murmurs, a hand to her mouth.
The walls barely move. There's no blood.
Yet you can feel and hear the faintest sound of a heartbeat.
Moore looks around for magic!
114 on Spellcraft, 119 on K:A, Arcane Sight.
There's a faint magic here - some pulse that fades in and out. Some residue of life magic, of positive energy and power poured into it. The faintest echo, but it seems to resonate.
"I'm not sure we can do anything with this." Moore says. "I think we have to find the source of it in order to disrupt it. Do any of you feel differently?"
"I think so too," Xandra agrees, "It's just an echo, that ritual that didn't work."
"Then let's go find something to resolve this," Kaja agres.
Moore nods and lets Xandra continue on first!
If they hit a dead end he'll do another mile-long blast.
Quick Perception. I don't think you can fail it but let me see the numbers real quick.
Take 10 for 93.
You can notice the blood is starting to move, ever so slightly.
"We'll probably have to deal with the echo of this creature at some point." Moore says as he gestures to blood. "If it coagulates into something we'll deal with it."
You proceed on through the chambers. When you reach the last, you find that various passages lead onwards - veins, arteries.
"This way," Xandra directs, as it happens again.
Beat.
Beat.
The walls of the heart shift ever so slightly.
"This place is a perfect example of one thing having a ripple effect in Creation." Moore says as he continues on. He keeps an eye out so they don't get jumped by anything as they continue along.
A beat. Another.
Another.
As you progress, Xandra stops, "Beware."
For the blood in the veins has begin to move, turning liquid. From this liquid hands emerge, dozens of hands, grasping and reaching. Demonic hands, twisted hands of fiends and monsters.
Moore moves ahead and exerts his divine will into the area!
Return to sleep, and trouble the world of the living no longer.
This is mostly just a fancy attempt at Words of Creation to try and get them to back off. May as well throw in some divine weight too.
[12:45] <Nephrite> roll 1d20+36+16 charisma if needed
[12:45] <Penuche> Nephrite invokes Penuche's magic: < 59 > [d20=7]
[12:45] <Nephrite> roll 1d20+1
[12:45] <Penuche> Nephrite invokes Penuche's magic: < 13 > [d20=12]
rank check if needed also.
What's the DC for alter reality for you?
I'm not sure. The DC for the aura effect itself is 29.
> roll 1d20+24
<Penuche> Kotono invokes Penuche's magic: < 42 > [d20=18]
Rough luck.
Unfortunately for you, it isn't stopping.
Sylvie looks at it, "I wonder, did all those sacrifices leave something more behind?"
"Probably. We'll just deal with them." Moore says.
If we're moving to Init, reminder that everyone gets +18.
Not yet.
"So..." Kaja readies his swords.
Jetina shakes her head, "Hold on, let me." She goes to near them but not in grasping range and kneels down, studying. "Give me a moment."
Moore stands by!
Jetina touches one - and with a cry she pulls a hand out. A hand that becomes a full body. That of a barbazu of all things, sputtering and twisting. It coughs over and over, shaking violently.
"As I thought," Jetina declares, "Some souls got mixed in. It's not just meaningless hands." She kneels down as Kaja readies his swords, Cresiel getting his out as well. "Sleep," she insists instead. "I believe there is a place for your kind, and perhaps you will be another triumph for them. I prefer to bring life, not death, no matter how ill deserved."
> roll 1d20 just a 20 check here, really
<Penuche> Kotono invokes Penuche's magic: < 6 > [d20=6]
The devil falls fast asleep, eyes shut and breathing slowly. After Jetina rises, "He won't awaken for some time."
"You're wasting your time," Sylvie points out, "Risen fiends are the greatest exceptions, not the rule." She glances at it, "Do you have a choice?"
"...yes, but I'm a goddess of life," Jetina watches it sleep, "That's not something I put aside."
"You're adjusting well to your new state, then," Sylvie admits, "At least they won't complain about a waste of time. As long as you don't forget to use that sword of yours when you have a good reason."
"No one deserves to be tormented for as long as Synic was, demon, devil or not." Moore says. "We're here to rescue one thing, but if putting this wyrm to rest involves bringing back all of these others, then we'll do that as well and figure out what to do with them afterwards. That's our duty to Creation to not leave something like this."
Beat.
Flicker.
"What was that?" Cresiel asks a loud, shield out and as he takes position by Moore.
Your conversation is interrupted as everything seems to flicker.
Take 10 for 114 on Spellcraft, 119 on K:A!
What is going on?!
You aren't sure. It's like something is disrupting magic in the entire area. There's life energy, a strange trickle of it that shouldn't be.
It's like something has changed the system here.
"I think it's The Empty Knight's doing." Moore says to the others. "Let's press on."
"Great," Sylvie says shortly, "Let's go before this wakes up somehow."
How are you planning on going ahead?
Xandra points us in the right direction, Moore can make another hole.
Xandra points you ahead, in between two of the passages.
Blast away.
[21:42] <Nephrite> roll 18d12
[21:42] <Penuche> Nephrite invokes Penuche's magic: < 94 > [d12=2,1,10,9,8,3,10,9,1,3,10,6,3,2,3,7,4,3]
[21:42] <Nephrite> roll 1d20 touch
[21:42] <Penuche> Nephrite invokes Penuche's magic: < 17 > [d20=17]
You can omit the obligatory attack roll against a stationary target since you no longer fail on 1s, just FYI. In the event I need one I'll call for it.
A tunnel is bored through, another divine blast fired. Thus you proceed on.
Beat.
Beat.
Beat.
Adjustment. Reestablishment. Self correction. Regeneration.
More pulses, hints of red from the walls.
"The only thing that's changed is the removal of Synic," Sylvie notes, "I doubt he's brought about such a change by his absence. The other is that the Empty Knight was contacted by Will. Stirred, perhaps. Shit."
Got it.
"Yes, that's probably it." Moore says. "But regardless, we'll put an end to this today, after however long it's been."
"That's the one thing that gets us," Sylvie scowls, "The things we can't know, or we can't estimate because by its definition it's outside of the normal rules a little bit. I suspected it might have some impact, but not this much after all we did."
"There are things you know, things you do not know, things that you do not know but can at least mitigate, and things that are impossible to predict," Cresiel remarks. "Unfortunately, the preparations for the last are scanty."
"I've always been better figuring things out than solving things," Sylvie admits a bit ruefully. "It's my fault, I underestimated the situation. I can see where I should have applied greater insight and mitigated the risk better."
"A smart man is not automatically a wise man," Xandra speaks up, "But in this case you had fair reason to do what you did. There are events that are no one's fault, and only the result of intelligent people making reasonable choices that together work out poorly."
"Doesn't cut it for a deity of knowledge," Sylvie chastises, more towards herself than anything else, you think. "At least I can learn from it, as I should."
"Insight and knowledge are two different things," Xandra disagrees. "Surely you know that."
"I'll let you know when it makes me feel less stupid," Sylvie bites back, "Which will happen approximately never."
"You shouldn't take this quite so hard." Moore says. "We wouldn't have ever come across The Empty Knight in here without what happened, and due to that, we're going to rescue them."
He shakes his head. "For right now, let's prioritize that and worry about what comes after or during this rescue operation. We're going to save two time-lost people today, which deserves a boast, not worrying about mistakes." With that, he begins to head down the tunnel.
Take 10 for 93 if needed, and 119 on K:A and 114 on Spellcraft as we go in case it's needed.
Down you head.
Beat.
Beat.
Beat.
More red. More blood.
Ahead you can see this passage intersects with some sort of opening - some sort of open space. It looks like the previous, another heart, perhaps?
Moore will trust in Xandra's intuition for this, and be on guard for whatever it is they're going to encounter!
Xandra calls a stop here, "Something's ahead, not far," she says, "Be careful now, weapons ready."
Moore nods and will begin to head in that direction. If Cresiel chooses to interpose himself there, Moore will not stop him!
Cresiel does exactly that, taking point.
Beat.
Beat.
Beat.
Another heart. But in this one you can see some sort of twisting space in between where the various chambers of it connect. It's like space there is twisted and wrong, inward instead of outward.
"Empty Knight, can you hear us?" Moore calls out. "We're friends of Will. My name is Moore. If you're able to communicate with us, please do."
Normally, I'd check for polyglot here...except your a deity and have something better. Works either way.
A stirring.
Beat.
Beat.
Beat.
Beat.
"Reset..." It manages to get out, from the distortion. The voice is twisted, horribly distorted and barely comprehensible, speaking a language you know not save for your divine gift for tongues.
'Will, this is Moore. Do you have any insight as to how we might be able to 'reset' The Empty Knight?' He asks.
In the meantime, Moore will try and figure it out for himself!
Take 10 for 114 on Spellcraft, K:A For 119. Maybe something like Unbinding would let him 'escape'? That's entirely a spitball idea.
Or maybe just trying to use what we know about the Beyond and making things 'Whole' would work?
'Get him out of where he is,' Is Will's answer.
Unbinding would be right on point, you believe.
"Let's see if this works. Be ready for some sort of reaction, we may have to try and keep it contained." Moore says as he wields his magic and casts Unbinding!
[12:16] <Nephrite> roll 1d20+35 CL check if needed
[12:16] <Penuche> Nephrite invokes Penuche's magic: < 54 > [d20=19]
This may matter, so what are your domains and portfolio?
I have Good, Hope, and Inspiration.
And your portfolio?
Oh, sorry.
Portfolio: Hope, inspiration, friendship, bonds
There's a wrenching, a severing. A blur of something flees out from it and past all of you, into the way you came. The distortion begins to smooth out, stop. No more beats.
Silence.
Stillness.
Moore lets out a breath.
'Empty Knight, I think we're able to help you solve the problem you've been dealing with.' Moore sends, as he turns to head back to follow them. 'But you'll need to come with us - I promise we're not enemies.'
Kaja shakes his head, "Not a fight to be had."
There's no response, but you hear a loud thump from ahead.
Moore will proceed towards the thump!
You get about halfway before you find it. A figure in armor, covered head to toe. Plain, dull armor, but it covers it completely. It kneels, breathing heavily.
"You may already know me, but I'm Moore." He explains, his voice soft and quiet. "A deity of hope. I'm not sure how long you've been stuck here, but we can save the details for later. I'm going to take you to my home and we can get things sorted out from there, all right?" He says.
"I've had...an unpleasant time of it," The figure agrees, no resistance to that. "A rest would be wonderful."
"The last person we found here had been here for... well, let's just say long enough that some gods have been born and died in the time it's been. So I don't doubt that." He says as he opens a Gate back to Hope's Landing. "Can you make your own way through? If not, we can escort you."
We can get them back home and either out of the armor or not depending on if the armor somehow helps them not get 'out of phase' with things.
It'll take some walking out to Gate, remember, but the basic idea is fine. Does that change anything?
I completely forgot, durrr.
Yes, we'll carry them back to where we can Gate out of.
d100, oh agent of terror.
[14:22] <Nephrite> roll 1d100
[14:22] <Penuche> Nephrite invokes Penuche's magic: < 23 > [d100=23]
The trip out is without incident, as is your return. The figure before you merely sits down heavily once back, silent.
"If you'd like some time to rest, you're welcome to as much of it as you need." Moore says. "Otherwise, I can give you a brief explanation as to how we came about you, although Will may have explained it already."
"Go on," Is the invitation, the being seemingly dazed more than anything else.
"I came across CRIMSON a few weeks ago." Moore explains. "They'd been captured, and we ended up releasing them. I convinced them to come here, and from there I learned about the others - INDIGO, PRISM, and so on. Well, skipping a lot of parts of the story that don't really matter, I managed to get all of them together and... well, I didn't expect it to happen, but that's where Will is from - he's a combination of all seven. Once you feel up to it, I'll take you to him. I'm sure you will have a lot to talk about." Moore says.
A moment there to let them process that. "I learned about you in the process, as you may or may not imagine. One thing led to another and, well, here you are. There's obviously more to the story, but the details aren't really important right now. I understand from Mystra what it is that makes you... ah, unique, and I think we may be able to help correct it, if you want. Our... pantheon, I guess you'd call it, has some experience with things outside of Creation, and... well, I think we could probably help you."
He does have several questions, of course, but there's no need to worry about them right now.
The Empty Knight's reply is to listen, manage a nod and flop over face down.
"I think he's had a bad day," Jetina offers diplomatically, going to check him over.
"I agree." Moore says with a chuckle as he flies over.
Let's check him (her?) I guess we never established that. Maybe neither!
Take 10 for 114 on Spellcraft, 119 on K:A, Arcane Sight.
I want to see if the armor does anything specific (i.e. helps to keep them 'in phase' or anything) or if it's safe to remove it. I'm not so concerned about a detailed analysis of the items or anything unless it's relevant to their current situation.
The armor seals the Empty Knight within it completely, blocking almost anything from coming in or out.
"As much as I'd rather not, I think we need to leave the armor on." Moore says.
A blink, then a look over to Xandra. "Unless you think we can resolve the issue now? Actually, that may be the easiest way..." He considers for a moment. "The idea I have is to simply use what we know about the Beyond and apply it here - I realize that the idea is a little different, but I think the same sort of way of thinking would work. We're effectively making them 'whole,' in so far as they're just part of Creation and nothing else. That's at least my idea so far, anyway."
"Let's not until he's awake," Xandra points out, "He has a right to have a say in this, and it doesn't see urgent. If he's outside of even my vision in part, I hesitate to take unilateral action regardless."
"I doubt he's made peace with it, but you're right." Moore says with a nod. "Maybe seeing Will will help him. Either way, let's let him rest."
The only thing on my agenda is to find out if we've heard back about the other Syllen items that the devil in Dis acquired, which I suppose we can do while Mr/Mrs. Knight is sleeping.
Refresh me where you were on that?
He had reached out to Celestia's arbitrators on the matter to find out if it was even possible to negotiate for the items at all.
The agent that meets you is an astral deva. Tall and manly, a strong figure that wears white pants and carries twin blades instead of the traditional mace of his kind. He kneels before you, skin the color of caramel and hair a stark, otherworldly white bound back tightly.
"I bring news, Song of Hope."
"Please, stand." Moore says as he smiles. "Thank you, please, let's hear it. I'm curious what Baazel has to say on the matter."
Was he collecting them for the sake of collecting, or was there deeper meaning?
"All reports and information gathered suggest he gathers them for his own amusements, however I believe he lies. He has an interest in them, and has moved to secure what he can," The astral deva answers. "Deeper plots spin here."
Moore reaches up and rubs at his forehead. "I was afraid of that. So, in your expertise, do you believe there's any way of getting them out of his hands without needing offer something of even more value?" He asks. "Or do you think we'd just be playing into devil trickery if we made the effort?"
"I believe that the devils wish to trick you, be it by force or uncertainty. Moreso if they suggest a particular relic or item of interest, or a captive we hold." Is the answer. After a moment he looks up, "Though I also believe there may be value to them to merely deny you the rest of them."
"I can't say we'd do anything differently if it came to light we had something they were interested in." Moore says.
He does have the ultimate trump card if he had to play it, but it isn't worth it for this.
"How do you think we should proceed? Simply claim we have no further interest in them and see if they want to make the first move about it?" He asks. "While it would certainly be nice to have them all together, I'm not in such a position that I can't wait on the matter."
"I suggest an offer and action," Is the disagreement, "I believe that they know you are interested, and there is little point denying it to them. Even if it were true, the devils would think otherwise." He pauses before, "I should know, Duke Moore."
Moore nods. "I can see you've had a great deal of experience with this. Well, in these sorts of situations, what is the most common way to do so? Offering only gold seems... I don't know what the right word would be - basic? Does it even matter to them what's being offered, you think?" He asks, as he ponders what they even have that they don't just melt down anyway that might be of any use in trade.
"Any offer would do, as long as it is not an insult," Is the answer, "The question is how they respond."
So we have three pieces - the Shield (well, it wasn't a shield before but it is now), the Bracers and the Ring, and they have two others, of which I am not sure what they are.
Take 10 on Appraise 73, can I take a decent guess as to what the other two pieces would be worth realistically speaking? If he's going to make an offer, he's going to basically give them an amount that's fair for the items.
Considering your known interest, 100k would be a fine starting point per.
"Offer them whatever equivalent of 200,000 gold is for them." Moore says. "If they choose to try and gouge us, then at least we know we did this openly and fairly, even when dealing with devils."
Assuming I understood you correctly in that it's 100k per each item, so 200k total.
Correct.
"I will have news as soon as they reply," Is the answer, "I will inform you if they look to stall or not respond."
"Very well." Moore says with a nod. "I trust your instinct on the matter, so should anything come up in the moment and for whatever reason you can't come to me, you may act with that experience."
"I will fulfill your commands," he answers, "Are there any others?"
"No, thank you for your service to this disagreeable matter." Moore says.
Just waiting for the Empty Knight to awaken now?
Correct.
It is about half a day for the Empty Knight to recover. When it awakens, it simply lies there, no immediate sign of movement.
"Hello, again." Moore says. "Do you remember where you are?"
"Yes," Is the answer, after long moment.
In your mind it echos, 'I remember everything.'
"If it's easier for you to talk mentally, please feel free to do so." Moore says. "I'm also happy to just give you some time by yourself, or with Will, if you would prefer to do that before we talk. I know you've had... a rough time of it, to say the least."
"I can speak in many ways. None matter."
"Why do you believe that?" Moore asks.
'Speech is speech. Understanding matters, now the method of communication.'
"Yes, I suppose that's true." Moore says. He clears his throat. "Are you up for a few questions? I've been rather curious about several different things when I first came across CRIMSON."
Go on.
Meaning projected directly into your mind, understanding without words. The concept of acceptance, of allowance, of the ability to ask those questions.
"I suppose, before anything else, I should ask you about your unique situation." Moore says. "I spoke to Lady Mystra and she told me about it. If you're still trying to find a solution, I believe I can help you with it. My friends and I have some experience with things outside of Creation. So I guess my question is - are you still seeking to solve what you feel is a problem regarding it?"
"Yes," A single word, spoken aloud.
"All right." Moore says. "A moment, then."
He will summon Xandra and Sylvie, then!
Is there anything specific that Moore can see about the phenomenon that he couldn't see before? Take 10 for 119 on K:A and 114 on Spellcraft if it matters, and maybe K:P too for 119 in case it's relevant? Basically, if there's anything in particular he can see about the 'phasing' that seems at all similar to anything he dealt with in the Beyond or in The Between.
Give me a raw Int check as well.
[12:30] <Nephrite> roll 1d20+14+15 int check
[12:31] <Penuche> Nephrite invokes Penuche's magic: < 30 > [d20=1]
Can't get me anymore, Kobot!!!!!!!!!
Or Penuche!!!!! Or Rei!!!!!
It's just...off. Like he's subtly off from everything, in a way that's hard to put into words. Like everything has a bit of wiggle room.
"I've not seen anything like it before." Moore says to the others. "But I think the same sort of principles we've learned about should still work. I... hm." He rubs his chin. "I think the concept of 'whole' would work here. It's like we just need to put everything into place rather than letting it jostle around."
A nod to Xandra and Sylvie. "Do you both feel like that's the right way to proceed? If you have any other thoughts, by all means, please share them."
"It could work," Sylvie considers at last, "Assuming his nature doesn't muddle it up."
Xandra watches him a time, "If he agrees to it, yes."
"With your permission," Moore says as he turns back to the Empty Knight, "We'd like to try and... well, the long and short of it is that you may lose this ability entirely, but I think... I have a feeling it'll be something you can control once we're done, but just be aware that may not fit with Creation's rules. Is it all right if we proceed?"
Explain.
"So, we have some experience with things outside of Creation, as I said." Moore says. "You may be familiar with it - the Beyond, the Outer Spheres, the place that's outside of Creation. We've all been there. We have the... training, I suppose, to take things that are 'outside' of Creation and fit it into Creation's rules. I think the ability you have is... I don't know that I can say it's from the Beyond, but it's very much like it, something that just doesn't... quite fit." He explains.
After a moment, "What we'd be doing is effectively setting your ability so it's fully... 'whole' - that is to say, it's from outside of Creation, but it follows the rules of Creation, so you wouldn't have to worry about it anymore. The problem is I can't tell you exactly what it will look like afterwards, but I can say we've dealt with these sorts of things and it won't cause you any harm or duress." Moore says. A glance over to Xandra. "I think I got all of that right."
"He did," Xandra concurs.
"In theory it will work," Sylvie cuts in, "But your ability's nature means it could go wrong, and I suspect you know that's part of the risk."
The Empty Knight is silent a time more, "Will it be dangerous otherwise?"
"No." Moore says. "In fact, if things do go wrong for whatever reason, we have the strongest thing in Creation to solve it - hope."
A smile after that. "Past that, I'm certain that, should anything go wrong, we have the tools to handle it. There are those outside of here that can help, should it come to that."
Diplo check, then roll a d100 for miss chance.
Yes, it has a miss chance.
Take 10 for 136.
[13:43] <Nephrite> roll 1d100
[13:43] <Penuche> Nephrite invokes Penuche's magic: < 24 > [d100=24]
"Show me what you would do but on something besides me, I want a demonstration," Is the answer.
"That's a reasonable request, but I'm not sure how to accommodate it." Moore says with a turn to the others present. "Well, no, I think I know how we can do it, but you both know where it requires that we go. Well, one of two places."
Pick your poison. Which one is more tolerable to you?
"Let's go to the Between, I think it'd be more demonstrative." Moore says as he wills a portal there to open!
Where are you aiming for?
the place between Creation and Beyond - I'm not sure there's anywhere in particular to aim for there.
You appear on the beach once more, as you do, you see it flicker wildly, like out of pattern and vague.
Huh. Perhaps this lends more credence to the idea that the Empty Knight's ability is something of Beyond.
"I didn't expect you'd have such a profound impact on this place." Moore says. "But it looks like it's trying to compensate for your ability. This place is what I call The Between - it's between the Beyond and Creation. What we'll do here is demonstrate for you what we can do with beings from Beyond." He explains.
Assuming nothing terrible seems to be happening besides the flickering, Moore will proceed towards the waters.
"That's not it," Sylvie snaps, "Remember who made this and what happened? This is on borrowed time and our will, so get going."
The Empty Knight looks about, "Such a place exists?"
"Oh, I always thought you were just borrowing it." Moore says with a smile. "I guess that makes sense too - well, as much as any of this makes sense."
He proceeds forward. "It's a bit of a long story that we'll go over eventually - but suffice to say it doesn't always exist in this form." He says. "And with any luck, this should actually work in our favor."
"Show me," The Empty Knight agrees.
Moore will proceed out and over the water, towards the 'edge'.
"We just need to wait for something to pass through..." He says, an eye out for anything that may be on its way. "Actually, Sylvie, are you still able to?"
Take 10 on Perception for 93 if needed.
"I'm trying," Sylvie says shortly, "Hurry."
You see the same interplay of white and blue as before, crashing in as the waves come, only to be stopped.
Maybe he can open a hole himself?
If he's able to, he'd just try and open a hole to let something in. Sylvie seemed to be able to do something similar last time, but that might've been a 21 thing.
Nothing happens to your effort.
"As strange as it sounds, we may be safer just going outside of this." Moore says. "Otherwise we have to count on something breaking through, and I'm not sure we want to be here for very long if it's not stable."
"Just trust him," Sylvie snaps, "You know he's a deity of Celestia, he's not going to lie to you. Commit or not, but either way let's finish this and get out of here."
As everything flickers around you, "Let's leave this place," The Empty Knight concurs after a moment.
Moore opens a portal back to the same room they left in Hope's Landing!
Your return is without incident.
"That place is between?" The Empty Knight agrees, "The nature of such a place is remarkable."
"We've had a rather unique time of it, as you have as well, I'm sure." Moore says. "I realize you simply have to take my word for it, but... I hope you can believe that we do have your best interests in mind. If you trust and believe us, I think even your unique power wouldn't stop us from helping you."
"Think about it," Xandra says just before he speaks, "You've been through a lot. Take time and see Hope's Landing."
The Empty Knight merely inclines his head a bit towards Xandra, "As you wish, goddess."
Moore nods. "Please, feel free to talk to Will as well." He says. "I can introduce you, but I'm sure you don't need me to."
"I don't," The Empty Knight agrees, "It's in that direction."
"That's right," Sylvie agrees, "I'll walk you." She says it in a way that's firm, a way that insists it's not a request. She falls in step with him, going along.
"I'll leave it to you then." Moore says. If Sylvie wanted him to go along she'd say so, after all.
Going to do anything or just let events play out here?
He trusts in hope.
Just in case
[21:54] <Nephrite> roll 1d100
[21:54] <Penuche> Nephrite invokes Penuche's magic: < 6 > [d100=6]
Sylvie arranges for privacy. What happens you don't know but...
> roll 1d20+94 (+1 divine, +24 int, +15 competence, +10 insight, +36 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 107 > [d20=13]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 10 > [d100=10]
Soon enough Sylvie appears by you, "The Empty Knight's resting," she says, "He needs time. I took some precautions but I don't think they'll be needed."
"Of course." Moore says. "They have all the time they need. Thanks for helping."
"It'll go for it," Sylvie says after, "But it's too much too fast. Give it time."
"I'm not worried." Moore says with a smile. "They've been through a lot - just like Synic. But that's why we're here, to help people like that. Now, the next goal... the next goal is to take Shar up on an offer and give her a black eye."
That draws a tight smile from Sylvie, "Good. Get in some licks against her before the end."
Moore nods, and will go and fetch everyone!
"Sylvie, you weren't here for this originally, but before all of the divine seed stuff, Shar had contacted me that she was holding the soul of Syllen in Forsaken Heart Citadel." He says. "I think it's time we call her bluff and go there."
"Where is that?" Kaja speaks up, curious. "Besides that it may be a bluff or have been moved."
"It's still worth doing if it's Sharrans," Cresiel agrees, "I see no reason why not."
"The Negative Energy Plane." Moore says. "I assume it's still there, because Shar. We can do research to find out if it is, of course."
"Let's be careful, there's so many ways it can go wrong with Shar," Sylvie agrees.
How are you going to research this?
He can always consult his Knowledge spell if needed, or simply do regular Divinations. Let's do a K:P for it with 119 and see if the result is any better than the last time (which was a while ago)
Link me to the last result?
http://www.soulriders.net/forum/index.php/topic,104250.msg1139145.html#msg1139145
You also still owe me a writeup of Synic's spells he gave us. : )
Yeah, I know. Just had zero energy for DM work lately, focusing on trying to run with the energy I do have.
You recall a new bit of lore - it's said that Orcus at least created the place, though it doesn't mention if he's kept it since that time. He's also responsible for the for the dead hulk that surrounds it - the remnants of dozens of dragon corpses.
"Orcus was responsible for the creation of the awful place." Moore says. "What Shar is doing with it is anyone's guess, but it's an opportunity to put a few abominations to rest as well as potentially save someone. I think we go into it thinking it's a trap and have a plan to get out should we need to."
"If we can get away," Cresiel says softly, "Last time with Orcus it did not go well."
"We can't stay here afraid," Kaja retorts, "We go."
"We go if we decide to," Sylvie cuts in, "If we decide it's worth the trap and whatever Shar's left for us, and whatever else lies there. A deliberate choice to abstain is not cowardice, but wisdom instead. We don't need to walk up to Shar with a blade already to our throats."
Moore nods to everyone.
"Yes, the last time was... an issue, but we've all grown since then." Moore says. A nod to Kaja. "I agree with your sentiment, as well as the wisdom to decide whether we go or not." He says. "But I think this is a good challenge for us to consider - we have a variety of ways and means to mitigate the things there. However, we also have another task to consider - the other three pieces of the Wheel that we've been looking for. We may want to consider pursuing those first, and use the Wheel to get away, should we need to."
"How is that quest coming along?" Jetina asks for it, "Have you made any progress on it since we last worked at it?"
"I know where all the pieces are." Moore says. "We were a bit busy previously, but I think we can likely find them all now."
"Then refresh us," Cresiel agrees, "How far along are we on this?"
Yes, you get to the expo girl here. Have fun.
"The piece on Water is in a place called Ereshin Palace. We need the blood of a marid to get in." Moore explains. "I was intending to reach out to Lady Sanzha to see if she was familiar with the location and if she'd be willing to accompany us."
He goes on from there, "The piece on Air is connected to some sort of floating landmass. It's a great molten lake that is surrounded by metal, and on one end is a throne with a head of a cracked lion on it. It apparently has something to do with Valgadda, which is no more." Moore's face bunches up. "I still can't stop doing that, ugh."
"The final piece," Moore says, "Is with Danaxmos. I think we touched on this before - I know where it is, I was given that knowledge, but I was also told that it must not come to harm. That part may be difficult to achieve, but I think we can manage it with the skills we have now."
"I say we do the Water one first," Sylvie speaks up, "It seems the most manageable and Sanzha is an advantage."
Jetina listens before, "What about Valgadda, which is no mo-" she catches herself at the end. "That's connected to the Father?"
Cresiel merely is silent throughout that until, "Which is why I favor Air. Let us expunge whatever trace of that remains."
"You all remember the amount of investment it took to find the one on Fire." Moore says. "I imagine these will take the same amount. I will contact Lady Sanzha and find out if she's available. Assuming she is, we can go there tomorrow. If she isn't, we'll go to Air first and deal with that." He says. "We'll leave the one on Earth for last, since that one is going to require... finesse, I think."
"A lot of it," Sylvie agrees, "We can't make a mistake or Grumbar will come down on us."
"We may be able to find a way to avoid a conflict." Moore says. "But we'll worry about that later. We also might be able to use the three pieces we uncover to do something with the last one, so it may be a moot point anyway."
For the time being, he will see if Sanzha is even available!
Lady Sanzha, good day. I have a matter I would like to speak to you about, if you have the time to discuss it.
I can spare time. What is it, Moore? It is important?
I hesitate to call it important, but it is a task that we are investigating. It has to do with something located in Ereshin Palace.
Go on.
A piece of a lost artifact is supposedly sealed there, along with... well, I'd assume everything else that's been there for however long it's existed. My understanding is that the blood of a marid is necessary to get to it somehow. I had hoped you'd be interested in accompanying us both as a guide and perhaps a point of historical knowledge if you're familiar with the place.
Obviously, if there's anything there that you're interested in you're welcome to whatever it is. I don't intend to go there and try and loot everything, but at the same time if it's something that can be used in our fights, it serves us better than to sit sealed forever.
What do you know of it, Moore?
Once that is answered?
Very well, we need to cooperate on many matters big and small.
Of course. You are welcome to come visit to discuss the matters in person. We can leave tomorrow if that works for you.
We will meet tomorrow then.
Moore will inform the rest about it and let them go to do their own thing!
He doesn't have anything on the agenda for the rest of the day, unless something comes up that requires his attention.
I'll even give you a d100 just in case.
[13:51] <Nephrite> roll 1d100
[13:51] <Penuche> Nephrite invokes Penuche's magic: < 28 > [d100=28]
Okay, then it's a question of prep for this. What are you looking at?
Moore and Sanzha are required, Jetina ought to go as well. Sylvie may have some insights, and I'll leave it one more of Cresiel/Xandra/Kaja. I don't have a preference personally, but I think 5 is enough for this. Cresiel is fine to come if he wants, or if Kaja just wants the potential of fighting sea monsters.
Moore, Sanzha, Jetina, Sylvie and...
*Checks Moore watch rotation*
Cresiel.
Okay, party's determined. Any prep for spells or other such things?
None of us need to breathe, but let's get a Mass Freedom of Movement unless there's some other water-faring spell that's better for this.
No need for any battle spells until we get into a fight, but everyone will hit up the Blessing Stone before we go anywhere.
Refresh me on what those are?
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
You all meet with Lady Sanzha at Hope's Landing. "My," she greets, "This is no small group."
"We've... found that searching these places tends to have a rather... lively outcome." Moore says with a smile. "I can assure you that you won't be bored on the trip. Are you familiar with Ereshin Palace? I can't say I'd ever heard of it before now." He says. "I'm also not certain if it's something we can simply get to directly, but I imagine you would be the expert on that."
"I have some knowledge of it," Sanzha agrees, "Do you need to hear it?"
"Only if you feel it's relevant to anything we may find there, or any trouble we might run into." Moore says. "Or if there's any relevant policies governing it that you're aware of. If not, then we can simply transport ourselves to the closest point and make our way there. I assume you can't simply Gate there."
A look of amusement, "The entire place is trouble. What do you expect of such a foolish idea as what spawned it?" Lady Sanzha replies.
"It's obscure enough that even I don't know about it," Sylvie points out, "Enlighten us." Her voice gets just a bit of an edge, a point to it.
With ever so slight a smile, "Oh, first of all, it's an icy tomb," Lady Sanzha explains, "But that's merely a point of charm, not its actual purpose. It's said it has endless stairways, and it may be true. Long ago, an ambitious marid sought to copy the Infinite Stair, to create an artificial hub to all the planes. This went poorly as you imagine, and the place was sealed and forbidden from being spoken of."
[spoiler]
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 792/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
"Huh, that explains what I learned of it." Moore says. "I thought it was connected to the Infinite Stair, but that makes a lot more sense." A nod. "Do you imagine we should protect ourselves from anything in particular? I imagine Cold may not be a bad idea."
"Cold for certain," Sanzha says, "Beyond that, be flexible. Whatever's in there is strong and has had ages to grow stronger. We may be in for a good fight."
"Good," Cresiel says, "We will purify it if it must be purified and we will cleanse it."
Moore nods. "Then, by your leave, wherever is the closest place we can get to get there." He says.
Let's have Jetina throw up Mass Energy Immunity (Cold), CL36 on everyone. We can handle the other things as stuff comes up.
"The Frozen Ocean of Alraj," Lady Sanzha appears, "Do be aware the natives can be hostile."
[spoiler]
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Also mass energy immunity (cold) CL 36 from Jetina.
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 792/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 792/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Moore nods and will Greater Plane Shift them to that location, unless Sanzha wants to do it!
It's cold.
It's so cold that it almost freezes your heart.
A white, wintry haze is in the air - no the water. The water is full of floating fragments of ice, bitterly cold and frigid. You stand atop a great, churning and frozen ocean, flash frozen mid movement as you stand atop a cresting wave. Your divine vision is sufficient to see ahead - nothing but the ocean, and great titans of ice and water, lumbering about.
"Was the freezing a result of what they tried to do here?" Moore asks.
He trusts Sanzha will lead them wherever it is they go from here in due time.
"No," Sanzha replies in Aquan as you begin to swim ahead. "This is close to the border with Ice. It's a matter of location."
You can see elementals stirring - great ones of water and others of ice - and starting to look the party's way.
Moore nods and will follow after Sanzha. Should any of the elementals decide they want to fight, they'll learn rather quickly why it's not a wise idea.
However, he'll follow Sanzha's lead if they get approached!
Party order?
They're coming your way, alright - you're going to have something, quite possibly a fight. Four of what you suspect are elder water elementals, and two elder ice elementals, as well as an ice elemental monolith.
Sanzha, Moore, Cresiel, Sylvie, Jetina.
"I'll take your lead." Moore says. "If we have to rough them up to get them to back off we can."
Lady Sanzha merely steps forward and utters:
I am Sanzha. Wind and Air serve me. Flee us.
> roll 1d20+75 intimidate (+10 circumstance)
<Penuche> Kotono invokes Penuche's magic: < 84 > [d20=9]
At these words the elementals stop and flee, turning tail from her words.
Moore nods with an approval as they continue on!
d100 real quick, mostly to set up for tonight.
[15:08] <Nephrite> roll 1d100
[15:09] <Penuche> Nephrite invokes Penuche's magic: < 70 > [d100=70]
Almost!
The elementals flee as Sanzha leads the way.
Cresiel merely follows at your side, undisturbed.
Jetina watches them go amid the sleet and ice in the water. 'They fled so easily. I still sometimes struggle to wrap my mind around what we are now. We're the ones everyone flees from unless they're the greatest champions.'
My, if you only now feel that way, you must be ignorant of your potential.
Or our quest and our enemies have distorted our senses of power. We've been in lofty heights so long that lesser creatures seem quaint.
Jetina shakes her head visibly before, 'Elementals don't flee easily. Yet a few words from you and great elementals parted.'
As they should.
Speak as you are, not in telepathy.
Is this better?
Sylvie glances to Jetina with a half frown. It's brighter than I imagined. It's more a color I'd expect out of Brightwater. I feel like I can taste magenta.
This, perhaps?
I would expect that of a half fallen or gray angel.
Perhaps this? This? Oh, this is pretty as well and it feels as if I speak with late day sunshine.
No, no, no. None of those are you. How about... Try this.
Oh. That is nice. It's like the idea of the faded summer sky.
Meanwhile Cresiel stays on guard, not a word spoken of the matter.
Moore just smiles at the exchange, nothing needing to be added.
This is why he brought them, after all!
Well, one reason.
Oh, I like it so very much. Cresiel? Moore?
It is sufficient.
Moore gives Cresiel a look.
I always pictured yours closer to a red, but I think this suits you just fine.
Cresiel merely swims along, as dignified as possible.
Red? No, that's much too...red!
As long as you feel like you've found your own voice, then I'm happy.
I have. This will more than suffice for me, Moore.
Moore nods and will continue on!
In this water the way has cleared.
You swim on a time, no sign of opposition nor of elementals to bar your way. Finally in the distance you see it - a looming, icy palace, vast and tall, as much a dozen tall towers crammed together as an actual palace. All of it is connected tightly together and coated in thick ice, the palace ahead cloaked with it top to bottom.
As they swim along, Moore can't help but wonder.
If this had succeeded, do you think it would've become the seat of power for the marid?
That or a reason for a war. Perhaps both.
Moore nods and continues along, curious if there's simply a barrier or some other system that opens to the blood of marid.
Lady Sanzha leads you in a lazy circuit of the palace, nothing but a thick cloak of ice.
Troublesome, for lesser creatures. Stand back.
Lady Sanzha goes forth and lays her hand on the ice. It begins to melt away, an archway opening up within. Foot after foot of ice thaws and melts, first to the walls of the palace and then around it, making a cored out path in the center rather than melting all of the ice otherwise.
This palace still knows a master when it senses one.
Would that whatever creatures are likely inside would bow so easily as well. But there is merit in a good challenge.
Moore will proceed after Sanzha!
Do you think they'll listen to reason?
No.
Why?
This entire effort went wrong and they've been trapped in it for eons. If nothing else, I expect hostile insanity. Creatures driven so furious and mad that the only recourse is battle and blood is what I expect. Nor will it be simple to obtain a piece of the Wheel.
If we can bring the creatures hope, then we shall do so. If we have to fight and kill them because they will not relent, then we may have to do that as well.
We're here to fulfill our duties, and it may weigh heavy upon us to do so, but never forget to try and save what you can.
Either way, we'll succeed. So that if nothing else, these creatures can't go out and harm others.
Meanwhile you proceed in and around, a search for a door. In some time you come to one, a porch of a dozen steps, low and circular, all that leads to the entrance. Twin statues of marid women, clad in silks and water, flank this door. An intricate magical diagram is drawn on the door, inlaid with what looks to be sapphire and pearl. From the looks of it, your arcane lore informs you it's a rather powerful and complex blood seal.
Can I tell who actually created it, just for the talking point?
Arcane Sight, spellcraft for 114 and K:A for 119.
The creator is Tramza.
Does a fancypants K:P of 119 tell me who that is? Or maybe a K:H is more appropriate? If it is that's 99 instead.
It's very obscure - an old marid prince, from long ago ages. He was said to be a remarkably good mage, for what little of his life and times remains in this era.
"Hm, so this dates back to Tramza's time." Moore says as he hovers in front of the door.
"It is very old," Sanzha agrees, as she approaches. "Step back."
Moore does so!
Sanzha reaches out, and with a slice of her hand, a splash of blood hits the door. The sapphire and pearl diagram bursts into light as wordless song fills the air, all before the door slowly opens to reveal a path within.
Moore nods and will proceed inside, assuming Sanzha doesn't have any rules or anything for them first!
"Slowly," Sanzha warns, "It's stable on the outside, but the inside could be anything."
You step inside.
Immediately you stand in a marble corridor, classical pillars and thick blue carpeting here. The walls are inlaid with thick bands of gold, curled like roots of a great treat that extend out. There is no water here and it's frigidly cold, yet not a speck of ice can be seen.
The hall extends some time until it ends in white light, nothing more.
To your left side are stairs that go down. They wind into aquatic darkness, water returning as it goes down.
To your right side are two sets of stairs, both going up. The first is free of water, though puddles of it sit, stagnant and unmoving. The second set of stairs winds, the stairs turning from stone to blue ice as they proceed up in a tight spiral.
Near the white light a figure sits. It is radiant in a way that feels like the light of Cresiel or other celestials you have met, yet you cannot see its features. It wears armor from head to toe, obscuring every detail about it. The armor is featureless and smooth, almost more of a bodysuit than armor, save for the face. The face is that of a panther, painted black and with eyes that glow a dull white. It does not react to your entrance.
Take 10 on K:P, anything ring a bell on a celestial with a panther helmet?
10?
10 for 119, sorry.
It rings zero bells at all.
Moore glances to Sanzha, but will slowly start to head in that direction.
I've no idea who that is, but I'm rather curious about them.
Cresiel follows as Sanzha stays back, Jetina coming along while Sylvie watches.
The figure does not react in the slightest.
"Hello?" Moore calls out, figuring the mundane way might work.
Take 10 for Spellcraft for 114, K:P for 119, Arcane Sight. Is there any magic here? Perhaps ~temporal~ magic?
CL check.
[14:57] <Nephrite> roll 1d20+37
[14:57] <Penuche> Nephrite invokes Penuche's magic: < 51 > [d20=14]
The mask has a nondetection spell, but that's it.
"Hello?" Moore repeats.
Can you hear me? He asks aloud in his divine voice.
There is no response.
...until the figure rises, standing in one smooth motion. Unnaturally smooth, agile beyond what a mortal body can manage.
In a voice that echos in your ears over and over, "I hear your voice, divine one. I will obey to the limits of the commands laid on me."
Moore blinks.
What commands were you given, and who gave them to you?
"The Moonmaiden has commanded me to stay vigilant over this place and the Queen of Stars has commanded me to ensure this room is a sanctuary for all that enter," Is the answer. "While the Rider of the Winds commanded that I must allow any who come here a chance to pray to him for salvation from this madhouse."
"Selune, Queen Morwel and Shaundakul," Sylvie fills in, "Have you head of the Godsrush?"
"No," Is the answer, "My duties are here and here alone."
It's Lady Sanzha who speaks up, "We are newly risen deities who seek to explore this place for our own reasons." Her voice is commanding, a tone that demands obedience. "What can you tell of of the Ereshin Palace?"
"This palace is cursed. Each stairway and each room is a different world. Fell monsters roam, but the blessing of the Queen of Stars and the Moonmaiden keep them from this room. I know little else, for my vigil is here."
"It looks like we have our work cut out for us, then." Moore says. "Has anyone left this room and returned from any of the other rooms of it?"
"No. A few have made it to this room, but none have returned," Is the answer, "Be it by divine rescue or by their likely demise."
Moore nods. "All right, well, let's see if we can be the first ones to return, then." He turns to the others. "Any other questions? I figure we can cast some preparatory spells before we venture anywhere, just to be safe."
"We have a safe ground to retreat to if things go wrong," Jetina points out, "That's worth more than anything else."
"I assume it's not easy to return to either way." Moore says.
Let's have Jetina throw up a Celestial Valor before we go anywhere. I think we're all immune to pretty much everything else as it stands.
Celestial Valor (CL 36)
+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
He turns and looks around. "I don't have any opinion on where to go, but let's try starting with up?"
Which set of stairs? There are two of them.
Let's go with the one that's free of water.
The here is cold, bitter, sharp. Each step clangs like steel when you step on it.
Quick Perception.
Take 10 for 93.
You notice it. It's subtle, but there's faint twists and whirls in the air as you walk up. Like the boundaries of this place are weak, your various lores tell you.
"Hm, I see now what that guardian meant." Moore says. "We might be able to stabilize it if we tried, but I imagine if that was possible longer term that those that charged the guardian would've tried it. We'll just have to see where we end up... there could be entire worlds inside this place, like a demiplane inside a demiplane."
It's not so different from Aurora, just... broken, he guesses.
"I see," Jetina agrees as she follows, "It reminds me of Aurora, but done wrong."
"Not everyone can succeed where Medi did," Cresiel notes as he follows.
Moore nods. "Yes, agreed. But perhaps we can set this place right before we're done and bring a little more hope to Creation and the people here." He says as they go along, prepared for whatever is going to happen.
You step up.
A frozen tundra is here. No water, just rolling, wavy plains of ice, as if ocean waves were frozen over. Ahead and beneath the ice you see a stairway going down, and farther ahead you can glimpse a stairway going up as well, covered in a thick wall of ice.
Perception, pixie, and note any unusual senses.
Take 10 for 97. I have True Seeing, as well as Blindsight currently.
You can see it. A patch of white and ice blue that blends in near perfectly. It moves through the ice and snow like it's not solid, going right through it. It's about 80ft away and closing in with an incredible rapidity. As far as you can tell it's roughly humanoid on a glimpse, but with a head that reminds you of a shark, teeth and all.
"There," Sanzha says, trident already out, tines pointed ahead towards it.
Cresiel steps forward as well, silent and shield between you and the creature.
We are not here to fight. If you challenge us, you will forfeit your life.
Perhaps it can't understand words, but he will be sure that the intent is clear!
101 on Intimidate, if that's the direction we're going in.
There is no response. Perhaps it is beyond fear or incapable of understanding on some level that not even divinity can bridge. You know not, for you have little chance to react before it hurtles itself at the party.
Init. It is not friendly.
Everyone gets +18 to their roll.
[12:23] <Nephrite> roll 1d20+54 Moore
[12:23] <Penuche> Nephrite invokes Penuche's magic: < 63 > [d20=9]
[12:23] <Nephrite> roll 1d20+7+18 Jetina
[12:23] <Penuche> Nephrite invokes Penuche's magic: < 27 > [d20=2]
> roll 1d20+39 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 50 > [d20=11]
> roll 1d20+55 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 73 > [d20=18]
> roll 1d20+42 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 59 > [d20=17]
> roll 1d20+20 ???
<Penuche> Kotono invokes Penuche's magic: < 38 > [d20=18]
Init is Sylvie (73) > Moore (63) > Sanzha (59) > Cresiel (50) > Shark Head (38) > Jetina (27)
Sylvie holds for pixie shenanigans. Go.
"We may as well see how much of a challenge this place will be." Moore says, as he empowers all his allies with Courage!
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
He is not doing anything else with his turn.
At this Sylvie moves deftly, inside of its guard in a moment before her fist lashes out in a challenging blow to its chest.
> roll 1d20+54 (+22 Moore, +21 insight, -20 PA, just testing out its defenses vs a typical PA smack)
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=11]
> OOC: I'm sorry, that should be +23 for 88 since I did all the work and didn't update the base number from 54.
> roll 1d100 vs ???
<Penuche> Kotono invokes Penuche's magic: < 89 > [d100=89]
> roll 5d10+109 (+21 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 119 > [d10=1,2,3,2,2]
A solid blow that hits the creature in center mass, yet barely seems to slow it as the two meet. Despite that, the impact cracks the ice all around them, a spray of ice chips flying back from the force of the blow. Yet before your eyes those chips shift and mutate into huge spears of ice, raining down on all of you but Sylvie, who is too close to be struck.
Ref saves, all.
[spoiler]
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018/1018 (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 792/792 (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
[13:02] <Nephrite> roll 1d20+58 Moore, Evasion
[13:02] <Penuche> Nephrite invokes Penuche's magic: < 60 > [d20=2]
[13:02] <Nephrite> roll 1d20+49 Jetina, Evasion
[13:02] <Penuche> Nephrite invokes Penuche's magic: < 57 > [d20=8]
Assuming it does cold damage in some capacity, we are all immune.
<Nephrite> roll 1d20+58 Moore, Evasion
<Penuche> Nephrite invokes Penuche's magic: < 60 > [d20=2]
<Nephrite> roll 1d20+49 Jetina, Evasion
<Penuche> Nephrite invokes Penuche's magic: < 57 > [d20=8]
> roll 1d20+61 evasion Cresiel
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=3]
> roll 1d20+75 evasion Sylvie (+27 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 95 > [d20=20]
> roll 1d20+47 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 64 > [d20=17]
All evade but Sanzha. Cold damage omitted.
> roll 15d6 does not beat DR
<Penuche> Kotono invokes Penuche's magic: < 52 > [d6=3,1,6,4,2,6,5,5,6,1,2,6,3,1,1]
Yet Moore just isn't there, already away as ice spears land. Only Sanzha is grazed, a bare wound on her shoulder sealed shut in an instant, healing. After the assault she glides forward, offering up her own voice in song. It is a song of water and wind, one that bolsters all the party.
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Init is Sylvie (73) > Moore (63) > Sanzha (59) > Cresiel (50) > Shark Head (38) > Jetina (27)
Cresiel is up.
Cresiel holds and defends you all the while, shield up.
Shark Head is up.
The strange creature assails Sylvie, the two exchanging a flurry of blows at that meeting point.
> roll 1d20+65
<Penuche> Kotono invokes Penuche's magic: < 68 > [d20=3]
> roll 1d20+65
<Penuche> Kotono invokes Penuche's magic: < 74 > [d20=9]
> roll 1d20+65
<Penuche> Kotono invokes Penuche's magic: < 81 > [d20=16]
> roll 1d20+65
<Penuche> Kotono invokes Penuche's magic: < 72 > [d20=7]
> roll 1d20+65
<Penuche> Kotono invokes Penuche's magic: < 85 > [d20=20]
> roll 1d20+65 crit on the last
<Penuche> Kotono invokes Penuche's magic: < 69 > [d20=4]
> roll 10d10+100
<Penuche> Kotono invokes Penuche's magic: < 161 > [d10=4,8,9,6,1,6,5,9,4,9]
Fortitude save negated by immunities.
You can see it bite again and again, one catching Sylvie's arm and drawing blood. She hisses at that blow, "This thing's far too strong for a normal creature!" she calls back. "Dimensional energies is my guess!"
Jetina, go.
[spoiler]
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+36 temp HP.
+4 all ability scores.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018(1298)/1018(1298) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864(1104)/864(1104) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 652(892)/798(1038)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 765(1005)/792(1032) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Jetina calls out for healing - there's no sense in letting anyone stay injured on her watch!
One of her free Heals can get dropped on Sylvie to top her back up.
Jetina hurries over and touches Sylvie, the wound closed in an instant. As she is healed the rest of you...
Go Moore.
[spoiler]
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+36 temp HP.
+4 all ability scores.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018(1298)/1018(1298) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864(1104)/864(1104) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798(1038)/798(1038)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 765(1005)/792(1032) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 36/36 Water Devotion 1/1 Trident Elemental Damage 3/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Moore will bolster everyone's defenses, now!
Inspire Heroics, +18 morale bonus to saves and +18 dodge to AC.
That is it for his turn.
Sylvie will hold for Sanzha and see if her tricks prevent a wave of counterattacks. Worth a shot since she controls water.
Init is Moore (63) > Sanzha (59) > Sylvie (58) > Cresiel (50) > Shark Head (38) > Jetina (27)
Sanzha's movements are closer to a dance, jabs of her trident as she weaves in closer to the raging creature.
Using trident's +3d6 elemental damage for fire damage for one round.
> roll 1d20+77 (+16 madalani, +2 madalani strength, +22 morale, +10 competence, -30 PA)
<Penuche> Kotono invokes Penuche's magic: < 90 > [d20=13]
> roll 1d20+72 (+16 madalani, +2 madalani strength, +22 morale, +10 competence, -30 PA)
Back: Away for 1hr 5mins 20secs
Away Deactivated: Auto Away reactivated
<Penuche> Kotono invokes Penuche's magic: < 86 > [d20=14]
> roll 1d20+67 (+16 madalani, +2 madalani strength, +22 morale, +10 competence, -30 PA)
<Penuche> Kotono invokes Penuche's magic: < 84 > [d20=17]
> roll 1d20+62 (+16 madalani, +2 madalani strength, +22 morale, +10 competence, -30 PA)
<Penuche> Kotono invokes Penuche's magic: < 75 > [d20=13]
> roll 1d8+127+3d6
> roll 1d8+127+3d6
> roll 1d8+127+3d6
<Penuche> Kotono invokes Penuche's magic: < 144 > [d8=7][d6=6,3,1]
> roll 1d8+127+3d6
<Penuche> Kotono invokes Penuche's magic: < 139 > [d8=6][d6=3,2,1]
<Penuche> Kotono invokes Penuche's magic: < 138 > [d8=4][d6=2,4,1]
<Penuche> Kotono invokes Penuche's magic: < 143 > [d8=5][d6=5,4,2]
A barrage of stabs pierce the creature, the flames suddenly around her trident make it scream, hissing, steaming wounds left behind. The strength of the impact cracks all the ice around even deeper, and this time the cracks carry, before from below, great bursts of exploding ice erupt upwards in blast after blast.
Four saves needed, but no one fails the DCs here with boosts so all evade but Sanzha, who negates the ice part of it as well and takes minimal piercing damage.
> roll 40d6 this is lumped so DR applies four times
<Penuche> Kotono invokes Penuche's magic: < 124 > [d6=1,1,3,6,1,3,2,2,2,3,2,2,1,1,3,4,5,2,4,2,4,6,4,2,4,6,6,2,2,1,3,4,4,6,4,3,1,3,6,3]
24 damage after damage reduction.
Ice shards erupt yet Moore merely wards himself, a reflexive gesture sthat stops most. Cresiel's shield intercepts the rest as Sylvie moves as if she knows where they're going to come from. As Jetina leaps up, shield held down to block the barrage, meanwhile the shards suddenly expand and form bars and walls. Suddenly everything is 5ft squares, opaque ice walls entombing the entire party.
Fear not, I can undo this with a moment's concentration.
Sylvie's up, she'll wait it out and just use divine power SLA.
Cresiel is up. Attack and damage roll omitted because he can't miss and minimal damage still gets the job done.
With a loud CRACK the ice to Moore's side shatters and Cresiel steps through, shield up and defending you even now. He says not a word, merely waiting.
Baddie is up, does something unseen. Moore and Jetina, go.
[spoiler]
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+36 temp HP.
+4 all ability scores.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018(1298)/1018(1298) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864(1104)/864(1104) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798+36(1038+36)/798(1038)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 28/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 776+12(1016+12)/792(1032) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 35/36 Water Devotion 1/1 Trident Elemental Damage 2/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
"I don't think you need to defend me from this." Moore says with a small smile to Cresiel.
Nonetheless, he gestures to send a Divine Blast at the Shark-like being!
[20:23] <Nephrite> roll 18d12
[20:23] <Penuche> Nephrite invokes Penuche's magic: < 144 > [d12=1,1,11,9,12,10,12,12,4,5,12,4,11,6,12,11,9,2]
I'm not sure if he can fire through it to the creature since the wall is there - if not he'll just hold as well.
Jetina also holds.
You have multiple walls in the way. You can blast through well enough, but if you do, there will be miss chance. You okay with that? (Assuming it's even where it was before since it had a turn.)
Unless something in divine blast notes otherwise or you have something to mitigate it.
Well, we wouldn't want to risk hitting Sanzha or anything, so Moore will just wait it out as well.
Moments later the ice and walls melt away. The creature is gone - no sign of it at all, save for splatters of blood on the icy ground and Sanzha's trident.
Free act, it seems.
"Perhaps we made our point." Moore says. "But if that's the caliber of creatures, we should be on our guard. I say we just go up until we can't anymore, then we can explore from there." He adds.
Assuming no further interrupts, let's head up. Moore will be actively checking for magic as they go, with Spellcraft of 114 and K:A with 119 and Arcane Sight.
"Troublesome thing, far more than a match for most," Cresiel concurs. "Be cautious."
Sylvie merely leads the way, as Sanzha glances at the stairs. The ice around them melts away a moment later, your way up revealed.
Perception real quick.
Take 10 for 97.
There are faint rippled in the air, but more this time.
Your lore tells you this passage is not stable or safe.
Moore holds a hand up to stop everyone. "This part seems more unstable than the rest. We may want to save it for last, unless we want to try and see if we can stabilize it... but doing so may cause more problems."
"Let's try another route," Sylvie agrees, "If this is unstable, there's no sense risking it."
"Why not stabilize it?" Jetina asks, "Could you?"
"I think we could." Moore says. "But there's no way to know if it will stay stabilized, or what that will do. We'll come back."
Since they have only the other staircase to explore, they'll go that way and go down!
You begin to walk down after the ice is removed. You notice no signs of ripples here, at least.
Moore proceeds onwards!
Perception for 97 and so on as we go in case of scariness.
Ice walls. Caverns. You walk down into frozen caverns, a meandering passage ahead that turns a corner. From that bend comes bright light, glowing warmly.
Moore's ready for anything at this point, but continues along!
If someone wants to go ahead of him, of course, they can, but he will proceed nonetheless.
Cresiel stays ahead of you and takes point here. He pauses before the bend and carefully goes ahead, shield ready.
"It's safe," he calls after a moment, as Sylvie and Jetina follow. Sanzha is slower, letting them go first.
Ahead are great walls and passages of transparent ice. They wind ahead, a great maze glimpsed in the light. For far ahead and above, entombed in the ice, appears to be the sun. Or something as bright as it at the least, sunshine shining brightly over the frozen depths here.
"Well, it's visually impressive if nothing else." Moore says. "Lady Sanzha, do you think your mastery over water will allow us to get directly to that... whatever it is?"
Lady Sanzha steps forward. As she does walls split apart and stairs of ice appear, forming a long if straight shot towards that sun.
"You had to ask?" Lady Sanzha requests, openly amused.
"There is some appeal to having an elemental influence," Jetina notes as you go, "It manifests so viscerally here."
"Versus something more conceptual like learning or potential," Sylvie agrees.
A smile and a small chuckle. "Forgive the insolence." He says as he will proceed up and towards the light - whatever it is!
Maybe it has something to do with the stability of this area... or instability in others? They'll have to get closer to see, either way.
You are about 500ft away from it when you notice the sun pluses with a brighter light. Immediately Cresiel stops and braces, a moment of tension by everyone. Yet nothing happens.
"What was that?" Jetina asks after perhaps five seconds.
"Not an attack, good enough for me," Sylvie goes forward, "But be on guard."
"It may just be aware of us in some capacity." Moore says as he slowly continues to approach.
Blah blah blah Take 10 for 97 on Perception, 114 on Spellcraft and 119 on K:A, Arcane Sight.
Looking for anything in particular or just fishing?
Anything dangerous, really. If it's not something that seems like 'it's gonna explode if we get close' then they'll just keep going.
You aren't sure what it is - you can tell this is probably unique.
At 300ft away, there is another pulse of light. This time, however, a few rays shoot out, boring straight through the ice, but none come in your direction.
Do you have a will of your own?
If it can't understand words, perhaps it can understand intent? He tries to evoke a question of understanding towards the light - a feeling of communication.
He continues forward, nonetheless.
Nothing happens. At 200ft away more beams come, but nothing close to all of you.
At 100ft more beams, but again, nothing near the party.
This close you can see it's a giant ball of what looks to be light - but not warmth. It's as cold as ever here, in spite of the light.
"I wonder what Lathander would think about this." Moore says.
Can I get anything more with my previous checks on what it is? A spell or something?
It's not magical. Whatever it is seems to be a mundane phenomenon.
"...Curious, it isn't magical at all." Moore says.
He looks to see if it seems like the beams it shoots out actually go through a lot of the ice, or get stopped at some point.
They go about half a mile before they dissipate.
"How strange," Sylvie murmurs, flying closer.
"It doesn't look like they lead to anything, but we could follow the trail of one?" He offers. "Still, it's quite the phenomenon."
"That and I can see a stairway inside of it," Sylvie calls back. "It's mostly hidden, but it's there."
"Oh?" Moore asks. "Does it seem to be stable? If so, let's proceed."
Into the hidden light staircase! ...Somehow!
When you reach it, you find you can pass into the 'sun' as if it wasn't solid at all. Ahead, tucked into it, is a stairway indeed. It goes up, onward and further ahead.
Perception.
Take 10 for 97.
There's ripples here, but very faint. Not nearly so dangerous and unstable as previous passages.
"Let's give it a shot. Perhaps this effect comes from where these lead?" Moore says, proceeding up the stairs!
Up the stairs, further in. The ice begins to fade but it's still cold - and from above, you see snowflakes starting to spill down.
"Curiouser and curiouser." Moore says as he proceeds along.
Will keep an eye out for anything in the snow, 97 on Perception with Blindsight, Arcane Sight and Afina's Perfect Vision for all-around vision and seeing invisible stuff.
You step out into a blizzard. The stairs end as you see frozen wasteland in all directions, heavy heaps of snow over everything. Far ahead you can glimpse a cabin, half buried in snow. To the left of the party a sinkhole can be seen, plunging into the ground.
"Anything that's endured this place as long as this has been here is worth investigation." Moore says as he starts to proceed towards it.
Is there anything that would seem to prevent teleportation here, as an aside? If they can just teleport in that direction then they'd do so to save time.
You can tell the entire place is a dimensional mess. Teleportation is exceptionally unwise.
Then onward we go through the Blizzard!
I think we should still have Freedom of Movement from earlier so we shouldn't get slowed down at all.
Since you weren't clear, you mean going towards the cabin, right?
Yes.
As you approach the cabin, you don't see anything of note - until you glance up. It's almost invisible, but the same creature as before hides on the roof, ready to pounce.
You're fortunate your vision is so sharp.
Above us. This he says to his allies.
If you challenge us again, you won't survive. This he says to the creature, aware it will likely still come at them again.
This time give me Intimidate.
Take 10 for 101
This time the creature turn sand bounds off, off into the blizzard and away.
"So it can learn," Sylvie notes, "I can tell, it's learned what fear is."
"Indeed." Moore says as he goes to try and open the door!
The door does indeed open.
Inside is a stone room, not wood. Small, cramped. A single, utterly emaciated sahuagin sits here, dry as the desert. Its gills have withered away and its skin looks like sandpaper. Yet black eyes focus on you as you enter the door.
"I have see the past, I have seen the present and I have seen the future," he begins. "All life comes to this place to end. All ends are only the beginning." The figure rises, lightning fast. "I have seen the places where you would have died. You begged for your life with power. Y-"
Lady Sanzha steps forward, her voice a whipcrack of Aquan, the normally flowing language like a barbed lash. "No more, worm."
See what I am and obey, and cease your prattling.
The sahuagin reels back, a whimpering scream as he hides his face behind his sticklike arms.
Quit while you still draw breath, wretched as it is.
Another whimper and another, no words, merely terror so thick you can taste it.
Do not be afraid of me.
Jetina advances past Sanzha, and kneels before this figure. Her hand touches his arm, and in that moment, his body mends. Weight returns to him, the dry look fades and his gills recover. "I walk the path of righteousness. Do not be afraid so long as you are not wicked."
Moore merely clears his throat. "I believe she has the right of it." Moore says. "We are all deities here on a mission. Are you a denizen of this place, or... someone who was lost to it? Or perhaps created by it?"
"Shh," Jetina murmurs, "It's alright. Let's talk." Her voice is soothing, gentle.
"I don't know. I don't remember anything but this room," It finally says. "It tells me things. How to kill, how to rip, how to hunt. Can you hear it?"
A byproduct? Or has he just forgotten like the prisoners of the First Prison?
He decides to listen... and also check for magic!
Spellcraft 114, K:A 119, Arcane Sight. He is checking the area as well as the creature.
"I have," Cresiel speaks up as you hear it.
Whispers.
Notions, really.
Killing, destroying, slaying.
Pure knowledge. No tint or good or evil, simply a steady and dispassionate influx of knowledge.
"It's an expert voice," The solar goes on with his own voice unremarkable, "The techniques it speaks of would do well for a master of a larger sword."
Sylvie closes her eyes a moment, "Mmm-hmm. Adrian would like these, but he probably already knows them. The kicks too, I've seen him mix those in after a swing hits home to set up another good slice."
"You can learn so much if you stay here and listen," the sahuagin says. "It likes teaching."
"Interesting... I wonder if this place somehow... fractured into some kind of plane that provides this information." Moore says. "Or if it comes from a specific source."
He turns to the sahuagin. "Do you know where to find it, by any chance?"
Also, can I tell if this thing has a soul? Like, it's a real creature and not a construct, magical or otherwise?
The sahuagin, right?
Yes. Actually, if I can like, detect souls in any sort of radius, that would be great to know too!
Sure.
The creature has a soul, and there's a second presence in the room.
I can feel you here. Will you show yourself to us please? He intones, loud and clear.
There is no reply, but the flow of knowledge continues unabated.
Moore decides to try something - he's familiar with his Commune with Knowledge spell, so maybe something in the reverse?
He tries to simply evoke a feeling of communication - acknowledgement of the knowledge and curiosity.
That's worth a Diplo check.
Take 10 for 136.
Nothing happens, but the flow of words stops. It is now silent.
Can you hear me?
He decides to wait a moment, assuming no reply, he will do what he did before and try and evoke a feeling of curiosity - a feeling of searching, asking for a location.
"No, hold on," Sylvie says, murmuring a few arcane words. "No, you're going about it wrong. It's not something that has a material form, Moore. I'm learning about it, I think it's closer to being a spirit of some kind. A spirit of information, maybe."
"Hm, all right." He nods. "In that case, is it something we can actively communicate with, or is it more like... a process, rather than a being?"
"It's semi intelligent at best, more like a dog," Sylvie says, "I think it's harmless to use, and perhaps even useful if someone wants to listen long enough."
"Surely it has some sort of physical form, though, right?" He asks. "Or at least some kind of... essence? If we did want to try and take it out of here, I'm not sure how we'd do it."
"I don't think it does meaningfully," Sylvie says at last, "I'm not sure it wants to go - I get the feeling it's content where it is."
"Well, it seems stable enough here, and we can't force it if it wants to stay." Moore says. "Does it know anything about this particular dimensional... pocket, let's call it?"
"Not in a sense that matters," Sylvie says after a pause, "It really is rather simple."
"Like a dog, you said?" Sanzha considers, "Why not provide it such a body? Jetina, you oversee life and healing, you should be able to manage something like that."
"Oh, that's a good idea." Moore says with a nod. "This would be a great time to try."
Jetina considers, "I could, but is it wise?" she speculates, "If it's happy and not a threat, why not just leave it be?"
"That's a fair point too. We could always ask, or... try and ask, I guess." Moore says. "But I suppose if we can put right all the dimensional... issues here, then staying here is fine."
"We have bigger issues," Cresiel speaks up, "We can return later if this is safe."
"We also have him," Jetina offers, "Let's escort him back to safety and then return to examine that sinkhole?"
Moore nods. "Yes, that should be easy enough."
Let's do that! Take 10 for 97 on the way on perception if needed.
[13:36] <Nephrite> roll 1d100
[13:36] <Penuche> Nephrite invokes Penuche's magic: < 52 > [d100=52]
In case this is needed as well.
The trip to take the sahuagin to safety is without incident. Likewise your return to the blizzard is without incident.
Moore will head towards the sinkhole!
You see that it plunges deep and into what looks to be a natural lake. It's not frozen at least, but there is plenty of water below.
Does my mile-long vision tell me anything about what's down there?
"A moment, I want to test something." He says as he uses his divine will to get a better idea of what's around them!
alter reality for Lay of the Land to see if it provides anything useful at all.
Yes. You see a fair few fish and other such things - as well as patches of thing that seem like living water, that blend in nigh perfectly.
Lay of the Land does not provide anything useful.
"Nothing seems to be around us of any note." Moore says. He gestures into the lake. "We could see if there's anything at the bottom of it, or... just go back. I'm curious as to why it isn't frozen, admittedly."
"It may be helpful," Sylvie says, "A swim won't make us melt."
Cresiel peers down into the depths, "There may yet be something worthwhile there. Better to be through, as we have no pressing time commitment."
Moore nods and will proceed to descend into the water!
They ought to still have Freedom of Movement and no one needs to breathe, so this should go without any problems.
Down you go.
The moment you get in, you see the patches of water begin to move towards you, several of them rising up.
Is everything in this place some shade of hostile?
He won't do anything, since he trusts Sanzha to handle it how she deems fit.
Sanzha steps forward and touches the water with one toe, just barely close enough to do it.
The figures of water stop nigh instantly and retreat back, fleeing faster than they approached.
A laugh that can't be heard comes from Moore as they continue onward and down.
Sylvie shoots you a curious look at that, while Jetina asks, "What did you just do, Moore?"
Aren't they underwater? Thus they shouldn't be able to hear him laugh! Science!!!!
I'll reline if they could, in fact, hear him.
Sanzha could at least, she's literally a goddess over water with divine water mastery so she cheats.
In that case whoever can hear can hear him laughing like normal!
Onward!
It's a deep lake - and as you head further down, you see the bottom. At this bottom rests an elegant dome of pink and purple coral, woven together to be as solid as stone. It's quite large, large enough to hold a castle within.
This place is just full of surprises.
He continues down, looking for something resembling an entrance or some hole in the coral.
More and more curious.
You descend down and find something like that, sure enough. A plain archway in, nothing stopping you from swimming inside.
Onwards he goes, with an eye out for anything suspicious or magical in nature.
You can assume he's always Perception-ing for 97 and Arcane Sight-ing with Spellcraft for 114 and K:A for 119.
Cresiel goes first, leading the way as the party heads within. Inside of the dome sit sphere of clear air, where within little whirlwinds can be seen. They simply float within, watching with eyes of gusts and water vapor. There are dozens and dozens of them about, each one held in a bubble.
Hello, can you understand us? Do you have a leader?
But what in the world are they even doing in here? Are they trapped, or is this a home for them?
Is the coral dome pretty much entirely taken up by the sphere, or is the sphere just part of it?
There's many lesser spheres and it's mostly taken up by them.
There is a reply, currents of wind blowing. Meaning comes from them. They are aware and watching. They wish to be freed and soar everywhere.
Moore will switch to speak in their language - a task that might've been a challenge for him before, but is easy enough now.
He will convey questions - who put them in these spheres? How did they come to be here at all, if they know?
Also a quick alter reality for something like Detect Evil but boosted so it's just 'Detect Alignment' so I know these aren't all horrible EVIL WINDs.
The winds are firmly neutral.
They don't know, they've always been in them.
Is it me, or do you all find it odd that no one here seems to know how they came to be here? He announces to the others.
I have no objections to freeing them, especially since we don't seem to see anyone around who's explaining to us why they're all here to begin with.
And doing the standard 'do these things have souls' check.
Also, are the spheres magical? If so, I'd like to use Epic Spellcraft to identify the caster of them.
That is unusual. It may be nothing, or perhaps something here can take memories and is in charge.
The creatures have souls and the spheres are magical - they're simply self maintained air bubbles that keep creatures within stuck within.
Can my Epic Spellcraft of 114 discern the spellcaster's name?
The caster is named Hajolaes.
Does the name Hajolaes ring any bells for anyone?
For his part, he will try and think of it himself!
Take 10 on K:P for 119. If something else would be more appropriate let me know.
Take 10s used.
It doesn't ring any bells for you.
Nothing. I assume it's a native to here.
Down the rabbit hole we go.
Regardless, Moore makes an attempt at dispelling the sphere in front of him with his divine will!
Alter Reality for Greater Dispel magic, unless there's some other specifically divine way for this to work. I mean I guess he can just bust them, but let's try this.
[14:18] <Nephrite> roll 1d20+21
[14:18] <Penuche> Nephrite invokes Penuche's magic: < 27 > [d20=6]
Assuming that doesn't work, he'll keep trying, so unless something stops him, let me know if a 41 ends up sufficient to dispel this or if we need to break out stronger stuff?
Several tries prove you'll need stronger magic than that to pierce this spell.
Well, then let's go with something that resolves this sort of thing in one go!
Unbinding ought to get rid of this, I assume. I'm not sure if a 180 ft burst can get all of them, but assuming it can he'll use that. If it needs a whole slew of them let me know how many spheres there are.
[14:47] <Nephrite> roll 1d20+37
[14:48] <Penuche> Nephrite invokes Penuche's magic: < 51 > [d20=14]
In case a CL check is needed.
You'd need three. Any problem with that?
He can manage three. I was worried it'd be like 30.
To your magic they are all freed. They fly about the dome wildly, busting out and away, cries of wordless, unfettered joy as the waters become wind-wracked and wild.
Come, let's see if there's anything else in here.
Moore turns to proceed along!
Should we let them go?
Yes. Let them be free as the wind was born to be.
If we can put this place right, then they can decide what they want to do outside of here.
As you chat you search about. You find a few things. First, mostly hidden on the floor and forgotten looks to be an iron pendant. A symbol of a claw decorates it and it isn't rusted despite the waters.
Secondly, you find an stairs hidden in the back, leading further down and ahead.
Any magic on it? Do I also know what it's a symbol of, if anything?
Moore investigates the pendant and continues on towards the stairs!
Quick K:R.
Take 10 for 119.
It's not of anything in particular - of that you're sure. There's no magic on it - as far as you can tell, it's just a pendant.
Moore decides to carry it with him for now as he descends the stairs!
Ripples, you note. Not huge ones, but you can detect some distortions here as you walk down.
I don't think they're dangerous at that level, but it might be bumpy, Moore.
Perhaps this is a good excuse to try and straighten this out.
Offhand, could just... trying with my divine will do anything to help with this, or would it require a spell of some sort?
I suppose he also has Words of Creation he could try.
Take 10 for K:A for 119 and Spellcraft for 114 if those give me any specific ideas. Maybe a Dimensional Anchor spell or something like that?
Give me K:P as well.
K:P is also 119!
It would require magic, and a good deal of it to fix. Not impossible, you've studied Aurora so you have an edge here, but it's not a trivial project.
Are we talking a specialized spell for this? Or would enough alter-realty 'Dimensional Fixers' do it? I assume the spell level is going to be beyond what we can Alter Reality, so I assume we'd be using Miracles... but I think Moore at least has infinity Miracles, so if it's spell level 8 then he can do it.
More that it needs hands on work like a broken magical item at this point.
Got it. Any idea how long that might take? Hours vs. days?
Days probably, perhaps more if it turns out to need a more holistic and total approach.
"I think we can fix this, but it'll take far longer than we have time to dedicate right now." Moore says. "For now, we'll have to endure whatever happens and try and deal with it as we go."
Let's proceed.
d100 real quick then.
I never remember it when I need to.
[12:49] <Nephrite> roll 1d100
[12:49] <Penuche2> Nephrite invokes Penuche's magic: < 90 > [d100=90]
You walk and the dimensions shift before - !
Fort save all, -2 circumstance penalty.
[12:49] <Penuche2> Nephrite invokes Penuche's magic: < 90 > [d100=90]
[13:11] <Nephrite> roll 1d20+56+18-2 Moore, mettle
[13:11] <Penuche2> Nephrite invokes Penuche's magic: < 84 > [d20=12]
[13:11] <Nephrite> roll 1d20+49+18-2 jetina, mettle
[13:11] <Penuche2> Nephrite invokes Penuche's magic: < 66 > [d20=1]
> roll 1d20+68 Cresiel mettle
<Penuche2> Kotono invokes Penuche's magic: < 87 > [d20=19]
> roll 1d20+65 and will spend inspiration to give everyone +27 more so I don't think Sanzha will need to roll
<Penuche2> Kotono invokes Penuche's magic: < 66 > [d20=1]
There's a moment of disorientation.
You stand in a sea cave, the scent of the sea strong here. Water drips down everywhere, enough to make it like it's raining.
Not that you have time to appreciate that. Swimming through the air, 70ft away and closing, is a pair of what looks to be giant squids. Krakens. They are a deep blue color and coming straight at you, as if the air was water they could swim through.
Sanzha's shown her mettle so far, but it isn't fair to force that responsibility on her all the time.
He didn't really stave off the last one until they roughed it up, but...
Know that should you challenge us, you face a pantheon of divinity.
It'll either work or it won't!
They don't stop.
"More that don't know better," Cresiel says, sword readied, "We'll see to their education."
Moore prepares to fight!
I assume init, so everyone gets +18 as a reminder.
[14:04] <Nephrite> roll 1d20+7+18 Jetina
[14:04] <Penuche2> Nephrite invokes Penuche's magic: < 39 > [d20=14]
[14:04] <Nephrite> roll 1d20+56 Moore
[14:04] <Penuche2> Nephrite invokes Penuche's magic: < 75 > [d20=19]
Assuming Moore gets to open here:
Standard to cast Harmonize, CL34 (34m), to let him cast Bardic music with a move action.
He will refresh Courage and Heroics on everyone.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
+18 morale bonus to saves and +18 dodge to AC
That is his turn.
> roll 1d20+39 Cresiel
<Penuche2> Kotono invokes Penuche's magic: < 48 > [d20=9]
> roll 1d20+55 Sylvie
<Penuche2> Kotono invokes Penuche's magic: < 75 > [d20=20]
> roll 1d20+42 Sanzha
<Penuche2> Kotono invokes Penuche's magic: < 61 > [d20=19]
> roll 1d20+16 kraken 1
<Penuche2> Kotono invokes Penuche's magic: < 36 > [d20=20]
> roll 1d20+14 kraken 2
<Penuche2> Kotono invokes Penuche's magic: < 29 > [d20=15]
Init is Moore (75) > Sylvie (74) > Sanzha (61) > Cresiel (48) > Jetina (39) > Kraken 1 (36) > Kraken 2 (29)
I'm going to resume you tonight as we talked about in PM.
so noted, just posting this so it's up.
Sylvie streaks ahead, twin tendrils coming out for her as she races in to intercept them.
There's not much point to letting them come to the party thanks to their likely reach, so she'll bite the bullet and see how bad the AoO game is.
> roll 1d20+71
<Penuche2> Kotono invokes Penuche's magic: < 85 > [d20=14]
> roll 1d20+71
<Penuche2> Kotono invokes Penuche's magic: < 81 > [d20=10]
Bad, but she's better.
> roll 1d20+88 (+10 Sanzha, +22 Moore, +2 charge)
<Penuche2> Kotono invokes Penuche's magic: < 106 > [d20=18]
> roll 5d10+89 (1 inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 120 > [d10=5,6,8,9,3]
Sylvie dodges tentacles left and right as she plunges into the closer one, slamming into its body with one heavy shot. A testing blow that firmly strikes it, all as Sanzha joins her a moment later, trident out.
> roll 1d20+71
> roll 1d20+71
<Penuche2> Kotono invokes Penuche's magic: < 78 > [d20=7]
<Penuche2> Kotono invokes Penuche's magic: < 82 > [d20=11]
Misses.
> roll 1d8+120
<Penuche2> Kotono invokes Penuche's magic: < 125 > [d8=5]
The exchange bloodies the other kraken, both checked by far smaller creatures with fist and trident. The charge ahead is stopped, at least for the moment.
Cresiel and Jetina. Go ahead and go with Jetina so I can segment this effectively.
[spoiler]
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+36 temp HP.
+4 all ability scores.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018(1298)/1018(1298) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864(1104)/864(1104) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798+36(1038+36)/798(1038)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 29/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 776+12(1016+12)/792(1032) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 35/36 Water Devotion 1/1 Trident Elemental Damage 2/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
Jetina's not got much to do yet, so she'll hold pending something nasty.
Cresiel holds for the moment in case of shenanigans, he's fine being a defensive line. Krakens.
The krakens whirla round, tentacles and tendrils becoming blades, a swirl around both Sylvie and Sanzha that engulfs them.
Refx2. Sylvie has evasion and can't fail the save, nor can Sanzha. Moore power, apparently.
> roll 30d8
> roll 30d8
<Penuche2> Kotono invokes Penuche's magic: < 124 > [d8=7,8,6,1,8,1,3,4,2,1,5,7,4,8,2,2,7,1,2,7,6,2,4,5,2,1,4,7,5,2]
<Penuche2> Kotono invokes Penuche's magic: < 118 > [d8=1,5,5,6,3,8,4,6,4,3,5,8,6,1,1,1,6,2,4,4,8,2,1,2,4,3,5,2,7,1]
242 total, halved to 121 and then damage reduction 25 applies twice. 71 damage to Sanzha.
The blades slash and swirl as both guard and dodge, locked in a dance with them as...
Moore.
[spoiler]
Inspire Greatness on all. That's 10 hit dice, +10 competence attack and +8 on Fortitude saves. This also activates melody of water on herself.
Charisma modifier+2 to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha+2.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
+36 temp HP.
+4 all ability scores.
+22 morale bonus on saving throws against charm and fear effects and a +22 morale bonus on attack and weapon damage rolls
Everyone also gains the following: Fast healing 11, and damage reduction 11/-
Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1018(1298)/1018(1298) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Jetina
HP: 864(1104)/864(1104) (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798+36(1038+36)/798(1038)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 29/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
Lady Sanzha
HP: 717(955)/792(1032) (fast healing 3)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Channel Elements 17/17 Bardic Music 35/36 Water Devotion 1/1 Trident Elemental Damage 2/3 Nobility Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes:
He really needs some kind of resource-less free attack...
He'll just hold since these don't seem to be doing anything extremely dangerous.
> roll 1d20+84 (+10 Sanzha, +22 Moore)
<Penuche2> Kotono invokes Penuche's magic: < 90 > [d20=6]
> roll 1d20+84 (+10 Sanzha, +22 Moore)
<Penuche2> Kotono invokes Penuche's magic: < 99 > [d20=15]
> roll 1d20+79 (+10 Sanzha, +22 Moore)
<Penuche2> Kotono invokes Penuche's magic: < 95 > [d20=16]
> roll 1d20+74 (+10 Sanzha, +22 Moore)
<Penuche2> Kotono invokes Penuche's magic: < 84 > [d20=10]
> roll 1d20+69 (+10 Sanzha, +22 Moore)
<Penuche2> Kotono invokes Penuche's magic: < 87 > [d20=18]
> roll 5d10+89 (inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 118 > [d10=10,2,4,10,3]
> roll 5d10+89 (inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 118 > [d10=10,4,9,3,3]
> roll 5d10+89 (inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 111 > [d10=7,4,6,3,2]
> roll 5d10+89 (inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 106 > [d10=3,6,4,2,2]
> roll 5d10+89 (inspiration spent)
<Penuche2> Kotono invokes Penuche's magic: < 103 > [d10=2,2,1,2,7]
What happens next is bloodshed - Sylvie with cool and precise movements counters each tentacle and pulls. One after another is ripped away, the kraken letting out a bird-like screech of pain with each one. She uses each one to pull herself in closer to the body, and when she reaches it, the mangled kraken is grabbed, lifted up and slammed to the ground. A wet splat results from this, the remnants of the kraken merely lying there after.
"Idiot," Sylvie says, "You had no idea."
Lady Sanzha merely gazes on at the other kraken and...
> roll 1d20+65
<Penuche2> Kotono invokes Penuche's magic: < 83 > [d20=18]
...as it breaks back in fear? Stay.
A single word command and it freezes.
Free act. This was not too hard an encounter.
Do you understand us?
He may start there!
You get no words, but a sense of shock and fear instead.
I did warn you before you attacked us. We have no interest in violence, but we will defend ourselves. Who is the strongest creature in this area?
Another torrent of fear is your answer.
Moore gestures with a hand.
Alter reality for Heart's Ease which ought to resolve it being stricken with horrible fear.
The creature's sense of fear ceases.
"They're so innocent," Jetina says, "Completely self isolated, aren't they?"
Can I actually tell, by the way, where the soul of the other one went? Like, does it actually escape from here or is it still here?
"I'm not so sure I'd use the word 'innocent." Moore says.
We are not here to do you harm, but we will fight any who fight us.
Now then, we would like to meet whatever creature is the strongest here - perhaps the one you stay away from yourself.
If you care to. It migrated on to eternity and became one with the realm, like an outsider's death.
Obedience. The creature points ahead and then downwards, again, again and again.
Interesting what's going on with the souls. Moore says to the others.
He nods and gives the creature the freedom to leave if it so chooses.
He will then proceed forward and ahead, curious what else may be lurking here!
Curious but hardly unusual. If not for their power, the creatures here would not be that remarkable at all.
I do suspect something more aware and malicious is involved somewhere in this. Do you?
I'm not sure I think it's malicious. Maybe just... ignorant? It's like that spirit of knowledge we found - it wasn't trying to do anything harmful, it just... was.
But if whatever is here is indeed malicious, then we'll put an end to it.
Take 10 for 97 on Perception as we go, including 114 on Spellcraft and 119 on K:A with Arcane Sight.
[12:24] <Nephrite> roll 1d100
[12:24] <Penuche2> Nephrite invokes Penuche's magic: < 34 > [d100=34]
You even get a roll if you need one.
You come to the far end - where a single stairway goes down and another goes up.
The creature pointed down, so he will go down! There's always time to go up later.
No distortions this time - just the sound of running water as you proceed down. You come out atop series of rapids and waterfalls, plunging far below. Treacherous terrain...for those who can't fly, anyway.
Anything of any note within a mile vision? If not, then we'll just proceed down the waterfalls.
It stretches down for maybe half of a mile before ending in one giant lake, where you see several islands with stairs.
Onward and down!
Down you go. As you fly down you can spy them - great big fish swim amid the waters and currents, silvery thing that move almost as fast as you all move through the air.
I suppose it makes sense that aquatic creatures thrived here, considering where this place is located.
Onwards and downwards!
Those are not normal fish.
The speed is telling.
So is how they move through such rough waters.
In the meantime you fly down. There are six islands here, three with stairways going down and three with stairways going up. The stairways going up go on and on, fading into ripples and distortions.
Moore rubs his chin.
Who knows how long they've had to evolve in this place.
We may as well just pick one staircase and explore, I don't know that any one is different from the other.
He will look for magic or anything unusual - Spellcraft for 114 and K:A for 119 on the staircases. If any of them seem to have stronger magic or anything lingering, he'll pick that one. Otherwise he'll just start with an arbitrary Island #1 on the left-most going down
One does have stronger magic - there's an overwhelming abjuration around it. It's a force that will gently repulse anyone who tries to travel down it.
Does it feel like we'll have any trouble actually getting through it? If not, we'll just push through.
You suspect it's strong enough to give even one of you pause.
Take 10 on Spellcraft to identify the caster of this, then. Let's see if we can talk to them!
I'll also take 10 on any relevant knowledge for 119 for whatever the name is. :)
Hajolaes is the name.
Same as last time, nothing.
Well, he may as well try...
Hajolaes, my name is Moore. I am here to try and fix what originally broke this place. I am outside your barrier - on the island. May we talk?
'One of you. Alone.'
Well, we have an invitation for one us alone. I certainly don't mind going, I don't think there's anything to be afraid of, and a diplomatic attempt may be the best approach. Of course - Lady Sanzha, as this is something you're tied to, if you wish to go then I won't object.
He sends that to the rest of them. Even if they do go alone, they really aren't alone anyway, of course, due to their ability to speak like this.
Cresiel shakes his head, "Absolutely not. It's foolish to go on alone like this."
Sylvie shakes her head. And if we need to, we can force our way in. Moore's no weakling and I see no Nessian Pit Fiends around.
I agree. If a deity is too afraid to go alone, they are hardly anything but an overpowered coward.
Moore gives Cresiel an apologetic smile.
I'll let you charge in first to deal with the next devil we see, okay?
A smile before he turns back to the abjuration and speaks his divine will to Hajolaes!
I will go.
Just to cover bases, any spell prep or anything?
Nah, he has all his spells and the lingering bardic music effects, so if he gets into a tussle he'll be okay.
In case it matters, spoiler block:Moore
HP: 742/742+160
AC: 92 (+2, 14, +18 bard), 62 touch, 80 flatfooted 20% miss chance, SR 51, 30 resist all to elements, immune to fire and sonic
Resources: 41/41 Bardic music, 3/3 Refrain, 18/18 Divine Blast
Spells Used:
SLAs Used:
Fort +56, Ref +54, Will +60 (+18 bard)
Active Spells: True Seeing (CL10), Bibliotecha Arcana (CL34), Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27), Foresight (CL34), Greater Improvisation (CL34), Energy Immunity (Cold)(CL36), Freedom of Movement (CL36)
The stairs are solid stone as you down, down, down. Water drips down them in little rivulets as you proceed.
How long does your bardic music last?
10 minutes.
Down and down further. You end up at the beach, waves of water lapping at warm sand. It's sunset, a radiance of sunshine in orange and reds cascading onto the darkening waters. You see no immediate sign of the creature that invited you to this place.
Moore looks around!
If there isn't anything within a mile of interest, he'll just slowly meander.
You don't have to wait long. It emerges from the waters - an island? An island without mountain, just a vast, sandy hill that's miles wide and long.
No.
It keeps rising.
A massive turtle rises, a draconic face and features. Your lore lets you know this is a vastly overgrown dragon turtle, larger than a normal one by orders of magnitude. The vast creature rises, a head larger than some castles poking out from its shell.
"Thank you for seeing me." Moore says.
Are they known for being at all temperamental or anything? For all that I realize I'm dealing with... a much different one.
They can be territorial and quite touchy about it.
No response, the creature merely surveying you.
Moore merely stands there and will wait patiently!
Your keen vision lets you notice there are creatures on the island. Smaller dragons - wyverns, you think. Yet these wyverns are bigger and far faster, taking to the air with far more grace than the typical dragon fliers. Dozens rise up from the sands of the island every moment.
Moore makes no motions of aggression and will continue to wait!
In that case roll init.
[22:54] <Nephrite> roll 1d20+56
[22:54] <Penuche> Nephrite invokes Penuche's magic: < 62 > [d20=6]
> roll 1d20+5 turtle dragon
<Penuche> Kotono invokes Penuche's magic: < 21 > [d20=16]
> roll 1d20+18 wyverns everywhere!
<Penuche> Kotono invokes Penuche's magic: < 20 > [d20=2]
Init is Moore (62) > Dragon Turtle (21) > Wyverns (20)
Open.
Moore has no intention of harming them if he doesn't have to... but perhaps he can still solve this without violence with a bit of either diplomacy or intimidation, as needed.
Is this what constitutes diplomacy here? Why did you ask me to come alone?
Depending on my answer here or the lack thereof will determine whether I am Nice Moore or Scary Moore.
There is no answer.
Anything else this turn?
Cease this attempted attack.
Going for an Intimidate on pretty much everything here, I assume it won't work on the Turtle for reasons, but I imagine the wyverns will get affected somehow.
Take 10 for 100 on Intimidate.
I'm not sure if the Instill Terror thing gets a bonus range for the divinity - otherwise it's only 30 ft and obviously none of them are close enough.
If not, then we'll just have to hope his voice is scary enough!
The dragon turtle happens to be fear immune for an unrelated reason anyway.
No point in rolling since the wyverns can't beat 100.
The wyverns are paused in flight, circling back rather than approaching further. The dragon turtle watches on, as suddenly it slams down. This massive move creates a massive, towering tidal wave that blows in towards you.
Ref save.
[12:29] <Nephrite> roll 1d20+54+1+18+4 evasion
[12:29] <Penuche> Nephrite invokes Penuche's magic: < 88 > [d20=11]
Moore focuses, and at the right time a word of divine power clears a tiny hole in the wave, to which Moore darts through. He flies up and above after, as the beach is washed away entirely, only water below now.
Go.
He won't make the same mistake as he did with Makim. Not again.
None of us came here to do harm to anyone here. If we can restore this place so it doesn't collapse on itself from the dimensional instability, then we will.
I will not do you harm even if you continue to attack me, that is not my way, or the way of Mount Celestia.
He's pretty much just going to pass, he won't be taking any offensive action.
Is the Ref save total for you going to stay that way or is it temporary?
It'll stay that way for long enough, I think. it's from the bardic music + things like Celestial valor, so he's got a bit longer.
Several more tidal waves, yet each one Moore dodges. A waterspout, almost dodged nimbly. The dragon cannot seem to lay a hand on you, before it rears back and breathes out a massive cloud of superheated steam. Yet not even that can touch you, a simple flex of will to shield yourself from it in time.
Do I need to tell you that I'm a friend to Lord Bahamut to get you to cease this?
Lady Sanzha would not have been so patient with you, I think. I ask you again to cease these attacks so we may speak.
Give me Diplo here.
Take 10 for 138.
At last you are stared down before the dragon turtle just watches you, surrounded by wyverns. No words, but no further attacks.
I would hear your story, if you would share it. It's not every day you meet abjurations that can challenge divinity.
This entire place... a dimension inside a dimension inside a dimension, likely infinitely, for however long it's been like this... I imagine that is part of your story, but I would ask you if you were here before this happened, and got caught in it.
I would further ask you allow my allies passage - they will do you no harm, you have my word.
Alright Moore, you've been a few minutes. You aren't trapped or dead, are you?
Meanwhile, the dragon turtle does not attack further. Instead it simply seems to listen.
I resent that accusation! There's a grumpy dragon turtle that would make Jormungandr jealous. I'm working on it - you all may be able to pass through that barrier, let me know if anything changes.
"Do you understand me?" Moore asks, switching to his normal and less... colorful voice, speaking in Draconic. "When I'm talking like this?"
The dragon turtle is silent...before it suddenly leaps up, soaring into the air. Suddenly its dark as he blots out everything above, going high before starting to fall down - in your direction, of course.
Moore lets out a laborious sigh.
Hajolaes, you test the limits of hope with this action.
Unless he's been mistaken this entire time and this isn't the right creature?
Regardless, he will make a token effort to not be smashed.
Ref save then.
[13:59] <Nephrite> roll 1d20+54+1+18+4 evasion
[13:59] <Penuche> Nephrite invokes Penuche's magic: < 86 > [d20=9]
Not even Moore is fast enough to dodge. Not with how big this is, so he goes down. He races it down, into the waters. He rides the shockwave of it plunging behind him, and as a sandy bottom approaches, flexes his will to burrow out a bit of sand, landing safely in a depression, uncountable tons of dragon turtle above him.
A massive earthquake. What's happening down there, Moore? We're getting past the barrier now.
The grumpy turtle continues to be grumpy. He responds to all of them.
He's had quite enough of this. Even his patience has its limits.
You're brave to challenge someone who you, so far, haven't even been able to damage. I give you one final chance to cease this. My friends are not going to take this as well as I have so far.
Peace!
He's attempting the good old Words of Creation 'hey, stop being an asshole' maneuver.
[14:04] <Nephrite> roll 1d20+18+18+15 charisma
[14:04] <Penuche> Nephrite invokes Penuche's magic: < 63 > [d20=12]
The ground quakes terribly - the dragon turtle begins to rise but fails, slamming back down. It goes still after that, no further sign of aggression.
Are you quite done?
Moore huffs once as he rises through the water.
I know you are capable of communication - or whomever it is that I spoke to is. I ask you again to tell me your story.
You're blocked in by a giant dragon turtle above you. How are you rising up?
Oh, I misread earlier.
He'll just stay where he is and ask the same question.
That is a big dragon turtle.
There's no answer right away, at least.
I'm under it. I'm fine.
It didn't die or something from exerting itself, did it?
Hajolaes, I think I'm owed an explanation. Sooner rather than later would be appreciated. My friends aren't as patient as I am.
A few beats before...
Okay, the stairway is in the dragon turtle's mouth, which is now open. It isn't attacking us.
Give me a minute. Or a few minutes. It's a big turtle.
I assume he can just use Miracle or Wish for Earth Glide to swim through the sand, which is technically rocks... or something like that, anyway.
Sure, you could work something out there.
Then Moore will glide out to meet up with the rest and follow the... mouth stairs, apparently.
The turtle isn't moving, but it is breathing. Its mouth is wide open, stairs seen within to go further in. Your companions await here, Cresiel falling into position once you emerge.
Sylvie waits with crossed arms, "The dragon turtle fell on you, didn't it?"
"I couldn't exactly teleport myself out of the way." Moore says, as if that explanation is sufficient. "It all worked out, anyway."
Onward, and into the stairs!
Cresiel's expression is utterly unamused.
"Later," Jetina cuts in before Cresiel say open his mouth.
Down the stairs you go. Down and down and down and down. It comes into a stone chamber with a large pool of clear water that stretches over a mile deep, no bottom in sight.
"I've kind of lost track of where we even are relative to this place anymore." Moore says as he peers into the pool. "I suppose we're being invited in."
Lady Sanzha adds with a slight smirk, "It's hardly good form to swim inside of an elemental, Moore. Even if this one is skilled at camouflage."
A split second later the waters surge up, a vast and bald head of water forming before your eyes.
"I've really got to be faster on the uptake." Moore admits. He turns his attention to the bald head.
"I would hear your explanation for attacking me." He says, firmly, but with no malice.
Sylvie waits, cautious and in a ready stance.
Jetina smiles, "It's a misunderstanding, we can talk about it?"
Gurgling words of Aquan follows. "I serve Istishia, I am commanded to protect this pool now and forever."
"That doesn't really answer my question." Moore says. "How long have you been here?"
"I do not count the years," Is the answer, "What is it you seek here?"
Rather rude!
"If we can fix what is broken, dimensionally, here, then I think we should." Moore says. "But we originally came here for a piece of an artifact - one that is hidden in this place, one of four parts. It looks like a fragment of a wheel." He explains.
"It will be in the Padisha's Treasury, where the master of this place lairs," Is the answer you get.
"If you know how to do get there, please tell us." Moore says. "If they're a key piece in setting this place right and resolving the problems here, we will deal with them."
"There," A side wall slides away, another stairway going down revealed.
"He's not making it easy," Jetina nods thanks and speaks after, going towards it.
"Thank you. We'll likely return once we have things sorted out." He says.
He will go forward into the stairs!
Perception.
Take 10 for 97
You notice faint ripples again, swirling all about.
"Be careful." Moore warns the others.
He'll refresh Inspire Heroics for +18 to saves and AC in case of turbulence.
Okay, quick Fort then.
Everyone should get +22 total to their fort save then.
Moore
[11:54] <Nephrite> roll 1d20+54+2+22 mettle
[11:54] <Penuche> Nephrite invokes Penuche's magic: < 89 > [d20=11]
Jetina
[11:54] <Nephrite> roll 1d20+49+22 mettle
[11:54] <Penuche> Nephrite invokes Penuche's magic: < 89 > [d20=18]
well, okay.
The +22 should make it moot since no chance of failure.
More ripples as you head down.
An ornate room of carved coral and inlaid pearl, of delicate beauty perfectly preserved. In this place, neatly stacked against all the walls, sits chest after chest. There must be dozens and dozens of them here, several top ones open to show gold and treasure within.
There is a marid here. A marid, bone thin and with wide, wild eyes. He wears well kept if haggard armor, a breastplate of what looks to be black, compressed waters. He paces back and forth, hands behind his back. A bow and quiver of arrows floats besides him, following his path.
"And there they are," he says, "In spite of everything they come and why and how are the questions, but the questions won't be answered today because they aren't the real questions I'm being asked here, are you, you're just part of the werewolves who are gently stalking in the shadows, and don't think that fools me, that's not part of her scheme even if there are hers, you see, because I'm smarter than that. The efreet can't listen in this place, nor can the dao or the djinn, it's safe except from you because you're the ones who are here to kill."
"We are not here to kill you." Moore says, simply. "We mean you no harm."
If only Ithea were here, this would probably be easier... he seems to have a touch of slaad-ness.
Sanzha, do you recognize them by any chance? He says, privately to the others.
Take 10 on K:P for 119... or... I dunno, K:H or something for the same thing if that's more appropriate. Maybe we get a hint from his breastplate?
I am guessing I can see magic on him - spellcraft for 114 and K:A for 119.
[12:02] <Nephrite> roll 1d20+36+1 CL check
[12:02] <Penuche> Nephrite invokes Penuche's magic: < 48 > [d20=11] if needed.
His breastplate soaks in your magic, drawing your detection only to it, where it is lost. The spell shows signs of momentarily fraying, but the strength of your divine will holds it together and allows you to at least detect the breastplate. This breastplate draws magic into it like a vortex, ravenous for your spells.
It is not a breastplate.
It is a living creature in the form of such, some manner of parasite. A demon you are certain, most likely a random, unique denizen of the abyss. Perhaps not a demon but instead an unique creature or an obscure obyrith. No, you are certain now it is not a typical demon. It brings to mind a faint memory of 'magic eaters' it is said Orcus once investigated, long ago.
Moore's face momentarily flinches in reaction to that.
Do you all see what I see? I don't think that creature may be responsible for our friend's... attitude. He asks them.
"I speak to the creature taking the form of your breastplate." Moore says. He decides to switch to his divine voice to get its attention.
You have feasted on this place, perhaps even this marid, for longer than many would know. I will give you one opportunity to release yourself from him and will not try and harm you.
If the roll is Diplomacy, that's 136. If it's Intimidate, that's 118.
The marid's face twists into a too tight grin, to the point blood starts to trickle down from the tips of it. "Once I would have feared you, but now I am mighty!"
Lady Sanzha titters softly, "Oh, you think to play pretend against us, demon?"
If you choose to not leave him willingly, then we will be forced to remove you ourselves. This is your final warning, demon. Release the marid.
I'm sure it may take more time than we have due to hostility, but Moore would want to try and work out some way to get the demon parasite off the marid without killing him. Not sure what checks would be involved there but I assume it'll have to be done during fighting. :)
You have enough time to at least think, so K:P real quick.
Take 10 for 119 then.
A dispel evil might work if strong enough, or a wish/miracle. Being a deity here will doubtlessly help.
I may need your help with this if this doesn't work. Moore says to his allies.
He turns his attention wholly onto the demon disguising itself as a breastplate and invokes his divine power!
He'll just use a Miracle here.
[13:52] <Nephrite> roll 1d20+36+1 CL check
[13:52] <Penuche> Nephrite invokes Penuche's magic: < 54 > [d20=17]
If CL isn't appropriate, and a Dispel check is called for, that's his caster level anyway so it works. :)
It won't let you cast uncontested, so it's time for init.
Everyone gets +18 to their roll.
[14:15] <Nephrite> roll 1d20+54+4
[14:15] <Penuche> Nephrite invokes Penuche's magic: < 74 > [d20=16]
[14:16] <Nephrite> roll 1d20+7+18 Jetina
[14:16] <Penuche> Nephrite invokes Penuche's magic: < 28 > [d20=3]
Assuming I either go first or Sylvie waits for me to go first, I will do my previous action. :)
> roll 1d20+39 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 51 > [d20=12]
> roll 1d20+55 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 73 > [d20=18]
> roll 1d20+42 Sanzha
<Penuche> Kotono invokes Penuche's magic: < 45 > [d20=3]
> roll 1d20+20 Marid+Demon?
<Penuche> Kotono invokes Penuche's magic: < 31 > [d20=11]
Init is Moore (74) > Sylvie (73) > Cresiel (51) > Sanzha (45) > Marid + Armor (31) > Jetina (28)
Give me a rank check.
[14:30] <Nephrite> roll 1d20+1
[14:30] <Penuche> Nephrite invokes Penuche's magic: < 8 > [d20=7]
Hey, it's a 7!
> roll 1d20
<Penuche> Kotono invokes Penuche's magic: < 7 > [d20=7]
Strata bonus of +4 for you as well, but you didn't need it.
It's an echo. The barest, lingering bit of presence. The presence of death, rot, consumption, hate. It is a touch you know well, the touch of Orcus. It dissolves to your will, merely an echo of days long past. It's still there, but a powerful protection is now gone, the last remnants of it no more now.
Anything else this turn?
So, mechanically, we should be able to get it "off" him?
Yes.
"You should be able to remove it from him now. Go!" He shouts to the others.
That'll be it for his turn, although he'll throw in Inspire Courage for +22 to CMBs if people want to go that route.
Init is Moore (74) > Sylvie (73) > Cresiel (51) > Sanzha (45) > Marid + Armor (31) > Jetina (28)
> roll 1d20+97 (+22 Moore, +21 inspiration, stunning fist)
<Penuche> Kotono invokes Penuche's magic: < 103 > [d20=6]
> roll 5d10+46
<Penuche> Kotono invokes Penuche's magic: < 88 > [d10=8,10,9,5,10]
> roll 1d20+34
<Penuche> Kotono invokes Penuche's magic: < 44 > [d20=10]
Stunned 1 round.
Before anyone else can react, Sylvie is there. A sharp chop to the back of his neck downs him as she glances at Cresiel, "Would you?"
"Of course," Cresiel steps forward, "You know not what you say and who you challenge, chaos spawn." He reaches out and lays hands on the marid, a glow of righteous light from his hands.
> roll 1d20+38 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 53 > [d20=15]
With a touch the armor dissolves as does the marid's body. All that's left is a semi visible cloud of hate and shadow, sheer vitriol a choking miasma in the air. With a snap of her fingers, Lady Sanzha has a cleansing breeze blow through, sending the cloud to the far end of the room. It slowly sinks down, sinking into the treasure chest below it and out of sight.
Chance to react, segmenting.
If Moore can sense the soul of the Marid he would, otherwise he's just watching.
You can feel nothing of the marid's soul - it's likely absorbed by the friend, or simply gone after who knows how long under the fiend's control. That's what your lore suggests.
In case that matters for your reaction at all.
"If you think you're going to get away, you're sorely mistaken." Moore says aloud.
Nothing else unless I can tell where the demon went.
[Okay, Jetina then.
She will hold in case it does anything scary.
You're up then, oh terror pixie.
Moore will fly over and just try and open the treasure chest!
To be clear, the one that it sank into, apparently.
The chest is opened. Inside is the cloud of hate and shadow, condensed around something. It emits a massive, otherworldly gleam. Fractals and patterns of light radiate out from it, expanding by the moment.
I'm assuming my standard action was used to open it - if I can do any checks I will. I'd like to know if it's trying to enter the something or maybe is the something?
K:A for 119, Spellcraft for 114, any other Knowledge for 119 also unless they're like... Knowledge: Basket Weaving.
I do also have Arcane Sight if that helps.
Ah, you see.
You can tell that the shadow is coiled around part of the Wheel, your objective. After all of this and another part, you can tell it when you see it.
Well, it's likely not going to get destroyed that way.
It's surrounding our objective. If one of you want to try and banish or destroy it, go ahead and try. He announces to the others.
He has no other actions, so they're up!
Init is Moore (74) > Sylvie (73) > Cresiel (51) > Sanzha (45) > Marid + Armor (31) > Jetina (28)
Sylvie holds.
"Cresiel," Sylvie agrees, "Do it."
Cresiel comes forth a second time, radiant with heavenly power as he reaches for it.
> roll 1d20+38 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 56 > [d20=18]
This time the darkness breaks apart and flees, form broken asunder. It leaves, back to whatever wretched place it came from.
Free act, that went marvelously well.
Moore claps his hand. "Marvelous, everyone." He says.
He looks around. "Well, I can't say I'm not incredibly curious as to what else lies in this place." He says.
"Treasure," Sylvie agrees," A lot of it." She nudges a chest with her booted toe, "Let's gather all of this and see about an escape for now. We can always explore more later, we got our main objective so let's secure that."
Moore will grab the actual piece of the wheel himself since putting it in a bag of holding or portable hole is proooooooooooobably a bad idea.
We'll collect everything else (it can be ID'ed by you later) and anything super awful and evil will probably be destroyed, but we'll take it with us for now assuming there's no terrible greed monster that appears when we try to.
Okay, how much capacity for this do y'all have in bags of holding and the like?
I would imagine Moore can just Alter Reality a size-changing spell for everything as needed. His portable hole has 20 feet of space to work with, so I don't think that's a concern.
Are you heading back now?
Yes.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 19 > [d100=19]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 73 > [d100=73]
The trip back is uneventful enough - nothing at the entrance is awry from what you'd expect.
Let's take the poor guy we met back to to sort out, and find out what everyone wants to do about the place before we worry about the treasure.
Okay, how are you going to sort out that poor guy, first of all?
Good question, I guess probably let him rest and see if it seems like he's under any kind of stress or mental strain - he likely needs some spells to help him out.
With that the party heads out and returns, "Nice haul," Sylvie says when she gets back, "Brings back memories of Aurora."
"Still, I wonder if the treasure's worthwhile beyond the fragment of the Wheel?" Jetina muses aloud.
"Probably not." Moore says. "Lady Sanzha, as that place has significance to the marid, I leave the decision for how we proceed up to you. There's plenty more to explore, but if you believe it left to others then I will adhere to your will on that."
"Hm, hm, hm," A soft chuckle from Sanzha, "Now that you've taken the choicest rewards and left behind the remnants, you could present it to the Padisha and let her deal with the mess. As a matter of the marid, she could not ignore it due to politics. It is possible that if any families have a claim to inheritances to the treasures within they could attempt to get them from you, but they have very little recourse against the deities of another realm."
Moore smiles quietly. "I have no issues returning any items to the marid that rightfully belong to them. Or... to return to you to decide what to do with." He adds with a small laugh. "I'm sure there's quite a few other things there, like whatever it is Ishtia has hidden away."
I'd comment on your typo of Istishia, but he tends to make it up and change as she sees fit.
"Still, a job well done," Sanzha agrees, as...
I presume a treasure IDing is in order?
Yes. Sanzha is welcome to stay for this part, if there's anything she wants she's welcome to it, or if she wants to just rub it in the Padisha's face Moore isn't going to tell her what to do.
He'd suggest she be nice, though her definition of nice is a little different than his. :)
Okay, I'll do that in the morning. For the sake of effort, is there anything in particular you're looking for in the loot?
Not really, I guess anything we'd actually like... equip and use, or turn into something we might equip and use.
Assuming the loot stuff is handled, if there's anything else to do he'll do it, but his next step will be to write a letter to the Padisha informing her of this and let her decide what she wants to do.
He'll hand it off to whoever to deliver to her court.
Something along the lines of:
To the Padisha of the marid, Maharaja of the Waves,
I hope this letter finds you well. We have recently been to Ereshin Palace and recovered a great deal of items from it. I would be remiss if I did not reach out to you to find out if there are any items that you would like to have returned to the marid people.
While we were there, we also came across the root causes of the issues that Ereshin has to offer. I believe that we could resolve them and stabilize the Palace, should you wish that to be done.
If you wish to meet to discuss this matter, please feel free to contact me either directly or via another means.
-Moore, Song of Hope of Hope's Landing
Okay, add a Diplomacy check to that. -5 for various reasons.
131 in that case.
Your missive is sent.
You shortly after get a reply.
Come. I will expect your presence.
Well, there's no need to keep her waiting!
Moore will let the others know where he's going and then Greater Plane Shift himself over!
I think since this isn't a divine realm there's no 'knocking,' and I seem to remember the last time you get diverted to a waiting room of sorts, so he'll just go along with whatever is customary.
In this case the Padisha is personally directing it so it's moot anyway.
You step through and appear. You appear in a stony room, a vast noise drowning all else out. Waterfalls come down from all sides in this large, circular chamber. You stand amid the center, where all about are chairs facing the waterfalls. Soft and decadent chairs, comfortable as the spray from the waterfalls causes a misty splatter to fall over everything here. Rainbows cascade behind the waterfalls, a hint of color and light mostly obscured by them, but not all the way.
Below the waters churn from the waterfalls, and deeper below where the waters at last grow still, are great rows of giant clams. Clams bigger than Hanna, truly impressive specimens.
It must be a place to come and relax for the Padisha's inner circle, or perhaps only for herself.
He won't sit in a chair since he wasn't asked to, and will merely wait politely!
The pearls in those clams must be enormous, he muses.
One of the chairs - one far from you, takes to the air and turns towards you. Here the Padisha sits, "Moore," she greets, "Sit." Her voice easily overcomes the din of the waterfalls, as if it wasn't even there to your ears.
A polite nod as he goes to take a seat!
"It is good to see you again, Padisha." Moore says simply as he takes his seat.
"You have prospered," The Padisha of the Marid agrees, "Beyond any reasonable bounds."
"I cannot disagree with that statement." Moore admits. "But I am bolstered by those who I call allies who I owe a great deal of my prosperity to."
"They have prospered, too," The Padisha agrees, "What a wondrous thing you've done. Tell me, what motivated Ao to accept all of you?"
"That, I don't think I can answer." Moore says. "But Creation always needs a little bit more hope in it."
"Creation needs many things," The Padisha banters back, "But gets vanishingly few of those hopes answered." She smiles ever so slightly and sharply, like a little knife glimpsed beneath someone's sleeve. "So you understand the curiosity."
"Of course." Moore agrees. "I can't give all the secrets away, or else they are no longer secrets." A small smile after that. "But I can likely answer your curiosities with my actions going forward. Or I hope anyway."
A wave of her hand, as if to bat away the entire subject. "So, you've been exploring old places again."
"I'm an adventurer at heart, it seems." Moore admits. "Yes, my companions and I visited Ereshin Palace and found... quite a few things in it." He says.
He will give her an explanation of the being there that was assigned there by Selune and others, the water elemental guardian of the Elemental Lord of Water Whose Name I Can't Spell, as well as the demon parasite thing. Oh, and the other guy, who I really ought to remember the species of.
Oh, also all the horrible dimensional instability.
"And you claimed it all?" Is the question you get once you finish.
"I hesitate to say all, only because we didn't explore every nook and cranny of the place." Moore says. "However, yes, we did recover everything that stored in what appeared to be the main vault or treasure room."
A drum of her fingers, "There will be some who do not like that," she cautions, "But of those who see easy money and easier fortunes."
Moore nods and offers his own smile as a response. "I am certain those who will call us thieves under the mask of good intentions. I can certainly navigate any politicking that arises, but I am happy to return anything specifically to you that you would have returned. I can also have Prince review it if you'd like." He says, a gesture of his hand open and out.
"I imagine there are also many who would take offense to the fact that we even entered it at all, and should that be a problem for you I will do all I can to minimize that to your Court." He adds.
"No, advertise it," Is the Padisha's answer, "Let them fester - the ones who would be interested are the ones who I want to make a foolish move."
"I will keep you fully informed on the matter if you'd like." Moore says. "What do you ultimately wish done with the root cause of Ereshin Palace? I do believe it's something we have the power to fix, I have a great deal of expertise with the matter just... due to other matters."
"That," The Padisha says, "Will resolve itself in due time." She smiles every so sharply, "Do not concern yourself with it."
"As you wish." Moore says with a nod. "Should you wish any assistance with it, I am happy to provide any."
You get a considering look at that, "There is one thing," She says at last.
"By all means." Moore says, giving her room to navigate this as she sees fit as he leans back.
"I'll need you to send a signed letter of interest in trade to the Whiteshores," The Padisha declares coolly, "Just the usual platitudes about such things will do, no promises needed."
"Would you share your thoughts on that?" Moore asks. "If you do not wish to, I will still do it, but I won't say I'm not curious."
"One droplet can start a tsunami, if placed right," The Padisha says, "I invite you to watch the fortunes of that family."
Moore nods. "Of course. Then, as always, should you have any need of me, you know where to find me, Lady Padisha."
Anything to add here?
There is not. Moore would go back and do some research on the Whiteshores. He's still going to do as she's asked, but he's curious if they've perhaps fallen out of favor with the Padisha or maybe have some ties to devils or something.
Take 10 on any relevant knowledge for 119.
You have like all the knowledges, right?
Yes. If it's more specialized (like Knowledge: Local (Water) then it's 101 instead.
The Whiteshores are a minor marid house. They made their way up through the most base but accepted way: Great heaping piles of gold used liberally. They're centered around salt and kelp trades, but have fingers in several other ventures.
Lately the matriarch, Ashti Whiteshores, has been quietly speaking out against several other families, you've heard. It's like they're about to make a move of some kind, or an ally is.
Politicking at its finest.
Nonetheless, the Padisha has been open and honest about most things, and an ally to him even before now, so he has no reason not to grant her request.
He will send the signed letter basically asking if they'd be interested in opening a trade route with Hope's Landing.
He will also send word through diplomatic channels of the recovered marid wealth from Ereshin Palace and make it clear should any house have any heirlooms or likewise they want returned to contact Hope's Landing about it.
Assuming there are no interrupts (but I know you) I'd like to see if there have been any updates on:
*The Empty Knight
*The Syllen items in Dis we offered gold for.
Sure, quick d100.
[12:42] <Nephrite> roll 1d100
[12:42] <Penuche> Nephrite invokes Penuche's magic: < 73 > [d100=73]
Where were you on the Syllen items?
We had sent an offer of 200,000 gold for the two items that they had.
From the message you have, the offer is 'In committee, and a response will be delivered in due time'.
The note attached from analysis says that this can mean from days to centuries, and can range from a legitimate concern to a way to completely shut down an attempt. Probably the latter in this case.
Moore writes back on the note that he will proceed with whatever the recommendation is - if they believe that offering something else of value may help, then he is willing to do so, or if he simply needs to wait longer then he'll do so as well.
With that sent off, he will go to find the Empty Knight and see how they're doing!
You find the Empty Knight sits on the outskirts of Hope's Landing, alone and silent. It seems lost in thought, or perhaps otherwise occupied by many things.
"Do you mind some company?" Moore asks as he approaches.
"No," Is the answer, "It's your home, I'm not that audacious."
"You're a guest, and I wouldn't impose on a guest if they needed time to themselves." Moore says as he sits down. "I don't know if you heard, but you were the second person we rescued from that... thing. It seems like it was a focal point for all sorts of unhappiness. Are you feeling... mm, 'better' probably isn't the right word, but I'll use it anyway." He admits with a small smile as he turns to look out onto the grasses.
"Well enough. I recover," Is the answer, "Speak what you want, I'll not pretend you're not above me."
Moore frowns a bit at that. "Perhaps some would see it that way, but I do not presume to know you or to make judgement on you for anything. I only wish to help you, but will not force that help on you if you do not wish it. Have you spoken to Will?" He asks.
"Will has found a place," The Empty Knight says after a few moments.
"You can find a place here too, if you choose." Moore says, quietly. "I spoke to Mystra some time ago when I'd come across your name, and won't take you away from her - but we have had experience, as you saw, in things outside of Creation. I am happy to help you in any way I can, and... well, truthfully, if you do not wish the help, then I will not say any further on the matter. I do not wish you burdened more."
"There's another unusual being here. A genius loci," The Empty Knight says without preamble. "I sensed one is here or was here. You collect rare and exotic things?"
Moore hesitated for a moment before just laughing out loud for a moment. He slowly calmed down after that before he just smiled.
"Sort of... it isn't on purpose." He says, gently. "We just... come across all manner of things in our travels. It's how I originally found CRIMSON, which led to one thing after another. I'm... mm, I'm blessed with the sort of luck to find pieces of things that have been lost, it seems." He says with a small and helpless shrug.
"A place for the lost," The Empty Knight says at last, "Jetina spoke of that."
"I think... the name I gave this place becomes truer every day." Moore says. "A place where you can always find hope. No matter who you are, where you're from, or... how long you've been looking." He says with a firm nod.
"Hope, huh," The Empty Knight says a last, "A place to build somewhere with hope."
"It is something everyone can use just a little bit more of." Moore agrees with a bright smile.
"...A home," The Empty Knight agrees, "A good place to build a home."
Moore smiles. "You're welcome here for as long as you like." He moves to stand at that. "If, during your time here, you wish any aid or assistance with your condition, we will help you in whatever way we can. You're always welcome here no matter what."
With that it's done - and within the next day a small cottage has appeared at the edge of Hope's Landing, out of the way and yet within its bounds.
He wonders if he'll hear anything from Mystra about this.
Either way, if The Empty Knight chooses to have anything done, then they know where to find him.
He doesn't have anything pressing... so the next phase will be how to find the floating landmass. For that, he's going to have to use his Commune with Knowledge spell.
[14:12] <Nephrite> roll 1d100
[14:12] <Penuche> Nephrite invokes Penuche's magic: < 46 > [d100=46]
If you need it.
http://www.soulriders.net/forum/index.php/topic,104422.msg1179594.html#msg1179594 and here's a link to the last discussion on it.
Assuming no interrupts, he'll start his spell.
Go for it.
'Can we teleport directly to the molten metal lake with steel around it in Air?'
1/18
No.
Of course not.
Well, assuming it is constantly moving...
'Where can we travel from to find this landmass?'
Raven's Bluff, from the small side.
'Which direction should we travel in from the small side?'
Straight away from it and slightly upwards.
'Will these directions still be correct in an hour from now?'
4/18
Yes.
Well, with that done...
'What can be reasonably offered to get the other two pieces of Syllen's equipment, if anything?'
Unknown.
Considering where they are, it's not that much of a surprise.
Well, he'll just have to hope. This probably won't work either, but...
'Can we retrieve the piece of the Wheel in Danaxmos without harming it?'
Unknown.
A mental click of Moore's tongue.
Is there anything else he really can ask at this point...? No, not especially.
He dismisses the spell early, and will now go and gather the others for their trip to Air!
The party gathers easily enough. As it does?
A routine prayer for Nalrar. Not unexpected, but at the end?
'I fear the Umberlants come for me this day, Duke Moore. Guide me in this time of trial.'
Moore will ensure that he has a bit more skill himself, but will keep an eye out as well!
Nalrar gets a Good Hope spell cast on him for the next 24 hours. Moore's also going to be keeping an eye out around him for any mischief.
As the party gathers, he nods to them. "I know where we can go to find the island. I think this time, we should all go. Since it involves V...that place..." He clears his throat. "I think it's wisest that everyone comes, just in case."
"You mean Valgadda, which is-" Jetina stops herself halfway, slamming her mouth shut.
"We've been busy, refresh us on our goal here," Sylvie speaks up, as Kaja readies his blades.
"We're going to a floating island to find another piece of the wheel, and... I have a feeling there's more to it." Moore says. "There's been a LOT more to it at the two other places we went."
"Naturally," Kaja retorts, voice dry, "Have you thought to investigate what awaits us in this one?"
"It wouldn't help." Moore says. "You can't divine this sort of thing."
"You rarely can when forces like this are in play," Cresiel says, as he steps forward, "Let us go."
Any prep for this?
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
And any spells that we'd need to go to Air, but... I don't think we need any Planar Tolerance ones or anything since no one needs to breathe and we can all fly.
Anyway, we'll Greater Plane Shift to Raven's Bluff, but I assume we have to look for 'the small side,'.
Air. The open air is all around you. The party appears on the very edge of a narrow bluff, from which beyond it Air stretches out forever and ever.
Moore will look around for the 'small' side of this, he will turn himself to follow the instructions from his spell, and begin to go!
You're standing on it - a rock outcropping full of birds.
Well then, time to follow the knowledge he has and forward and up slightly!
Sure, Perception and d100+5 as you travel.
Take 10 for 97
[11:40] <Nephrite> roll 1d100+5
[11:40] <Penuche> Nephrite invokes Penuche's magic: < 91 > [d100=86]
As you travel, a warm breeze blows past.
A sensation of words and meaning are whispered on that wind.
What do you seek on Air, Moore?
I am guessing this is Chan? Would I immediately know? Maybe Akadi?
There is a floating island we seek. It contains something we've been searching for.
Your lore lets you know this is Akadi.
A quest to find what flies free in the wind? Will you capture it and cage it?
A sense of hope, of discovery will be entwined with this message.
A quest to find what has been lost to Creation. What we seek is a part of a whole. Should we find anything else, they are, as always - free to decide their own fates. We've found many who have been lost this way who return to Creation to make it better.
Free as the wind, then?
Free as the wind. Watch us, if you wish - we shall carry our hopes freely and openly to our destination.
I will see how live up to your words of freedom.
Moore smiles, no response to that.
But has he really risen in such a way that someone like Akadi has taken notice? Hm...
Regardless, he presses on!
Onward. You fly a time longer, ahead in the emptiness of the air. Yet as you fly, you detect it. A sudden hint of heavier winds, of them picking up from the north. Your lore suggests a windstorm may be in the offing.
That won't deter them!
Using a SLA Miracle for a higher-tier version of Control Winds that can follow us. We'll just decrease the wind level around us so we can pass through this without the wind having any impact on us, if that makes sense.
Sylvie starts to cast but you beat her to it, "Same idea," she smiles a little ruefully.
"A windstorm?" Jetina asks as the winds calm, "Good choice."
"I have good ideas every now and again." Moore says with a grin as they proceed.
Take 10 again on 97 for Perception in case there's an ~evil air elemental~ or something in it.
You don't see anything like that. Far as you can tell, it's just some winds. It happens on Air.
Onwards, then!
[13:21] <Nephrite> roll 1d100
[13:21] <Penuche> Nephrite invokes Penuche's magic: < 90 > [d100=90]
Just in case you need one. :)
You fly on for some time. In due time you begin to see something on the far horizon, just a tiny dot for now, but your sharp eyes can make it out. Is that your destination?
Onwards!
He can see a mile out, so he'll have an idea soon enough.
It looks to be land - covered completely in a nearly opaque field of force, gleaming green light shielding what lies within.
"Why do I have a feeling we're going to run into trouble like usual?" He asks. "Oh, right... because we are."
Onward!
"We're good at that," Kaja says, "What is that barrier?"
"A field of force or some variant," Sylvie says immediately, "Is that part of it, or has something unexpected happened, Moore?"
"Unexpected. I swear, these pieces seem to allure it like a flower allures bees," Jetina grimaces. "Light and fire, this will be more trouble than it should be."
"Yes, I don't recall anything about a barrier. I imagine someone else found it and we're going to have to... well." He sighed a little bit. "Let's just see what's there first and figure out what we need to do."
You approach it - and presumably you're going to try and study it first?
You are indeed correct.
Spellcraft of 114, K:A of 119, Arcane Sight.
I'd like to know the caster of it, and then I'd like to do a Knowledge check on them - it'll be 119 for anything normal, and 101 for anything extremely limited, like... K:Local (Dis) or something.
Oh that's not too hard. The caster is merely Yan-C-Bin.
What's more, it's a heavily empowered and modified sphere of force. A tremendous working, something that will throw off most dispels and disintegrates, too. Only something tremendously powerful could break this.
"Do you all feel like challenging Yan-C-Bin today?" Moore asks.
He doesn't really need the answer, he knows they'll all say yes.
"It's a terrible idea to face him on Air where he has the advantage," Sylvie points out, "But that won't stop you, anyway, will it?"
"No," Cresiel's voice is grim. "It will not."
"Never," Kaja says, "A chance to test my swords against an archomental is too good to miss." He turns to Sylvie, "It will a battle howled of on the winds for ages to come."
"We have no choice, we will not shirk when the enemy draws close." Xandra steps forward, "Mount Celestia does not retreat in fear. We stand tall and we bring the light to the darkest corners of Creation. So it was said and so it shall be."
"Well, then we're going to take some time and prepare." He says.
Before I get started, is anything going to interrupt Buffing Time?
Most likely not, so go ahead.
It's buffing time, because... well, of course it is!
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Added HP via 14 HD:
Moore: 126
Cresiel: 238
Xandra: 168
Kaja: 140
Jetina: 126
Sylvie: 126
In total:
Attack: +48 (
Weapon damage: +26
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Are the HP bonuses covering the bard booster + Inspire Excellence in total?
Yes - well, no. 288 + the numbers listed. So everyone should gain the following HP:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
I'll do spoiler blocks in the morning.
Thus it's all done and the sphere of force remains as you are now powered up to your utmost. So now what?
A divine blast comes out to pierce it!
I am assuming this isn't going to miss.
[22:13] <Nephrite> roll 26d12
[22:13] <Penuche> Nephrite invokes Penuche's magic: < 163 > [d12=7,7,9,3,4,11,8,2,12,5,5,1,1,6,2,1,6,5,4,5,12,11,11,6,12,7]
The entire sphere shimmers and ripples before great chunks of it shatter, great gaps cleared away within it and passages within opened.
"I assume it won't be very long before we hear from him." Moore says as he moves to enter and take a look around.
It's interesting that Akali mentioned something being caged - ...wait, could she have been referring to this, and be upset about it...?
'Leave,' A voice whispers on the wind, like a rumble of faraway thunder.
Sylvie tenses but doesn't blink, as meanwhile Cresiel just hefts his blade. "Run," he retorts aloud.
If you seek to challenge us, then challenge us. But we will not until we have what we're here for.
'Then you will sputter out and die.' The voice says, firm.
Moore snorts.
He takes a look around, perhaps he can see anything important from here?
Perception for 97.
Do you have true seeing or anything like that?
I do, in fact, have True Seeing!
You look ahead. You see nothing - but it is just a phantasm. Beneath is a great land mass, far larger in here than the sphere is outside. It is cracked and barren land, where geysers of molten metal burst from the earth as if bleeding wounds. Cooling, sizzling puddles of metal are everywhere, and in those pools humanoid figures - too large, too large a mouth one and all - form and stir.
"We're definitely in the right place." Moore says. "We're... mm. This is going to be interesting."
Let's have Jetina throw in a Mass Energy Immunity to Fire while we're at it.
As Jetina casts Sylvie lands, hovering a few inches above the ground. "Best not to walk here," she says aloud.
"Is the ground poison?" Cresiel asks, but obeys without question.
"Worse. Hungry," Sylvie replies, "The Father was mostly after your time in Aurora, but I suspect his touch lingers in this land. From what we were able to find, the Father was sealed in a book and that book was hidden in Valgadda. Somehow this piece was part of or was connected, and has been poisoned by the Father's presence somehow - he's good at that."
"I've never had the opportunity to properly return the favor for looking into the matter when I was in Aurora." Moore says. "This will be a great chance to settle that debt."
Can I see the throne within a mile? If not, let's just start going around the edge.
You do not.
As you begin to fly, you see more and more of the metal creatures arise, and a few begin to form entirely and come forth from the pools here. They look about and the moment they see your flying party, begin to lumber forward towards you, wet and squelching sounds as they try and pursue.
"Xandra, do you believe we can affect these like things from Beyond? These are abominations, aren't they?" He asks as he notices them coming their way.
"No, they are horrors but they are horrors of Creation," Xandra says at last.
"Then we will deal with them as per Creation's rules." He says with a bright and cheerful smile.
Eveyone gets +26 on their init roll.
[13:12] <Nephrite> roll 1d20+54+8 Moore init Rei
[13:12] <Rei-chan> Nephrite rolled : 1d20+54+8 Moore init Rei --> [ 1d20=18 ]{80}
[13:13] <Nephrite> roll 1d20+7+26 Jetina
[13:13] <Rei-chan> Nephrite rolled : 1d20+7+26 Jetina --> [ 1d20=2 ]{35}
[13:13] <Nephrite> roll 1d20+10+26 Rei also and just assume rei forever
[13:13] <Rei-chan> Nephrite rolled : 1d20+10+26 Rei also and just assume rei forever --> [ 1d20=19 ]{55}
No need, they have no seeming means to get you. If you're going to attack, attack.
Oh, well then. Fair enough.
Do I think Words of Creation could affect them in some meaningful way? I mean, he can just Divine Blast them, but I think that only really affects one target, so it isn't very feasible.
It depends on what you have in mind with them. Elaborate?
Well, they're abominations of Creation, and we can't make them 'whole' like Xandra can, but what if we simply sate them?
I'm not sure what the word would be here, but maybe ... hm, well, Abstinence is the opposite virtue, but maybe something like... using Words of Creation to simply feed them all with one Word, like 'Content' - basically trying to counter their awful nature with what Celestia offers through its Wisdom, if that makes sense.
So he's basically attacking them with the idea of being Content and Sated, rather than hungry.
f you want to try, go for it. Charisma check.
[14:11] <Nephrite> roll 1d20+26+26+15 Charisma, Rei
[14:11] <Rei-chan> Nephrite rolled : 1d20+26+26+15 Charisma, Rei --> [ 1d20=9 ]{76}
You call on the Words - and it is devoured. They eat what you offer and do not slow or stop, a simple and seemingly endless hunger within them.
"Don't think that one's your fault," Sylvie says as she watches, "More that the Father's that horrible, even his echos. I don't think it's possible for them to be sated."
"I don't disagree." Moore says with a frown. "But I hate the idea that..."
He blinks. "You know, I had an idea once, when I was thinking about what we could ever do if we had to fight The Father." He turns to Sylvie. "I thought about what it was that created it... and at the time I'd considered trying to ask for Sune and Lliira's help. I thought things like Love and Joy - emotions that The Father was never able to have because of... well, everything, might be the solution. I suppose I don't have much dominion over those things, but... I do have one over Hope."
He turns his attention back down to the creatures. "If they devour hope, then... do they simply become hopeful for more?" A pause as he starts to think. "I always wanted to try and save The Father somehow... show it love and hope that it never had a chance to experience. Even know, I feel like I want to try. I have to try, to prove to myself that these things aren't just a lost cause."
Jetina looks down on them, "There are some things that the only mercy you can give them is oblivion - be it a soldier facing a skeleton, a paladin facing a fiend or..." A shake of her head, "Just don't go too far and get yourself hurt."
"But you have to try," Kaja agrees. "It's who you are now."
Cresiel merely nods, "Fear not. I will protect you."
I know what you all are, where you're from. You probably can't even understand my words - but I will give you the one thing that will bring you salvation, the one thing that you need the most.
A flex of his divine will into this, as he opens his mouth to speak the one word he truly understands - the one word that he embodies.
Hope!
[14:40] <Nephrite> roll 1d20+26+26+15 Charisma, Rei
[14:40] <Rei-chan> Nephrite rolled : 1d20+26+26+15 Charisma, Rei --> [ 1d20=3 ]{70}
Again, again, and again, he will speak that word - speak it and keep speaking it.
Basically, if one doesn't seem like it'll do anything, he's going to keep trying. He's stubborn like that.
Con check, +5.
[14:49] <Nephrite> roll 1d20+9+8+15 Con
[14:49] <Rei-chan> Nephrite rolled : 1d20+9+8+15 Con --> [ 1d20=3 ]{35}
It's just like pouring water into an endless abyss. They simply and mindlessly consume.
There has to be some limit, doesn't there?
Even into an endless abyss, enough water would fill it up...
But, he stops, nonetheless.
"I think if I wanted to put a true end to this this way, it'd have to be directly to The Father. I don't think these can even understand the concept at all." Moore says. "Unless we threw them all into the Positive Energy Plane, or something."
"It may be so," Cresiel agrees, "But such a thing is beyond our grasp, if it yet lives."
"If," Jetina agrees, "But I don't want to ask him about it. Do you?"
A huff.
"It may come to it." He says. "Nonetheless, let us proceed above these for now. If we need to destroy them to get somewhere, we can do so."
Just going to proceed onward. Perception for 97 as we go.
[15:22] <Nephrite> roll 1d100 rei
[15:22] <Rei-chan> Nephrite rolled : 1d100 rei --> [ 1d100=81 ]{81}
In case it is needed.
You begin to fly ahead - and a mile away you see it. Three creatures, giant ravens. Each has three massive heads and flies ahead with a vast speed that rivals even your own. The winds curl around them like ethereal armor, transparent as glass.
"Well, it would seem we finally have a proper battle." Moore says as he proceeds along.
If Yan-C-Bin wants to send some trash at them first, then they'll simply meet it head on!
In that case init despite the distance, high movements and ranges are in play here.
Everyone still gets +26 as earlier.
[15:49] <Nephrite> roll 1d20+54+8 Moore init Rei
[15:49] <Rei-chan> Nephrite rolled : 1d20+54+8 Moore init Rei --> [ 1d20=13 ]{75}
[15:49] <Nephrite> roll 1d20+7+26 Jetina rei
[15:49] <Rei-chan> Nephrite rolled : 1d20+7+26 Jetina rei --> [ 1d20=19 ]{52}
[15:50] <Nephrite> roll 1d20+11+26 Xandra init, rei
[15:50] <Rei-chan> Nephrite rolled : 1d20+11+26 Xandra init, rei --> [ 1d20=1 ]{38}
> roll 1d20+47 Cresiel
<Penuche> Kotono invokes Penuche's magic: < 54 > [d20=7]
> roll 1d20+44 Kaja
<Penuche> Kotono invokes Penuche's magic: < 62 > [d20=18]
> roll 1d20+63 Sylvie
<Penuche> Kotono invokes Penuche's magic: < 65 > [d20=2]
> roll 1d20+14 Giant Raven
<Penuche> Kotono invokes Penuche's magic: < 22 > [d20=8]
> roll 1d20+14 Giant Raven 2
<Penuche> Kotono invokes Penuche's magic: < 30 > [d20=16]
> roll 1d20+17 Giant Raven 2
<Penuche> Kotono invokes Penuche's magic: < 34 > [d20=17]
Init is Moore (75) > Sylvie (65) > Cresiel (54) > Jetina (52) > Kaja (44) > Xandra (38) > Giant Raven 3 (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
Open Moore.
Moore gestures and sends a Divine Blast at the Ravens!
[21:08] <Nephrite> roll 1d20 touch
[21:08] <Penuche> Nephrite invokes Penuche's magic: < 12 > [d20=12]
May as well see how hardy these things are.
I'm assuming I can only actually hit one, so I'll just pick Raven 1.
Total to hit?
12+28+40+8... 88 Touch, it looks like.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 20 > [d100=20]
Do you have anything that penetrates miss chance?
I ... don't think so. I don't think Divine Blasts do naturally... or maybe they do? I guess you'd know if they did or not.
You fire from afar, yet the beam somehow misses. Space around it seems to warble and the shot is lost.
Sylvie holds for now, pending them moving to see what sort of time table she's on here.
Cresiel keeps guard over your for now as the enemy approaches.
Jetina. Kaja's going to be more proactive, but Cresiel plays defender here and Sylvie is fine with waiting to get more info.
She and Xandra will hold unless she has a suggestion as to what to try.
Init is Moore (75) > Sylvie (65) > Cresiel (54) > Jetina (52) > Kaja (44) > Xandra (38) > Giant Raven 3 (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
In a blur the ravens move fast - the winds seem to support them, letting them move almost as if teleporting. IN a blur they've covered 1/3rd of a mile going flat out, surely a blessing from Yan-C-Bin or some other force of air.
Go.
Moore decides to try again! He has plenty of blasts.
[22:05] <Nephrite> roll 1d20+76
[22:05] <Penuche> Nephrite invokes Penuche's magic: < 90 > [d20=14]
[22:06] <Nephrite> roll 26d12
[22:06] <Penuche> Nephrite invokes Penuche's magic: < 182 > [d12=7,11,4,2,9,11,8,12,5,8,7,10,6,4,8,1,9,10,11,3,11,11,1,8,2,3]
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 9 > [d100=9]
But again space resists your assault and the blast is lost, much to Sylvie's glare. She focuses inward as divine power fills her, bolstering her abilities.
"Any moment," Cresiel says, at the ready to attack, to close the distance.
Jetina'n'Xandra.
I don't think they're close enough for a Rain of Desolation, so they hold again.
Kaja holds just a little more - and they advance, a storm. 1/3rd of a mile away and less - and at this, "Go," Kaja charges, moving to intercept them. Cresiel is at his side, joining the charge as...
Before I adjudicate this all, are Xandra and Jetina going to do anything at the same time?
No, Jetina will heal if anyone takes a blow or anything.
Init is Moore (75) > Sylvie (65) > Jetina (52) > Xandra (38) > Giant Raven 3 = Kaja = Cresiel (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
It is a clash, the ravens, Kaja and Cresiel meeting together about 1000ft away from the party. As they race in, the heads strike out to bite at them, claiming free shots as the collide.
AoOs in other words.
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced)
<Penuche> Kotono invokes Penuche's magic: < 116 > [d20=20]
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) Kaja
<Penuche> Kotono invokes Penuche's magic: < 111 > [d20=15]
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) crit check Cresiel
<Penuche> Kotono invokes Penuche's magic: < 112 > [d20=16]
Cresiel's AC is 132, Kaja's is 113. So Kaja is missed and Cresiel takes a normal hit.
> roll 24d6+90
<Penuche> Kotono invokes Penuche's magic: < 178 > [d6=6,4,1,2,6,4,2,6,5,2,5,4,3,2,3,3,5,5,2,4,1,3,6,4]
Does not beat his DR at least.
Three heads come down, a raven's full assault tearing deep into Cresiel's shoulder. It checks him - only for him to pull away and flip in midair, up and onto the creature's necks, behind their heads, and bring his sword down as Kaja does the same on that one.
> roll 1d20+88 (+2 charge, +48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 101 > [d20=13]
> roll 1d8+67+3d6
<Penuche> Kotono invokes Penuche's magic: < 79 > [d8=2][d6=2,6,2]
> roll 4d8+20 sword healing
<Penuche> Kotono invokes Penuche's magic: < 38 > [d8=2,4,4,8]
> roll 1d20+88 (+2 charge, +48 pixie, -36 PA)
<Penuche> Kotono invokes Penuche's magic: < 93 > [d20=5]
> roll 2d6+234+2d6
<Penuche> Kotono invokes Penuche's magic: < 248 > [d6=4,3,3,4]
Cresiel's wound partially heals as his sword sinks in - but the wound heals instantly, even into its neck. Yet Kaja goes for its body and tears it open, a rich rush of blood, a wound that heals but not all of the way.
As they all collide there, the assault stopped by combat, you...
Go.
[spoiler]
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Added HP via 14 HD:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
In total:
Attack: +48 (
Weapon damage: +26
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1544(110)(1018)/1544 (1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Xandra
HP: 756/756
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 10/10 Domain Smite Evil 1/1 Lay On Hands 28/28 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1 Mysticism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL36)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 900/900
Negative Conditions:
Aura: Divine 10ft (various)
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 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 798/798
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 30/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
He's got plenty of magic for this sort of thing... He moves forward towards his allies in case he needs to aid them.
For now, he will continue to ensure his friends can strike these foes down!
Moving 180 feet towards the group.
Adding another layer to the songs.
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +26 to threat confirmation.
That's it for his turn.
> roll 1d4+1 time stop rounds Sylvie
<Penuche> Kotono invokes Penuche's magic: < 3 > [d4=2]
Then suddenly Sylvie is gone - until the struck raven is hit in the back, repeatedly and again and again.
Time stop used with quicken from factotum.
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 108 > [d20=6]
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 122 > [d20=20]
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 108 > [d20=6]
> roll 1d20+97 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 104 > [d20=7]
> roll 1d20+92 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 100 > [d20=8]
> roll 1d20+87 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 89 > [d20=2]
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack) crit check
<Penuche> Kotono invokes Penuche's magic: < 103 > [d20=1]
> roll 5d10+136 (+22 inspiration, spending 6 more since she's just going for it)
> roll 5d10+136 (+22 inspiration, spending 6 more since she's just going for it)
> roll 5d10+136 (+22 inspiration, spending 6 more since she's just going for it)
> roll 5d10+136 (+22 inspiration, spending 6 more since she's just going for it)
> roll 5d10+136 (+22 inspiration, spending 6 more since she's just going for it)
<Penuche> Kotono invokes Penuche's magic: < 160 > [d10=3,4,6,10,1]
<Penuche> Kotono invokes Penuche's magic: < 166 > [d10=5,6,8,10,1]
<Penuche> Kotono invokes Penuche's magic: < 162 > [d10=9,9,1,1,6]
<Penuche> Kotono invokes Penuche's magic: < 160 > [d10=9,7,2,1,5]
<Penuche> Kotono invokes Penuche's magic: < 167 > [d10=10,5,10,3,3]
> roll 10d10+272 (+22 inspiration, spending 6 more since she's just going for it)
<Penuche> Kotono invokes Penuche's magic: < 315 > [d10=3,4,4,7,1,4,3,7,9,1]
> roll 315/2
<Penuche> Kotono invokes Penuche's magic: < 157 >
157 temp HP thanks to body feeding.
The raven's body bursts open, hits from behind breaking it apart like a cheap balloon. It lets out a deep caw as it falls, plummeting away as but two remain now, showing Sylvie behind it, withdrawing her fist.
"Try harder," she declares.
Jetina'n'Xandra.
Init is Moore (75) > Sylvie (65) > Jetina (52) > Xandra (38) > Kaja = Cresiel (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
[spoiler]
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +26 to threat confirmation.
Added HP via 14 HD:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
In total:
Attack: +54
Weapon damage: +32
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1544(110)(1018)/1544 (1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Xandra
HP: 756/756
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 10/10 Domain Smite Evil 1/1 Lay On Hands 28/28 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1 Mysticism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL36)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 900/900
Negative Conditions:
Aura: Divine 10ft (various)
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 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 1242+157(798)/1242(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used: Factotum: Time stop.
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[/quote]
Jetina will fly forward and throw a hand up - a cry to Raziel to heal everyone and let their wounds mend over time.
SLA Mass Heal for 275 on everyone - not really needed, but whatever.
Everyone gets Fast Healing 11 for the next 35 rounds.
Xandra will continue to hold since her spells aren't great for a mixed melee bag like this.
Init is Moore (75) > Sylvie (65) > Jetina (52) > Xandra (38) > Kaja = Cresiel (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
With one down, Kaja and Cresiel shift to the second, soaring through the air that the battle can't get easily out of hand.
> roll 1d20+86 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 102 > [d20=16]
> roll 1d8+67+3d6
<Penuche> Kotono invokes Penuche's magic: < 81 > [d8=7][d6=1,1,5]
> roll 1d20+88 (+2 charge, +48 pixie, -36 PA)
<Penuche> Kotono invokes Penuche's magic: < 103 > [d20=15]
> roll 1d20+88 (+2 charge, +48 pixie, -36 PA) crit?
<Penuche> Kotono invokes Penuche's magic: < 94 > [d20=6]
> roll 234/2
<Penuche> Kotono invokes Penuche's magic: < 117 >
> roll 3d6+351+2d6
<Penuche> Kotono invokes Penuche's magic: < 370 > [d6=6,2,4,3,4]
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) Cresiel
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) Kaja
<Penuche> Kotono invokes Penuche's magic: < 113 > [d20=17]
<Penuche> Kotono invokes Penuche's magic: < 112 > [d20=16]
Cresiel and Kaja pounce on the second, slashing away. Cresiel dodges bites and hacks as its neck mostly in vain, all while Kaja's scimitar claims a deep wound along its side. As they occupy it, it rears back and flaps its wings, a tremendous gale as all three heads let out a tornado of wind that rips through the three of them there.
Ref saves, Sylvie, Kaja and Cresiel.
> roll 1d20+89 Cresiel evasion
<Penuche> Kotono invokes Penuche's magic: < 105 > [d20=16]
> roll 1d20+61 Kaja
<Penuche> Kotono invokes Penuche's magic: < 79 > [d20=18]
> roll 1d20+76 evasion Sylvie
<Penuche> Kotono invokes Penuche's magic: < 95 > [d20=19]
> roll 30d6 Kaja halves this the other two evade
<Penuche> Kotono invokes Penuche's magic: < 89 > [d6=3,2,2,2,4,2,2,2,3,2,2,2,5,2,5,4,5,4,3,4,4,4,3,1,1,6,2,1,6,1]
The three endure the tornado winds - as the third flies closer towards you, 200ft away, before it stops and lets loose, the same winds engulfing the three of you.
Ref saves Moore, Xandra and Jetina.
[spoiler]
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +26 to threat confirmation.
Added HP via 14 HD:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
In total:
Attack: +54
Weapon damage: +32
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1544(0)(1018)/1544 (1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Xandra
HP: 756/756
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 10/10 Domain Smite Evil 1/1 Lay On Hands 28/28 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1 Mysticism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL36)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 1284(900)/1328(900)
Negative Conditions:
Aura: Divine 10ft (various)
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 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 1242+157(798)/1242(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used: Factotum: Time stop.
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
[21:36] <Nephrite> roll 1d20+49+8+20 Jetina Evasion
[21:36] <Penuche> Nephrite invokes Penuche's magic: < 86 > [d20=9]
[21:38] <Nephrite> roll 1d20+60+20 Xandra
[21:38] <Penuche> Nephrite invokes Penuche's magic: < 89 > [d20=9]
[21:38] <Nephrite> roll 1d20+54+8+20 Moore, Evasion
[21:38] <Penuche> Nephrite invokes Penuche's magic: < 99 > [d20=17]
Forgot the +8 on Xandra, so hers is 97.
> roll 30d6 Xandra half, other two evade
<Penuche> Kotono invokes Penuche's magic: < 94 > [d6=2,2,5,6,1,3,1,6,6,1,5,6,3,1,3,4,5,2,2,2,3,4,4,4,2,2,1,5,1,2]
47 damage to Xandra.
The winds blow like a tempest, yet Moore and friends endure them. They are not swept away in them, holding their ground against the fury.
Go.
[spoiler]
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +26 to threat confirmation.
Added HP via 14 HD:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
In total:
Attack: +54
Weapon damage: +32
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1544(0)(1018)/1544 (1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Xandra
HP: 1165(756)/1212(756)
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 10/10 Domain Smite Evil 1/1 Lay On Hands 28/28 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1 Mysticism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL36)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 1284(900)/1328(900)
Negative Conditions:
Aura: Divine 10ft (various)
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 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 1242+157(798)/1242(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 13/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used: Factotum: Time stop.
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
For now, Moore holds his ground to keep an eye out for any other matters!
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) Sylvie
<Penuche> Kotono invokes Penuche's magic: < 116 > [d20=20]
> roll 1d20+96 (+2 ???, +4 ???, +1 haste, +4 ???, +4 ???, +15 bardic musiced) Sylvie crit?
<Penuche> Kotono invokes Penuche's magic: < 113 > [d20=17]
> roll 24d6+90
<Penuche> Kotono invokes Penuche's magic: < 156 > [d6=1,2,3,2,1,2,2,5,1,1,1,2,4,2,1,1,5,6,4,1,6,4,6,3]
DR applies so total damage is 141. Temp HP from the crit takes that anyway.
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack)
<Penuche> Kotono invokes Penuche's magic: < 122 > [d20=20]
> roll 1d20+102 (+54 Moore, +8 divine power, +22 inspiration, -36 power attack) crit?
<Penuche> Kotono invokes Penuche's magic: < 106 > [d20=4]
> roll 10d10+272 (+22 inspiration)
<Penuche> Kotono invokes Penuche's magic: < 328 > [d10=6,4,4,6,8,7,5,9,1,6]
Sylvie darts in and gets two beaks tearing into her - yet not a drop of blood is spilled. Instead Yan-C-Bin's servants peck at her fruitlessly as she slams a fist into its chest, cracking bones and causing feathers to fall away. It's knocked back by it as Sylvie lowers her fist slowly, only for...
Go, Xandra'n'Jetina.
[spoiler]
Inspire Courage, Heroics, Greatness, + Celestial Valor from Jetina. Let's also get Sublime Revelry cast on everyone. Both those spells are from Jetina, at CL36. If there are any other spells that would be suggested, now's the time.
Moore is also going to cast Inspire Excellence on everyone, for the following increases:
+16 competence bonus to Strength, Dexterity, Constitution and Charisma for everyone. Everyone also gains... I believe it's 288 HP from the +16 bonus to Con, which is really only a +8 bonus.
Destined Strike - 2 bardic music uses, +6 to attack and damage rolls, Improved Critical Feat, +26 to threat confirmation.
Added HP via 14 HD:
Cresiel: 526
Xandra: 456
Kaja: 428
Jetina + Sylvie + Moore: 414
In total:
Attack: +54
Weapon damage: +32
AC: +28 (4 sacred, 16 dodge, +8 from Dexterity)
Saving throws: +28 (4 sacred, 16 morale, +8 Charisma (Fort gets +8 too, for +36))
Just the Blessing Stone
This cube is about the size of Hanna or so, hewn of solid stone from Jovar. It seems to be as much radiance as it is stone, filled with blessings for those that touch it. Those that touch it gain the following spells: Epic Mage Armor (CL24), Mind Blank (CL17) and Afina's Perfect Sight (CL27).
Cresiel
HP: 1544(0)(1018)/1544 (1018) (regeneration 21)
Negative Conditions:
Aura: Protective 20ft (+4 deflection/+4 resistance vs evil), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Holy Fury 40/40 (enc) Channel Energy 18/18 Divine Retribution 1/1 Blinding Speed 25/25 Knight's Challenge 15/15 Smite 1/1 Endurance Domain 1/1 Protection Domain 1/1 Renewal Domain 1/1
Spells Used:
SLAs Used:
Spells Active: Detect Evil (CL36), Detect Snares and Pits (CL36), Discern Lies (CL36), True Seeing (CL36)
Notes: Adjacent allies gain a shield bonus equal to Cresiel's shield bonus. Use divine shield as a swift action.
Xandra
HP: 1165(756)/1212(756)
Negative Conditions:
Aura: Menace 20ft (-2 attacks, AC, saves; DC 37), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 10/10 Domain Smite Evil 1/1 Lay On Hands 28/28 Servant of the Heavens 1/1 Sudden Empower 1/1 Sudden Enlarge 1/1 Mysticism Domain 1/1
Spells Used:
SLAs Used:
Spells Active: True Seeing (CL36)
Notes: Has bardic music in the rare event Moore can't cover something.
Kaja
HP: 1284(900)/1328(900)
Negative Conditions:
Aura: Divine 10ft (various)
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 Retribution Domain 1/1 Wrath Domain 1/1
Spells Used:
SLAs Used:
Spells Active:
Notes: Goes in and wrecks things. The end.
Jetina
HP: 864/864 (fast healing 5)
Negative Conditions:
Aura: Courage 10ft (+4 morale vs fear), Positive Energy 10ft (1 hit point healing/round), Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Smite Evil 7/7 Smite 7/7 Channel Energy 17/17 Emergency Healing 8/8 True Believer 1/1 Blinding Speed 25/25 Charity Domain 1/1 Life Domain 1/1 Nobility Domain 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.
Sylvie
HP: 1242+16(798)/1242(798)
Negative Conditions:
Aura: Divine 10ft (various)
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Inspiration 11/30 (enc) Opportunistic Piety 17/17 Mimic Class Feature 8/8 Mentalism Domain 1/1
Spells Used: Factotum: Time stop.
SLAs Used:
Spells Active: Bibliotheca Arcana (CL37), Lore of the Gods (CL37), Superior Mighty Wallop (CL36), Sylvie's Mental Peak (CL36)
Notes:
They don't have much to do , so they'll just hold too.
Init is Moore (75) > Sylvie (65) > Jetina (52) > Xandra (38) > Kaja = Cresiel (34) > Giant Raven 2 (30) > Giant Raven 1 (22)
Perception real quick.
Take 10 for 97.
> roll 1d20+86 (+48 pixie, -20 PA)
> roll 1d20+81 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 97 > [d20=11]
<Penuche> Kotono invokes Penuche's magic: < 89 > [d20=8]
> roll 1d20+76 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 91 > [d20=15]
> roll 1d20+71 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 81 > [d20=10]
> roll 1d8+67+3d6
> roll 1d8+67+3d6
<Penuche> Kotono invokes Penuche's magic: < 81 > [d8=5][d6=3,1,5]
> roll 1d8+67+3d6
<Penuche> Kotono invokes Penuche's magic: < 79 > [d8=3][d6=1,3,5]
> roll 1d8+67+3d6
<Penuche> Kotono invokes Penuche's magic: < 79 > [d8=5][d6=4,2,1]
<Penuche> Kotono invokes Penuche's magic: < 83 > [d8=2][d6=4,4,6]
> roll 1d20+84 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 87 > [d20=3]
> roll 1d20+79 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 97 > [d20=18]
> roll 1d20+74 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 77 > [d20=3]
> roll 1d20+59 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 63 > [d20=4]
> OOC: +10 to that.
> roll 1d20+84 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 94 > [d20=10]
> roll 1d20+79 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 99 > [d20=20]
> roll 1d20+74 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 76 > [d20=2]
> roll 1d20+69 (+48 pixie, -20 PA)
<Penuche> Kotono invokes Penuche's magic: < 73 > [d20=4]
> roll 1d20+79 (+48 pixie, -20 PA) crit?
<Penuche> Kotono invokes Penuche's magic: < 85 > [d20=6]
> roll 1d20+79 (+48 pixie, -20 PA) crit?
<Penuche> Kotono invokes Penuche's magic: < 82 > [d20=3]
> roll 1d6+117+2d6
> roll 1d6+117+2d6
> roll 1d6+117+2d6
> roll 1d6+117+2d6
> roll 1d6+117+2d6
> roll 1d6+117+2d6
> roll 117*4
<Penuche> Kotono invokes Penuche's magic: < 468 >
> roll 4d6+468+2d6
<Penuche> Kotono invokes Penuche's magic: < 495 > [d6=5,4,2,5,6,5]
> roll 4d6+468+2d6
<Penuche> Kotono invokes Penuche's magic: < 488 > [d6=2,6,4,1,5,2]
Init is Moore (75) > Sylvie (65) > Jetina (52) > Xandra (38) > Kaja = Cresiel (34) > Giant Raven 1 (22)
What happens is simply violence. Cresiel's sword tears into the necks of the raven, while Kaja guts it like a fish. The last turns tail and withdraws as the second is torn apart, sent plummeting down like the first. It flees 1/3rd of a mile fast, beating a hasty getaway at that display of prowess. As blood falls and Kaja flicks his scimitars clean, then divine will cleansing the rest, "Big, powerful and absolutely no talent at all. Just an animal."
Go Moore.
"I imagine they'll send something more threatening." Moore says. "Let's be ready and continue on."
They may as well just keep going around the edge with an eye out for anything more incoming towards them for right now, so Moore will just move another 180 feet that way.
In that case we'll go out of init.
Sylvie takes a breath, "Those weren't bad," she admits, "We're just better."
"Also it was likely a test of how strong we are," Xandra remarks, "I doubt Yan-C-Bin will strike trivially a second time."
"Most likely not." Moore says. "But we have no reason to fear him. Perhaps the presence of all six of us will give him pause anyway."
"We still don't know why precisely he's here," Jetina speaks up, "So we don't know if he's serious or desperate."
"Right. Either way, if we have to challenge another deity, then we will." He says as he proceeds along the edge, an eye out for this throne.
Okay, refresh your Perception check and add a -2 penalty this time.
Take 10 for 95, in that case.
You fly on. In the distance you can begin to see it - a great, black tornado that howls, focused on one point a few miles ahead. It rages like all the storms and skies, the winds from it felt even here, if distantly and soft.
"Why do I have the feeling that what we're here for is inside of that?" He asks as they fly on. "We can go around it and explore more, if you'd all like to."
"That may be Yan-C-Bin," Sylvie warns, "Careful, don't rush to it. On the other hand, he surely sees us."
"If it is, there's no point in stealth now," Cresiel agrees.
Well... there's no sense in being antagonistic. If they CAN avoid a fight...
"Right. Let's just proceed ahead but try and go around... that. If he wants to start a fight with us, then there's not much we can do, but if we can avoid a fight, let's do our best."
Okay then, how are you going to approach exactly?
Assuming it's directly in front of us, we'll try and go forward but around it, but I don't know that we have a lot of choice in just... going forward and towards it!
You approach. At over a mile away a whisper of the wind roars in your ears, a strange combination.
'You meddle in affairs not your own,' Yan-C-Bin warns. 'Drunk on newfound power, captivated by your own importance.'
We are here in search of something. You may call it what you wish, but this land is not yours, you've only claimed it because it has interest to you. What you do with The Father's remnants is not why we're here.
'I have claimed all that is here,' The voice challenges back. 'The remnants of this cannibal will be destroyed and the treasures are mine.'
What we seek is nothing without the other parts anyway, so it'd be of no use to you. I'd like this to end amicably, with us taking what we're here for and not trying to stop you or whatever the rest of your plans are.
If you choose to stand in our way then the only thing that happens is you find out how strong 'newfound' deities respond when someone stands in their way pointlessly.
It is you who have caged something that used to be free on Air, so which of us do you think is being watched?
Can they realistically fight him...? Well, they may not have a choice, but they're about as strong as they can get with magic and his bardic music...
Are you trying to be scary or diplomatic here?
The -intent- is diplomatic.
Give me Diplomacy, -60 modifier. You at least have a theoretical chance here.
I suppose I should go for an exploding crit...
But that's a 5% chance, so no.
Take 10 for 92. All those bardic musics help a lot with this sort of thing.
You feel scorn, wordless and deep.
So that is what it was.
Yan-C-Bin's scorn immediately stops.
I see it now. Yes. You have two other parts of it, Moore? Three?
Two. The last part is within Danaxmos.
He has no reason to lie or to hide anything at this point.
And you now have one piece?
A simple sense of agreement from Yan-C-Bin, no other words.
It is my piece now. You both have 24 hours. Find and choose a mortal champion - anything but a deity, avatar or proxy shall suffice. You may not empower them, they may only empower themselves by their own abilities. They shall duel under my eye, and the winner shall have all three pieces of the Wheel.
Yan-C-Bin is silent, seething anger like lightning bolts held at bay. Yet you can smell ozone and hear the crackle of them, as if the tornado is about to give birth to storms.
What if we wish to decline your terms?
With mirth and laughter from it? Then you shall be banished from Air and beyond the grasp of the piece of the Wheel that I now own. This is my decree, now leave and prepare. None of you have reason to be in this cursed land any further, unless you wish to be destroyed along with it.
24 hours. Come to my realm and my palace with your champion. Choose wisely.
So it shall be. Moore says.
Assuming they can just... magic out of there they will, but I assume they have to travel to do so.
Sylvie doesn't hesitate a second. She turns and flees, fast as she can and away from the island. After a moment Cresiel follows, as does Jetina.
Cresiel lingers a moment, blade out. Just a moment.
"Cresiel," Xandra murmurs softly.
"I know. Suicide is never the answer," he says, as the great tornado is gone as well, simply absent from this place now. "For a stand here would be nothing but, even if we must endure the whims of the winds." He turns, sheathes his sword and follows.
Moore smiles to Cresiel.
"Don't worry, I have a plan." He says, as they proceed along.,
Thus you flee - and as you do, the winds come. Tornadoes that are just as big as Yan-C-Bin was, bladed storms that slice into earth like butter. Hundreds of them come forth in an army's wrath, ripping into stone and worse.
Sylvie glances back once and picks up her pace, "Before it gets worse," she calls loudly, "I think we're clear to head home!"
And a moment later she's gone, followed by Xandra and then all the rest.
Moore doesn't need to ask twice, he's gone with the rest of them and back to Hope's Landing, where he appears and lets out a breath!
"...Whew." He murmurs. "She wasn't happy."
"I don't think Akadi was pleased with any of us. That was a rebuke to all sides," Xandra concludes as you all gather in one of the private meeting rooms.
"You could tell?" Sylvie asks, "Or you saw?"
"I saw a glimpse. Be it the will of Chronias or Akadi allowing me to see it, I saw it." Xandra looks upward, as if looking to the light above.
Kaja growls, "It's a fucking poisoned chalice!"
"It is, isn't it? Yan-C-Bin will have countless eons more mortals to call on," Sylvie smiles just a bit, "But he doesn't have Aurora as a pool to draw a champion from. Akadi also didn't say that it needed to be one of our worshipers as our champion."
"Hm... I admit, I don't know what we'd be rebuked for. Not simply... asking her before intruding into Air?" He says. "I admit, I'm not familiar with the customs there, so if we broke some taboos then I'll take responsibility for it."
A smile and a nod to Sylvie. "I was planning on asking one of two time-lost friends if they'd be willing. I doubt Yan-C-Bin could anticipate either one of them."
"I'm not sure we did anything wrong. Akadi can be mercurial," Sylvie admits, "Or perhaps she simply found our presence an affront. I don't know." Arms crossed, "Who do you have in mind?"
"I planned on asking Synic." Moore says. "I think he'd agree to it, if just to flex his skills after so long. Failing that, The Empty Knight. After that? ...Probably Adrian?"
Looks are shared.
"Those are fine choices if they'll do it," Sylvie says at last, "But Akadi also didn't promise safety for those champions or even for us. They deserve to know what they're getting into."
"That's rather paranoid," Jetina says gently, "Sylvie, Akadi is perhaps prone to do what she wishes, but I've never heard she's cruel."
"Well, I wasn't just going to ask them 'hey, you want to come fight Yan-C-Bin with me,' or anything." Moore says with a laugh. "I'll explain what happened and if they'd be interested. It's good to be prepared regardless. But... should Akadi decide to be... less than hospitable, we have recourse for that."
He gestures up above them, as if that answers that particular question.
"Then let's move," Kaja says, "We need to find out who will be our champion first."
"Only wise. If none of your choices work out, I have ideas," Cresiel states.
"So do I," Sylvie seconds.
Moore nods, and will send a message to Synic!
'Hello, Synic, this is Moore. Do you have time to talk? I've... got an interesting proposal for you.'
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 68 > [d100=68]
'I'm listening.'
'It's a bit of a long story, but the summary is: Would you be interested in fighting a champion of Yan-C-Bin for something on my behalf? I can explain the details here.'
'I will consider it. Who is the opponent and how soon do you need an answer?'
'It'll be a champion of Yan-C-Bin's. I have until tomorrow to bring whoever I choose to Akadi for them to duel.' He explains.
'I will be there soon.' Is the answer, to the point.
Moore will go to the front gates to await him!
Synic soon arrives, appearing within the half hour. "Moore," he greets, "What manner of trial is this?"
Moore takes them both to one of his guest rooms, with some snacks and drinks available as he sits Synic down.
"Let me explain." He says, as he goes over what happened - including meeting Yan-C-Bin, and Akadi's intervening.
"I don't know if there are any other terms, or if Yan-C-Bin will take offense when he loses. I'm aware you're more than capable of handling yourself, but you have my guarantee that I will protect you, and you have the full weight of Celestia behind you should it come to that. I'm certain Tempus wouldn't have anyone interfere either, but regardless, that's the story."
"I owe you," Synic admits, "A single battle will do."
Moore smiles. "I wasn't concerned about that part, honestly. Selfishly, I just wanted to see you completely decimate whatever Yan-C-Bin brings." He says. "But I appreciate your assistance. Once we have the piece, if you ever have need of it, you're welcome to use The Wheel as you need. It's the least I can do for you."
"More than a fair trade," Is Synic's agreement, "If it does what you think it does."
Moore nods. "Then I shall see you tomorrow. I'm not allowed to give you any boons, but I believe you can use your own."
"That willb e enough, "Synic agrees grimly as...
Any prep or todos before this?
Nope, this seems paramount so Moore will make sure it gets done.
Okay, who is going along with you and Synic?
Akadi didn't seem to indicate she wanted anyone but me and my champion, so I'd go with just us unless anyone actively opposes that suggestion.
"For once it's for the best," Sylvie remarks as you all talk it over. "None of us can slow down Akadi if she means is harm anyway, and I doubt she'll allow Yan-C-Bin to personally attack one of her guests."
"Distasteful, but I believe you're right," Xandra agrees.
"I'd like to respect the spirit in which we've been asked to come." Moore says. "If we enter with all of us, I think it shows... I don't know, it just feels like it'd be received badly. I'd like to at least make the best impression with this, so that we can continue to operate on Air if needed. But if there's a problem... I will let you all know, as well as Barachiel, who I think wouldn't take it sitting down."
"We'll be here," Kaja promises, "Now go and make Yan-C-Bin lose."
Moore nods and will meet up with Synic before heading to Akadi's...
Huh, does she have a palace? He's never researched it, but he's certain he'll be diverted somewhere when he arrives!
Just for everyone's reference, K:P.
Take 10 for 119.
The reports are split. Some claim Akadi lives in a great palace of winds and bricks, while other say she inhabits an island of greenery and calm. Yet others say she lives amid a stormcloud, where a fortress serves her every whim. Others claim she lives in a mountaintop hut that is small and yet has a thousand rooms.
In truth you know that Akadi and her court go where Akadi wishes, and she changes Air to suit her desires of any one moment. All are true at one time or another, to match what her current whim is.
Then with that knowledge, Moore simply Plane Shifts to Air, knowing that Akadi will take him and Synic to where they need to go!
Winds part and howl as the two of you step forward. It is a vast arena, the circular bowl so tall and sharply vertical it's almost like a hollow tower. You stand just outside as a gateway within opens, an arena of wind and gusts parting way to allow you to enter.
"I have to ask, how does this compare to Tempus'?" Moore asks as they proceed forward.
"Windier," Synic says dryly, as he follows.
A snort at that as he flies along.
You step within - and another whirl.
You are in a box with a single seat. A throne that provides a beautiful view of the stadium below - a battlefield, flat ground. The stands are full of air elementals that silently watch, swirling winds kept in vaguely human form.
Moore wonders if anyone from the Whirlwind Throne is here to see this.
He takes a seat, confident in his wisdom of a choice today.
You sit. To your right another throne appears. It is empty and yet winds are there, a sense of presence that is massive and overwhelming. Akadi is there. To Akadi's right is another throne, where a gray skinned, storm cloud-like. He wears dark purple and black, a noble's clothes and with eyes that gleam with green light.
Yan-C-Bin looks your way without comment, for instead Akadi speaks. "You both have chosen powerful champions," Akadi remarks.
Moore can at least give a nod of courtesy.
Moore's rather curious who Yan-C-Bin could've found, and if he pulled in the same sort of favors that he did.
Yan-C-Bin does not return it, and instead gazes towards the stadium's battle ground.
"Now this should be interesting," Akadi remarks, "They are ready."
Oh well.
He turns to look down, curious who the opponent is - and if they're actually going to be able to beat Synic at all.
Thus one two gates open, one on each far side of the stadium below. No cheers - but the elementals watch. A moment of silence before Akadi clears her throat.
In that moment the elementals cheer wildly, gusty sounds sweeping over all of you.
From one gate comes Synic, blade at the ready and prepared.
From the other comes what looks to be an elf. A mere male elf, quiet and downcast. He carries no weapon nor armor, and only wears a loose cloth robe.
"You shall fight to determine the ownership of something I possess," Akadi declares over the cheers, "Begin!"
Yan-C-Bin's voice is heard in your mind as, 'What is this mortal? He is not one of yours.'
'Someone who agreed to be my champion, much like yours, I imagine.' Is the response.
Take 10 on K:P, this is assuredly not just an elf, right??
It looks like an elf to you, for what that's worth.
It's definitely not 'just' an elf, but even Synic should know that...
He decides there's nothing for him to do except watch and see how this plays out.
Okay then, just going to watch and hope it works out?
Well, Akadi would surely notice if he interfered at all, even with divine speech to Synic, I assume, so yes.
A blur. Synic comes forward as with one lightning fast swipe, the man is decapitated.
His head does not fall.
It hovers above his body, not a drop of blood spilled. Instead howling winds come from his severed neck, the entire body collapses like a suit of flesh that is hollow inside, one grisly pile. Winds erupt everywhere, streaming out of the body as they batter at Synic again and again.
Yan-C-Bin smiles darkly as they strike - yet Synic is barely moved. And then he's elsewhere on the battlefield, so fast (or so time stopped) that none can follow. He is above now, a barrage of stinging, bladed missiles ripping through the winds. They slow it for a moment as winds converge on Synic from all over, as he dives down and then flies up, dodging away as his blade strikes again and again, tearing at the gusts. Bursts of wind slam into the ground after those, ripping gouges into the stadium's floor.
A blur again.
Synic is past the semi visible winds in an instant, and they glow red and burst with flame. Breaking, tearing sounds echo afterwards as now burning winds see Synic, striking him from all around, following him as he flies up once more, dodging for his life.
Well, he didn't exactly expect that, but...
Would my K:P tell me anything more now that it's obvious this is some sort of air elemental or something? Mostly just curious if Moore can puzzle out how deep into the drudges Yan-C-Bin went for this opponent. 119 still if it matters.
He doesn't look concerned - in fact, he doesn't even have any kind of facial expression. He won't give an inch to his "opponent," trusting in the hope that he placed in Synic to see this through.
It looks like an unusually versatile and powerful air elemental. Most don't show this level of control over their bodies, not like this. It's not unheard of but it's a sign of a powerful, mature and potent elemental for sure. Perhaps a wind-sorcerer, one naturally gifted with magic and with applying it to their windy bodies.
It could also be something Yan-C-Bin helped create and keeps as a reserve, or simply a mortal who experimented with the winds and ended up becoming something inhuman entirely.
If any magic happens to end up close enough to Moore to identify, he'll take 10 on Spellcraft to get the name of the elemental for future reference. Otherwise he'll just watch. But he has an eye out for cheating!!!!!
Cheating. By that, what do you mean?
Yan-C-Bin trying anything untoward to either help his combatant or do something to Synic.
Like magic, spells, that sort of thing?
Yes. Well, anything Moore could notice. I'm sure there's some other sneaky things he could do that might go totally unnoticed, but Moore's a perceptive guy, so he's at least going to pay attention as best he can!
Okay then, then give me some Perception.
Take 10 for 97. If it's opposed in some capacity, Moment of Prescience for 117.
Wind and fire, friction and air. Great sparks and plumes of fire come from each contact, both sides, jabbing and recoiling. Synic soars up to as high as the stadium go and the winds fall back, gathering below him. Amid all the cheers Synic takes a breath and plunges straight down, his blade alight in a blue-green light like a collage of sapphires and emeralds blended together.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 24 > [d100=24]
He meets the winds head on. His blade punches in as arcane fire erupts all over the creature, a deafening cry as it flees downward, all as Synic drives down, stabbing up and down again and again.
Yan-C-Bin leans forward slightly, gaze intent on it as he watches, a hand gripping the edge of his armrest.
Moore simply continues to watch, his face stony.
Hope will triumph this day.
Akadi glances do you, a faint sense of disapproval as she sees your face. Huh.
Meanwhile the wind creature gusts away, into many gales that escape Synic to assail him from all sides. For a moment and another he's battered in all directions until he raises his blade and swings, a circular assault that slices through all of them. This time there's a glint of the same radiance as before, before arcane fire again wracks the creature.
The winds begin to fade and silence falls.
> roll 1d100
<Penuche> Kotono invokes Penuche's magic: < 39 > [d100=39]
It's over. Synic rises, looks about - and whirls to plunge his sword behind him. In that moment the mass of winds, shaped like a humanoid now, is impaled through the middle. Arcane fire erupts out to consume it, an unearthly cry like the wailing of a thousand spring time breezes.
Akadi merely looks on, and death is undone. The winds reform and flow into the flesh suit it left behind, intact before it collapses to the ground, breathing but out cold. Amid a new round of cheers, "It is decided," Akadi declares. "It is done this day."
A crunch as the armrest of Yan-C-Bin's chair cracks and snaps, lightning running up it to start a dozen fires along the wood.
Synic was something of a ringer here, an unexpected choice with the tools to do well. He auto passed a few rolls so it wasn't nearly as difficult a battle for him as for most others.
Canderella would've been the second best pick due to her expertise and her ability with storms, just FYI. If you could somehow morally justify it and get it past Sylvie, Calley would be third.
Moore's face relaxes from its stony facade as he breaks out into a smile and clap.
Since he's in a box, he can't extend a hand - not that he'd even take one, but...
He turns and nods in Yan-C-Bin's direction. "You brought a great champion to this. I know you do not care for it or care that I offer it, but you and your champion have my respect for their skill in battle." He says - honestly, in fact.
Yan-C-Bin looks at you with a twisted grimace, eyes blazing. He says not a word but instead is gone.
Akadi turns, and in a voice like a summer gust, "But you do not have leave to depart quite yet, Moore. Where did you find him?"
"It's a bit of a story." Moore admits with a smile. "I'm happy to share it."
She seems like she wants to hear it, so...
He will explain about the dragon and its state of undeath and that they came across Synic's spirit.
He'll leave out the Temporal compact part, though!
Okay, so just carefully excising that bit. Anything else?
He'll leave out the Empty Knight.
And the Other dragon at the end.
The tale is listened to. "That city," Akadi says with a note of disgust, "Continues to be a blight."
"You've... had dealings with it?" He asks, rather curious now.
"It once made its presence notable," Is all Akadi says to that, "Leave it a forgotten ruin."
Moore nods. "It will hopefully stay that way. I... apologize, if I have offended your court in any way with this experience."
Akadi's answer is for a small cloth bag to appear. "There is your prize, it is within. Keep the bag it lies in."
"As you will it, Lady Akadi." Moore says. "Hope's Landing welcomes anyone from Air if they wish to stop by."
At that, Akadi is gone, leaving you with the bag and your victory.
One more.
Moore will return home and see if there's anything special about the bag!
It's a plain bag, altered just enough to have extra size. Enough to hold your prize, another piece of the Wheel.
Oh well, a present is a present.
That just leaves the one on Earth... that will be a challenge for another day.
In that case, next move to be begun in your next topic?
I guess we should actually work on that last piece so we don't end up getting assaulted over it.
Okay, new topic then. Locking this one. 80 pages, a good run.