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AvatarVecna
2014-09-02, 07:27 PM
Welcome, one and all, to the ultimate dungeon crawl! Within, we shall craft a story of monsters, castles, wizards, rituals, and treasure beyond the scope most such stories ever reach!

For those just coming across this incredible tale, here is the original adventure hook:

THE END OF AN ERA: ATTALE LACAEN ASCENDING TO GODHOOD!
You heard it right, folks: the Merchant Magician, the immortal mage, the interdimensional King of Artifice is ascending to godhood! Attale Lacaen and his company "Limitless Possibilities" have been making magic items for well over 4,000 years, and now, the companies found, owner, and sole stockholder is stepping down to take part in a higher level of politics. At a press conference earlier this month in Khorvaire, in the small village of Lockshire, Karrnath (the thorp that's long been rumored to be the Archmage's home town), Attale made an offer to the world:

"My time amongst mortal men is drawing to a close; soon, I will ascend to join the immortals, carving out my own domain in the world. The process is long and difficult, but I balk at neither the length nor the effort required. No, what I find most interesting about the ritual is the sacrifice inherent: all material possessions must be sacrificed."

"I have formed a board of advisors and investors for "Limitless Possibilities", and have doled out the stock as I've seen fit...for the most part. My company will continue on without me for many centuries to come, but that is not why I'm here today."

"Over the course of the past several thousand years, I've never found myself taken with anyone; neither love nor lust has over taken a hold of me. As such, I have no heirs to pass my fortune on to. Some fraction of my wealth has been given to friends and employees who, over the years, have proven their worthiness. Another fraction has been used to aid governments, increasing wages all across the planes, and donating to various charities. But much still remains, and I find no one to be worthy of so much."

"There are few people I've ever truly respected, and few traits. But one constant is present among them: power. I've respected those with the ability to defy their fate, to make a name for themselves, to rise above and beyond what most people think is possible. It is these people who I wish to address now."

"To all those with power, all those with dreams and wishes and goals, all those who, like me, have surpassed the greatest challenges life has thrown in their way, I have an offer for you. Over the years, I've found ways of casting spells beyond the means of mortals, and ways to fuel such spells with gold and silver. My offer is as thus: whatever items you wish, whatever fortune you desire, whatever dream you've had, I am willing to grant. But I am no djinni; you shall get one wish. But whatever you wish for, I shall grant it if it is in my power to do so. I shall be meditating on my abilities for a year and a day; in that time, anyone with true power can make a request of me. The only limitation: this request must be made face to face, in person. If, when that time is done, and some portion of my wealth still remains, It will be sacrificed in a few rituals of my own creation to make the world a more...powerful place."

"I'm off to begin meditating in my secret fortress. Good luck."


And with the snap of his fingers, he disappeared, leaving the press in an uproar. Originally, the news was suppressed by the press, no doubt so that no one else could attempt to win such a prize. But too many people knew, and the news got out eventually. But what's done is done, and now, there are 184 days left before Attale Lacaen completes his meditation.

This is Mercy Quin-celle, of the Sharn Times, signing out.


The following players have made it into the original group:

-The Grue playing The Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)
-whoiam playing Nustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)
-NecroticPlague playing Eversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)
-Thokk_Smash playing Vir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)
-Mousedigits playing Haijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)
-Tempestfury playing Typhose (http://www.myth-weavers.com/sheetview.php?sheetid=983398) and her apprentice Interitus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)
-Gunhaven playing Murch (http://www.myth-weavers.com/sheet.html#id=15224)
-Bluydee playing Veritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)
-JBarca playing Thinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)


The following player(s) are on standby for if another player must bow out for whatever reason later on:

-Seppo87


Here's the OOC thread I've set up for us. (http://www.giantitp.com/forums/showthread.php?369932-Ultimate-Dungeon-Crawl-Attale-s-Offer-OOC-Part-1&p=18050892#post18050892)

So, to start off with, if everyone could sound in; please include whatever background you've written, for the sake of having it in the thread.

Thokk_Smash
2014-09-02, 07:40 PM
And so it begins, the greatest dungeoncrawl of our time. May the best man/woman/creature/badass win :smallbiggrin:

Here's Vir's 10-minute background

10-Minute Backstory
Step 1: Concepts

1. Vir is the true leader of the Monastery of Sublime Thoughts, where students are taught the intricacies of Chi and its various methods of usage. However, due to his personal feelings on leadership and his impatient nature, the de facto leader is his partner, Thahn (short for Thanatos).

2. His nullification powers manifested early in his life, and he hid them as best he could from his masters. The masters, however, accepted the powers and began to strive to teach him to use them for the good of the Monastery. However, some masters…had other plans.

3. He was stolen away from the Monastery by the dissident masters, and experimented on for years in order to enhance his natural nullification abilities. This left him with many physical and emotional scars, especially after the dissident masters forced him to lead the assault on the Monastery--and to kill any members who would not succumb quietly. He still has nightmares of the faces of his friends that he mechanically killed while under the brainwashing of the dissident Masters.

4. He only spared one--Thanatos, whom he had been friends with for years. Closer than friends: the Void-disciple had saved Thanatos from being sold to the circus, or worse, into slavery, due to his freakish appearance. A split-second hesitation was all the chance Thanatos had to run, and he took it; yet swore to save Vir from the hell that awaited him. It was not until over a decade later that he would do so.

5. Vir was the new Monastery Masters' enforcer, cracking down on naysayers as they spread -their- version of the Way to the corners of their continent. They were quite effective, as well--opposed only by Thanatos and a few hundred Disciples of the Way. It was a desperate gambit by Thanatos that freed Vir from his slavery, and yet the evil Masters were still in control.

6. Buoyed by rage, his grudge far beyond any a mere human could contain, Vir helped lead the rebellion after that. It took very long for him to regain the trust of those he once hunted, but his grief and rage were clear to all who saw him. He successfully brought down the cabal that had enslaved him…at least, he thinks that he did. It's all a blur now, long after, but he thinks that he did. He hopes that he did.

7. But even after the main cabal were killed, their empire still reigned. Thanatos, his admittedly freakish looks (now including multiple limbs, antlers, a large jaw, and more) ignored after his numerous exploits, took over the leadership of the main Monastery of Sublime Thoughts, while Vir took to using his skills as an assassin to hunt down and kill the other leaders of the empire. It was long, and arduous, but after yet another decade they believe that they have rid their continent of every last trace of the Masters' influence. And yet…and yet, inklings of doubt yet remain.

8. Vir spends his time now hunting down the remaining temples dedicated to the Void Arts that Hurong and the rest of the cabal created. After destroying the first, the others went into hiding; he considers them ticks, burrowed into the skin of his continent, that he has to root out and kill.

9. Though he reclaimed himself, Vir has never been quite able to trust easily after he returned to normal ("normal"). It can be said that his only friend is Thanatos, though he is willing to command the multitudes of followers that he has. Although he tends to allow Thanatos to do that kinda stuff.

Step 2: Goals

1. To rid the world of nullification arts, once and for all. That is the reason he is undertaking the Archmage's challenge, to have him retroactively erase any trace of the Void arts, past, present, and future, save for him. It is his belief that, after all he has been through, only he is worthy and responsible to have the knowledge of Void arts. It will end with him.

2. I want him to come to terms with his past--though it's been years, he hasn't forgiven himself for the actions while under the thrall of the dissident Masters. Maybe a few hallucinations of the friends he killed, and/or the Masters that enslaved him. Either he gets past it, or he breaks.

Step 3: Secrets

1. On his journeys to rid the world of the Void Arts, he has killed children and the elderly…even a few infants. He has never told a soul of this, not even Thanatos. It was done in the name of ridding the world of potential threats, but he could never truly justify it to himself.

2. One of the cabal of Masters did escape his vengeance, and is yet now plotting his own revenge for usurping him. His power grows steadily with each year, yet he must be careful how powerful he becomes before he enacts his plan. With the news of Vir and Thanatos going off to take the Archmage's challenge, now might be the perfect time to take the Monastery...

Step 4: Significant People.

1. Thanatos, officially the leader of the Monastery of Sublime Thought--unofficially, Vir's right-hand creature. Considered a freak of nature before the revolution, now the savior of over half a continent, he has come far since the day that Vir rescued him from that slave pit. He will accompany Vir on his quest to petition the Archmage, gladly following his own savior.

2. Hurong Rou, leader of the dissident Masters that enslaved Vir and sought to enhance his knowledge of the Void Arts. Vir's abilities intrigued him, and led him to learn more about the Void Arts in order to emulate them--thus did he discover a way to implant part of the Void into others. He continues his work in secret, after fleeing from sure defeat at the hands of Vir. His anger is dwarfed only by Vir's own contempt should he learn of Hurong's continued existence.

3. Blake Long, elf of indeterminate gender (are they man? Woman? Shapeshifter that just doesn't care? Nobody knows), who runs a popular tavern in the city of Vustio. They are the one person other than Thanatos that Vir can even vaguely trust, and they are the ninja's source of news and rumors for the surrounding areas. They have an information network reaching far and wide, boosted by members of Vir's own herd of followers.

Step 5: Misc.

1. Vir often remembers the night that he was stolen away. He trusted them. He trusted Hurong. He trusted them, and they betrayed him, and tortured him into obedience for their own twisted ends. He can never forget the familiar smile on the man's face, as his sight swam and faded in and out from the pain. He mostly only trusts Thanatos, now. And that, only barely.

2. Although he lacks the need to sleep, and despite the nightmares that come during it, Vir enjoys the sensation of not being conscious to dwell on his angst. However, viciously untrusting, he generally refuses to sleep in the open or anyplace where he can be easily found. He keeps an eternal wand of Rope Trick for just such occasions. The only person he will willingly sleep in the presence of is Thanatos.

3. Whenever he remembers the night he was stolen away, he tries to remember the day he woke up once more. It was truly as if from a dream--rather, a nightmare. Days, he spent in disgust with himself, but the sweet taste of freedom from Hurong was like the finest ambrosia.

Also, if I may ask, may I quickly finish up Vir's cohort? I have him half-finished; I wasn't going to ask, since the deadline passed, but I thought I'd ask. Thanatos (http://www.myth-weavers.com/sheetview.php?sheetid=984982) is about half done, as is.

Edit: Also, wouldn't this thread be better served being in the OOC sub-forum?

The Grue
2014-09-02, 07:44 PM
I was about to say exactly that. :smallbiggrin:

The Shade is but a moniker; the real name and origins of the individual it refers to are lost. Perhaps he, if The Shade is indeed a man, never had one to begin with. Some say he crawled from the ashes of Cyre, others claim he existed long before the Last War.

As is so often the case, the truth is far less interesting.

The myth of The Shade was invented some twenty years ago by a low-born Brelishman named Miles Colworn. Miles, a recent graduate of the Passage Institute, spent his working hours burgling and adventuring in order to pay off his substantial academic debts. In the dusty basement of a Passage bakery Miles founded a gang of small-time cutpurses and scoundrels, naming The Shade as their silent partner in order to take a bigger cut of the profits for himself. To support the fiction, Miles devoted a portion of his time in taverns and public houses spinning tales of The Shade's exploits in far-away Sharn. While nothing spectacular, stories of The Shade's grand heists were well received and occasionally retold enough to convince Miles' would-be underlings. They named themselves the Black Rose Gang, a nod to the emblem of their supposed benefactor.

In a few short years, through skill, cunning, and no small amount of luck, Miles' gang rose to a position of dominance in the city's underworld. His debts to the Institute paid off in full Miles, emboldened by his early success, sought to expand the business. He founded branches of the Black Rose gang in Fairhaven, Sigilstar and Korth. He travelled frequently between cities to oversee the gang's operations, and with him travelled stories of The Shade, seamlessly inserted into exaggerated accounts of the Black Rose's actual exploits.

Miles presented himself to Khorvaire's criminal elements as The Shade's lieutenant and consigliere - his employer being far too cautious to reveal himself in person. In time he adopted the mantle of The Shade himself, posing as the near-legendary master criminal on the rare occasions The Shade's presence was absolutely necessary. He circulated wildly differing origin stories so that, when The Shade made his "return" to the city of Sharn, the original Sharn tales could be dismissed as corrupted versions of the true story - whatever that may be.

Today the Black Rose has a presence, however small, just about everywhere in Khorvaire. It is one of the largest criminal organizations on the continent, engaging primarily in smuggling, burglary and information dealing. The Black Rose frowns on robbery and "petty" theft, and violence in general is discouraged - though for economic rather than ethical reasons.

"Miles" has largely retreated from the guild's day-to-day operations; meanwhile The Shade continues to act through intermediaries and trusted lieutenants, surfacing here and there to conduct impossible thefts of exceptional, unique or priceless items. The Black Rose maintains a headquarters of sorts in Sharn, and it is there - elsewhere in the city - that Miles makes his home.

While the Black Rose's true origins are something of an open secret among the prime movers in Khorvaire's underworld, The Shade has continued to gain traction among the working classes as a modern-day myth.

AvatarVecna
2014-09-02, 07:45 PM
Edit: Also, wouldn't this thread be better served being in the OOC sub-forum?

...Possibly. Still, one thing I've found to be quite entertaining over the years is reading through the games others have played; including a few references at the beginning of the thread is hardly a bad idea, especially something as potentially important as character backgrounds. OOC issues will be dealt with in a separate thread; once everyone's sounded in, I'll post the first description of the situation you all find yourselves in.

Tempestfury
2014-09-02, 08:06 PM
Time to rock and roll!

Step 1: Concepts

1. Typhose is renowned as one of the best, if not the best gunslinger in the realm. A master of the twin pistols, a complicated fighting technique that requires constantly sheathing and drawing the pistols to get free hands to reload... well, normally at least.

2. A more infamous fact about Typhose, is that she’s managed to take teachings of the Sublime Way, and apply it to her pistol combat. This has actually upset quite a few of the traditional followers of the Sublime Way, as they see it as a perversion.

3. Typhose is the inventor of the Black Rain martial discipline, and has taught various Gunslingers how to use it, including her primary apprentice, Interitus. In her travels, she also picked up the Dancing Leaf martial discipline, though she is not its creator, her usage of it has definitely brought it to the world’s attention.

4. Though she doesn’t use them herself, Typhose knows that many variations and adaptations of the original nine Sublime way disciplines exist, as well as disciplines that require the same focus and dedication to learn, but not based on the original nine disciplines.

5. Typhose wishes to recreate the Temple of the Nine... and expand on it. Instead of a single school of nine disciplines. She desires to lay the foundations of schools across the worlds, teaching many different disciplines and fighting techniques. She hopes to make the schools connected, so that if a student wishes to learn a discipline that the local school cannot teach, it is an easy matter to move to another school to learn it.

6. Typhose’s abilities aren’t entirely from her skills as a gunslinger and sublime way. In fact originally, she didn’t even have two pistols. She received her second pistol, along with other powers from a divine source. Though she doesn’t know who, and is uncertain about it being from the Sovereign Host.

7. Whilst divine in nature, Typhose’s second source of power draws from and amplifies latent abilities. Though giving up earthly gods and meditating, Typhose has managed to further increase the power granted to her from the divine.

Step 2: Goals

1. Typhose wants to create a series of connected schools scattered across the world where people can learn the disciplines of the Sublime Way, and other such disciplines. She hopes for the schools to be self-sustaining, so that it costs no money to join.

2. Although she had become used to her divine-granted powers, Typhose still wonders who granted the powers to her and why, and may seek to find out if it doesn’t detract from her current goal.

Step 3: Secrets

1. Although she puts on a dismissive face, Typhose is deeply hurt by traditional users of the Sublime Way seeing her useage as a perversion, due to her strong respect for the Sublime Way and its users.

2. Whilst Typhose has received a gift from the divine, she wasn’t intended to. Someone else was meant to recieve the power, and because of it, the true extent to the gift is greatly hampered... perhaps for the better.

Step 4: Significant People.

1. Interitus. A Killoren, although Fey. Interitus acts a lot more like a mortal then a Fey, and is a firm friend of Typhose, and has become her apprentice. With a strong affinity to death and knowledgeable in a wide variety exotic disciplines, Interitus in a key to Typhose’s goal.

2. Trygg. A Brass Wyrm, another old friend of Typhose. Trygg is a bit of an odd-case when it comes to dragons in that he loves teaching ‘lesser races’. Not only is he a master of the arcane, but he knows the theory behind the Sublime Way discplines, as well as psionics, truenaming, shadow magic, invocations and more. Typhose wryly comments that until the old dragon croaks it, he’s likely gonna be her biggest competitor when it comes to her schools.

3. Baldur. Master of the Fullblade and nine disciplines of the Sublime Way. A staunch traditionalist, he sees deviations from the Sublime Way’s to be perversions and should be stopped. That being said, he has strong ethics, so will not kill people simply for having knowledge of the other disciplines. Desires to recreate the Temple of the Nine and has fought against Typhose numerous times in the past.

Step 5: Misc.

1. Typhose has a scar, starting at her chin and running down diagonally to the base of her neck. A reminder the dangers of fighting with twin-pistols. If a person good at melee gets close, they can easily hurt her... as Baldur did, severely.

2. Typhose absolutely loves the ability to fly thanks to her divine gift, and though she’s had it for several years, its enjoyment has hardly diminished. Because of this, she often hovers instead of walking due to finding it more fun.

3. With her love of flight, and wise mind, Trygg has joked that she’s a dragon in human form, which in turn has shaped Typhose’s preferred alternative form of a silver dragoness.

Step 1: Concepts

1. Interitus wasn’t born, but created. Being a fey, he is a part of nature itself. And yet, he has the emotions and drive of the mortal races. Like the humans, like the dwarves, like the long-lived elves. He is one of the youngest species, the Killorians.

2. Whilst he was created at a reasonable maturity, Interitus was still young. Which is why he was adopted by a powerful wizard, who admittedly wanted to study and learn from Interitus more than raise him, but did not treat him badly, and introduced himself to magic.

3. The wizards bodyguard, a half-elf by the name of Arcantos, also had a profound effect on Interitus. Encourage his desire to explore and challenge himself. As well as teaching him how to fight. Both with the sword, and with the gun.

4. The wizard was also a surgeon, and a medic. Whilst he didn’t dabble in necromancy, Interitus came used to the dead, and began to see it as part of nature. So much so, that he began personally investigating negative energy and undead, as well as how they fit in with the natural order. He didn’t believe them to be evil or abnormal, but simply a different stage in the life-cycle, one that required work to make it come about.

5. Interitus left the wizard and bodyguard when he was about 17 years old, wanting to explore the world, as well as seek out knowledge to further his powers. During his exploration, he was curious to see how negatively people reacted to his necromantic powers, eventually leading him to seek out a method of using positive energy instead, which was taken much better.

6. Seven years after he left, Interitus found Typhose. Someone similar to him, using abilities that were far from the norm, and outcast because of it, though not as much as he was admittedly. Typhose was happy to let Interitus travel with her, with the two teaching one another.

7. Interitus has travelled with Typhose for five years, and with her help, developed several unique disciplines. The Void Disciple, Soul Eater, Narrow Bridge and Untammed Essence. Whilst Typhose helped his learn the Lighting Divine Wind discipline.

8. Whilst travelling with Typhose, Interitus managed to form a long-term goal of his own. He had previously noticed that his kind was a young, and whilst fey, were a lot like mortals... and mortals had kingdoms. So, for his kind to have weight and power in the world... they needed a kingdom of their own.

Step 2: Goals.

1. Interitus wants to make a kingdom for the Killoren’s. Not one which he is a king off, as he doesn’t see himself as a leader. Perhaps one that is voted for?

2. Whilst he has long got used to people disagreeing with his negative powers, Interitus still desires to see necromancy and the undead become accepted as part of a society.

Step 3: Secrets.

1. Interitus is a bit of a necrophile... never acted on it, but he has a very strong... liking of the undead. Both negative and positive energy ones.

2. Interitus didn’t make the disciplines entirely by himself... Typhose’s divine patreon gave her a few ideas to encourage Interitus in creating them.

Step 4: Significant People.

1. Typhose. A friend and mentor to Interitus one of the first people to accept his negative energy powers without much ado. As well as helping him develop his unique fighting style.

2. Arcantos. The bodyguard of the wizard that adopted Interitus. A big factor not just in developing his fighting ability early, but fostering his desire to explore, both the world and his abilities, along with challenging himself.

3. Baldur. A rival of Typhose’s and an enemy to Interitus. He knows of Interitus necromantic powers, and sees him as an abomination that needs to be destroyed. His new disciplines don’t exactly encourage Baldur to stop trying to kill him either.

MikelaC1
2014-09-02, 08:14 PM
Checking in. A little confused as I failed the puzzle, and my PC is :smalleek: unspecified :smalleek:

Necroticplague
2014-09-02, 08:14 PM
The future is bulletproof, the aftermath is secondary. Time to do it now and do it loud. Killjoys, MAKE SOME NOISE!

In the games that so often occur with crowns and thrones, its no surprise that shadier dealings sometimes come into it. Sometimes, a stubborn piece that can't be moved, has to be killed. For this purpose, kings, kings to be, and ambitious nobles have been known to hire assassins to deal with such matters discretely.However, with the general freelance nature of them is a possible downside. After all, if you can buy him, whats to stop a someone else from doing so later, against a man who now knows your own palace? Some came to an easy answer: train them yourself. Just like a king has his own army, instead of entirely mercenary forces, so too should his own people act as his "night hands". Eversha was not among the first of these, nor the greatest. Actually, her career was rather abruptly cut short by some mistakes she made. Her body was found washed up on the shore. However, this did not stop her from showing up several months later, her task completed and awaiting further orders. Of course, in her line of work, the new traits brought on by her form were quite useful. What better way to throw off your own dirty work than to have on of the target's own do it, seemingly haven gone insane? Of course, while her new body may have been well-suited her new mind was not. As her unlife continued, she became increasingly sloppy and violent, turning what might have been a clean nobleman's removal (the target, maybe a cleaning maid too perceptive for their own good) would become a slaughter as the target, soul ripped out of their husk, suddenly goes on a cannibalistic rampage. The king she took order from watched this slow degenerations with great concern. After all, even as she became less suitable for the task, she grew in power by leaps in bounds. Thus, the ingenious solution: her "promotion" to a brand new position, The King's First Eye.A job that just so happened to involve frequently going on very long trips to places very far away that are incredibly dangerous. For the king, he either has a risk payoff in his favor (i.e, turns out those ruins DO have some useful magic items in them), or he loses a possible liability. Very definition of a win-win scenario. Eversha's latest venture is a mission from the king for his daughters sake. Shes fallen deathly ill, and so far, clerical magic has failed to cure her (thus leading to the strong theory that its more of a potent curse than a sickness), so Eversha has been sent to seek the aid of one powerful enough to help (after being told that converting her into another member of the Hungry Dead wasn't a possible solution).

AvatarVecna
2014-09-02, 09:23 PM
Checking in. A little confused as I failed the puzzle, and my PC is :smalleek: unspecified :smalleek:

You attempted a puzzle, and failed it, although there were other ways in. Regardless, the puzzles were for narrowing down the entries to the maximum of 10 I had originally said I would be willing to handle; as it turned out, only 10 people asked for puzzles, and one person (Seppo87) asked to join without having a character. Your character is currently unspecified because I don't currently have a character on file from you; perhaps I simply missed it, or it got lost in the swarm of PMs that have since been deleted to make room in my inbox.

If you've got a character ready to go, send a character sheet link via PM and post their background. If it's not ready, but you're willing to play, you'll be moved to the reserve player list for the moment. Sound good?

Gunhaven
2014-09-02, 10:14 PM
Murch here, ready to bring in the glorious Fourth Era of Dhakaani!

First the sheet (http://www.myth-weavers.com/sheet.html#id=15224) and list of abilities/deeds (https://docs.google.com/document/d/1QEpsd64a9wz6C9ezjWQoW-b1XeyxxDDwRei7vPTqggo/edit?usp=sharing) as well as the fluff (http://www.giantitp.com/forums/showsinglepost.php?p=17987461&postcount=600) I did.

Mousedigits
2014-09-02, 10:30 PM
Haijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550), ready for ssome action!

Life in the desert is hard. Everyone who lives out there knows that. Very little water, cold nights, and hot days. That isn't always the worst thing out there, however; Oftentimes, there are others in the desert with whom you compete for supplies. Such was the case of the Yakara tribe of Thri-Kreen, and the Illishou tribe of Desert Orcs. Each one fought the other for water, food, and just out of spite for each other. These fights ranged from outright battles to (somewhat) formal duels between one another. Each of the tribes had a champion: Haijiin Youro of the Yakara Thri-Kreens and Jaitun Hurrin from the Illishou Desert Orcs. The tribes never had these two fight each other, for fear of losing their best warrior. It was always, in a duel, the champion versus a lesser challenger. The champions, of course, never were actually challenged; they got bored, to put it simply. Every battle went the same. An enemy challenged them, and they killed them in less than a minute. Simple. So, Haijiin, after fighting a particularly pathetic enemy, saw the obvious solution: challenge Jaitun. Knowing that the Yakara Leaders wouldn't allow this, he sneaked into the Illishou camp. Eventually, he found Jaitun's tent, and slipped a note into it, challenging Jaitun.

The next morning, Jaitun found the note. Looking it through, he thought up a plan. He went to the Illishou leaders with his idea, and they, after consideration, agreed. So, that night, Jaitun slipped into the Yakara tribe's camp. He slipped a note, as Haijiin had done the night before, into Haijiin's tent. The note said to meet him at a rock between the two camps in three day's time. The game was on...

Three days later, he was at the spot. He waited, waited, waited. Finally, Jaitun came, huge sword at his back. Haijiin drew his dual katanas. They glinted on the hot desert sun. The two glared at eachother, two mortal enemies, finally on the same battlefield. And, just as Haijiin was ready to charge, Jaitun snapped his finLife in the desert is hard. Everyone who lives out there knows that. Very little water, cold nights, and hot days. That isn't always the worst thing out there, however; Oftentimes, there are others in the desert with whom you compete for supplies. Such was the case of the Yakara tribe of Thri-Kreen, and the Illishou tribe of Desert Orcs. Each one fought the other for water, food, and just out of spite for each other. These fights ranged from outright battles to (somewhat) formal duels between one another. Each of the tribes had a champion: Haijiin Youro of the Yakara Thri-Kreens and Jaitun Hurrin from the Illishou Desert Orcs. The tribes never had these two fight each other, for fear of losing their best warrior. It was always, in a duel, the champion versus a lesser challenger. The champions, of course, never were actually challenged; they got bored, to put it simply. Every battle went the same. An enemy challenged them, and they killed them in less than a minute. Simple. So, Haijiin, after fighting a particularly pathetic enemy, saw the obvious solution: challenge Jaitun. Knowing that the YakHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)ara Leaders wouldn't allow this, he sneaked into the Illishou camp. Eventually, he found Jaitun's tent, and slipped a note into it, challenging Jaitun.

The next morning, Jaitun found the note. Looking it through, he thought up a plan. He went to the Illishou leaders with his idea, and they, after consideration, agreed. So, that night, Jaitun slipped into the Yakara tribe's camp. He slipped a note, as Haijiin had done the night before, into Haijiin's tent. The note said to meet him at a rock between the two camps in three day's time. The game was on...

Three days later, he was at the spot. He waited, waited, waited. Finally, Jaitun came, huge sword at his back. Haijiin drew his dual katanas. They glinted on the hot desert sun. The two glared at eachother, two mortal enemies, finally on the same battlefield. And, just as Haijiin was ready to charge, Jaitun snapped his fingers. At least 50 desert orcs exploded from the sand, swords, axex, and hammers drawn.
"What's this?" asked Haijiin. "This is meant to be a single duel!"
"Did we agree on that? I don't remember that. I remember you asking if we could fight."
"You twist my meaning! You have no honor!"
"Honor? Do you really think I care about honor? Even if I did, think about how much honor I'll have, from my own tribe, when the Yakaras are wiped off the face of the earth."
Jaitun yawned, and then snapped his fingers.
"I tire of talking."

And those were the last words Haijiin heard before everything went black for him, as a Desert Orc hit him from behind with a club.

Haijiin woke up about 4 hours later, with a lump on the back of his head. He looked up, and found himself tied up, hands behind his back, legs together. He looked around a bit, and then heard something. It sounded extremely familiar. It sounded like.... Fighting. Sword on sword, axe on axe. Then, he remembered. Jaitun was going to destroy his Tribe! Without HJaijiin, the other soldiers had no chance against Jaitun and his soldiers! Haijiin had to escape. He looked around, and saw a small outcrop of sharp rocks. He started squirming his way over, placed one pair of bound arms over a sharp rock, and started trying to cut off the ropes. After about 10 minutes of cutting, he finally got them free. Thern, he used his claws to cut off his other ropes. He looked around for his swords, and didn't see them. "Damnit, Jaitun must've taken them."
With that, he jumped into the air, and landed 100 feet from his start. He jumped again, and again, getting closer to his target as he went. Eventually, he reached his tribe's camp, and saw that the Illishou had almost completely taken over. He faltered for a bit, looking out upon the gruesome scene. Dead thri-kreen littered the ground, blood everywhere. The few who lived were being ordered to dig the graves of their fallen comrades, and then their own. Near the center of the camp, Haijiin saw Jaitun, his sword raised above a kneeling thri-kreen, 300 feet away. Haijiin moved without hesitation. He jumped forward a hundred feet. halfway, he met the first Orcs. From behind, he grabbed one in each arm, and as he landed, threw them into the ground, shattering their bones. He landed next to two others, which he thrust his claws through and flung them away. Then he jumped again. Jaitun was readying his sword to be brought down upon the kneeling thri-kreen. Haijiin nocticed, at Jaitun's back, there were two katanas. Haijiin's Katanas. Haijiin was about a hundred feet away, when he made his final jump. He jumped right past Jaitun, who noticed that he no longer had Haijiin's Katanas. He turned around to see Haijiin, standing with his swords out, about 30ft away. Then he saw Haijiin jumping towards him, and that was the last thing he saw, as both of Haijiin's swords found an eye socket, passed through Jaitun's head, and pinned his lifeless body to the ground. The Orc soldiers that saw this did one of two things: They either rushed toward Haijiin, eager to kill him, or ran away in fear. He cut down those that attacked him, and chased after the others. He cut them down, one after another, as he chased them back to the Illishou camp. Every Illishou soldier died that day.

Haijiin considered going back to the Yakaras, but he didn't. He knew he would simply be banished, as this was all his fault. So, he simply went off in search of adventure. Eventually, he may come back to the Yakras, to see how they were doing, but for now, he was gone.
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It was the 5th day of the 6th month, when he heard about it. The Archmage was challenging adventurerts around they world to come in and see if they could find him in his fortress, and he would grant them one wish. Haijiin didn't know what he would wish for, if even his made it in there, but he knew that a wish would be extremely helpful. So, he went off to look for the fortress, determined to win.gers. At least 50 desert orcs exploded from the sand, swords, axex, and hammers drawn.
"What's this?" asked Haijiin. "This is meant to be a single duel!"
"Did we agree on that? I don't remember that. I remember you asking if we could fight."
"You twist my meaning! You have no honor!"
"Honor? Do you really think I care about honor? Even if I did, think about how much honor I'll have, from my own tribe, when the Yakaras are wiped off the face of the earth."
Jaitun yawned, and then snapped his fingers.
"I tire of talking."

And those were the last words Haijiin heard before everything went black for him, as a Desert Orc hit him from behind with a club.

Haijiin woke up about 4 hours later, with a lump on the back of his head. He looked up, and found himself tied up, hands behind his back, legs together. He looked around a bit, and then heard something. It sounded extremely familiar. It sounded like.... Fighting. Sword on sword, axe on axe. Then, he remembered. Jaitun was going to destroy his Tribe! Without HJaijiin, the other soldiers had no chance against Jaitun and his soldiers! Haijiin had to escape. He looked around, and saw a small outcrop of sharp rocks. He started squirming his way over, placed one pair of bound arms over a sharp rock, and started trying to cut off the ropes. After about 10 minutes of cutting, he finally got them free. Thern, he used his claws to cut off his other ropes. He looked around for his swords, and didn't see them. "Damnit, Jaitun must've taken them."
With that, he jumped into the air, and landed 100 feet from his start. He jumped again, and again, getting closer to his target as he went. Eventually, he reached his tribe's camp, and saw that the Illishou had almost completely taken over. He faltered for a bit, looking out upon the gruesome scene. Dead thri-kreen littered the ground, blood everywhere. The few who lived were being ordered to dig the graves of their fallen comrades, and then their own. Near the center of the camp, Haijiin saw Jaitun, his sword raised above a kneeling thri-kreen, 300 feet away. Haijiin moved without hesitation. He jumped forward a hundred feet. halfway, he met the first Orcs. From behind, he grabbed one in each arm, and as he landed, threw them into the ground, shattering their bones. He landed next to two others, which he thrust his claws through and flung them away. Then he jumped again. Jaitun was readying his sword to be brought down upon the kneeling thri-kreen. Haijiin nocticed, at Jaitun's back, there were two katanas. Haijiin's Katanas. Haijiin was about a hundred feet away, when he made his final jump. He jumped right past Jaitun, who noticed that he no longer had Haijiin's Katanas. He turned around to see Haijiin, standing with his swords out, about 30ft away. Then he saw Haijiin jumping towards him, and that was the last thing he saw, as both of Haijiin's swords found an eye socket, passed through Jaitun's head, and pinned his lifeless body to the ground. The Orc soldiers that saw this did one of two things: They either rushed toward Haijiin, eager to kill him, or ran away in fear. He cut down those that attacked him, and chased after the others. He cut them down, one after another, as he chased them back to the Illishou camp. Every Illishou soldier died that day.

Haijiin considered going back to the Yakaras, but he didn't. He knew he would simply be banished, as this was all his fault. So, he simply went off in search of adventure. Eventually, he may come back to the Yakras, to see how they were doing, but for now, he was gone.
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It was the 5th day of the 6th month, when he heard about it. The Archmage was challenging adventurerts around they world to come in and see if they could find him in his fortress, and he would grant them one wish. Haijiin didn't know what he would wish for, if even his made it in there, but he knew that a wish would be extremely helpful. So, he went off to look for the fortress, determined to win.


Finding the Fortress of Atalle was more difficult that he though at first. Of course, Haijiin knew it wouldn't be easy. Being a mundane person, with no knowledge of the ways of magic, he had no way of getting to another plane of existence. He sat in his bed, in his house he had bought a few years ago, and thought. How to get to a completely different plane, a plane that he didn't even know the location of. There were 163 days left to find Atalle, and, so far, he'd heard no-one had found a way in yet. Of course, that doesn't mean no-one had.
Suddenly, an idea came to him. His old home, in the desert, the Yakara tribe.... They had a shaman, or had when he left, by the name of Kirraka. She, surely, would have the power to find the Fortress, and maybe even get him there. The trick would be finding them. In the desert, you don't settle, you move around, so you don't use all the resources in one area. Of course, being a Thri-Kreen, he always knew his location, and which way was north. But how to find the Yakara....
The quickest way, it seemed, would be to have someone scry on them. Then, he'd have to hurry there, before they moved. If he had the money, a teleport wouldn't be out of the question, so that's what he'd do if he had the money to have it cast.

The Fortune Teller's shop was an odd place. Crystal balls everywhere, tea pots, shrunken heads, and all manner of strange items w3ere strewn through the room. "Uhm, anyone home?" As soon as he said it, he heard a poof from behind him, and he turned around to see a a short woman behind an even shorted counter, both of which he had sworn wasn't there before.
"Hello there, young one. May i help you?"
"Yes, I was wondering if you could scry on someone for me."
"Who needs scrying on?"
"I as wondering if you could find someone by the name of Kirraka. Part of the Yakara tribe, in the Menechtarun desert."
"Sure, sure. If they're on this plane, I can show you them.
So, they walked over to one of the crystal balls, and she muttered a few words. And, in the ball, suddenly, they saw a small thri-kreen camp. It was sHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)maller than Haijiin remembered, a lot smaller. There were about 15-20 thri-kreen in the whole camp.
"Do you have any way to get me to them?"
"Yeah, but it'll cost you more."
"I've got money."
"All right, all total, that'll be 27,562 gp." (Completely random number)
So, Haijiin payed the lady, and, suddenly, she pushed him towards the ball. He felt a strange sense of vertigo, then found himself standing a bit outside the camp. After making sure all of him had made the trip, he went over to the camp. As he walked through the camp, he heard whispers from people as he passed. He found Kirraka's tent, and walked in after a moment of hesitation.
"Kirraka, I need your help.
Who is this? Who... she turned, and her face showed brief surprise, followed by anger. Haijiin, you... you... disgrace. You get most of our tribe killed, and then you leave when we're at our weakest, so we can be slowly killed off by our other enemies? And then you come back, asking for HELP?
Haijiin stood there in silence for a bit, shocked. This was all true, but that didn't mean he didn't regret it.
"I'm... I'm sorry, but I really do need your help. And, you need mine." Suddenly, he knew what he was going to requerst of Atalle when- if- he found him.
"You've heard that Atalle's granting one wish to anyone who can meet him face-to-face? Well, that's what I'm gonna do. I'll find him, and I'll ask him to alter time, so that I'd never challenged Jaitun, or at least make it so he's honest about the duel. But, I need your help to do this."
"How so?"
"Well, you're the most powerful diviner that I've ever known, so, I want you to see about finding where exactly Atalle is. And, then, I want you to teleport me there."
"Are you sure this will work...?"
"No, but will it hurt to try?"
"Okay, I'll do it. It'll take the night, though. You'll have to stay here."
So, she set to work on finding Atalle.

The next morning, she woke Haijiin.
"I found him. Are you ready?"
"As soon as I get my armor."
"All right, come outside when you're done."
When he came out, he found her drawing an ornate pattern in the sand. When it was done, she began filling the ditches with a kind of blue powder. When she saw him coming, she said "Almost done. You're sure about this?"
"Yup. I've got to."
"All right then."
And she started saying some strange words, and then began dancing around the circular pattern. Suddenly, after 15 turns, the blue powder erupted into a strange purple flame, and a portal rose from the sand. "That's your portal. Once you go through, there's no turning back."
I've got to do this; have to set things right."
"All right, good luck."Haijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)
And, with that, Haijiin jumped into the gate, and landed in the plane of the legendary Atalle.

Time to find a certain mage.


EDIT: I just realized that I can't hit myself unless I roll a 20. Does that mean my attack rolls are low, or my AC is high? :smalltongue:

JBarca
2014-09-02, 11:29 PM
Howdy all. Thinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368), checking in.


Part 1: Concepts
1. Thinuan Stone is the offspring of a Cambion father and an Earth Mephling mother (she the offspring of an Earth Mephling and a Half-Dragon Human). He was raised by a pair of Duergar Clerics when his mother abandoned him on the Prime after his birth.
2. Thinuan discovered his heritage when one of his father’s Abyssal rivals attempted to kill his adopted family in an act of revenge against the powerful fiend. Thinuan’s protectors were able to Banish the creature, but not before suffering grievous wounds and dying in his arms, explaining the cause of the attack.
3. Thinuan became a street entertainer in the Duergar city, and developed some chanting talents, earning himself a living. He used this money to travel and learn basic magic, along with swordplay and other survival skills. His heritage granted him many advantages in these arts, and he soon became recognized as a prodigy.
4. When a second demon attempted to take his life, Thinuan was able to defend himself and develop his talents even more. His mixed parentage and training had created a singular warrior, capable of many impressive feats.
5. Realizing his potential, Thinuan decided to become the greatest warrior alive, adored and, more importantly, feared by all. He sought out greater and greater challenges, always overcoming and growing stronger. Dragons, demons, wizards, golems, none could stand before him.
6. Eventually, Thinuan confronted his father, and, after becoming angered, killed him. He later justified his actions to himself, deciding that he could never truly be the most famous if those in the Abyss recognized him only as the son of a Cambion.
7. Thinuan spends much of his time traveling the Planes, seeking trials and challenges to overcome, chanting his own deeds to any crowd he can gather. He spreads his own fame, not afraid to lie or threaten Planar lords in order to make his name known.


Part 2: Goals
1. Thinuan’s main goal is to become the greatest warrior alive. Along with this, he seeks to be the most famous. Nothing but the top will suffice for the demonic, draconic Mephling. As a secondary goal, he wants to be the most feared being to exist. His challenging of the Ultimate Dungeon is primarily to prove that no challenge is too great for him. The monetary rewards are almost nothing to him.
2. My goal for Thinuan is for him to die a glorious death in battle, preferably one that is serving no purpose other than propagating his own fame.

Part 3: Secrets
1. Thinuan keeps his heritage a secret, fearing that his parents will earn fame in his name. He even went so far as to seek out and kill his own mother.
2. Thinuan’s father was not, in fact, the Cambion as he was told. The Cambion was his brother, son to a powerful Balor general who took on the face of his eldest son in order to have the youngest raised in secret. His original goal had been to breed a successor. He now waits for the ideal time to inform and corrupt Thinuan.

Part 4: People
1. Until he purchased the ability to forgo sleep, Thinuan stayed at an inn on the Prime run by a friendly Halfling couple, Tomus and Yella. While they are not fully aware of his actions, he pays well and is more than polite. Thinuan considers them his only true friends.
2. Thinuan’s father, unbeknownst to him, is keeping tabs on him with spies whenever possible, though Thinuan is a hard being to track. His eventual goal is to force Thinuan into following in his father’s footsteps.
3. Of enemies, Thinuan has many. His interplanar crusade against powerful opponents has left a trail of dead unrivaled by many armies. The family members, friends, rivals of those slain are countless. The Great Wyrm Red, Glys’, though, has particular reason to hate the Legend. Thinuan slew all of her offspring, her mate, and the small group of Githyanki Wizards that provided her with so much wealth in exchange for her mere presence. Revenge is on her mind, but she knows she will need allies to challenge Thinuan, so she bides her time. For now.

Part 5: Memories, mannerisms, quirks
1. One of Thinuan’s strongest memories is the night his family was murdered. He has a fierce hate of Demonkind, including part of himself. He hides his Demonic origins wherever possible, regardless of the fact that they are the source of much of his power.
2. Thinuan is a natural liar, and rarely a minute goes by that a lie does not escape his stony lips. He has no moral issues with lying, and does not fully grasp the concept of truth, seeing both options as merely communication.
3. Thinuan’s eyes are mismatched in color. Whenever he can, Thinuan gouges out one of his eyes. When his regenerative abilities grow it back, it is invariably a different color, though the two eyes are never the same. Thinuan uses this to disorient those with whom he interacts.
4. To unnerve those to whom he is speaking, he has developed a habit of idly carving deeply into his arms or chest with a dagger while he speaks. On some occasions, he will simply cut off a finger, slowly, while staring into the being’s eyes. Pain is beneath him, at this point, and everything grows back within minutes, so it is of no consequence.

whoiam
2014-09-03, 03:08 AM
Dear Jaela,

I am sorry to have to strip you of your cook again on such short notice, but something has... come up. I've told you before of my desire to sanctify the Mournland, but I've never gone into detail as to what such an effort would entail.

The theory goes that underpinning all the spells known to mortal kind are the Seeds. The basic, elemental construction blocks of magic. A normal wizard, even one as powerful as I am, will use these every time she casts a spell without ever interacting with them directly. Discovery of a Seed is one of the greatest achievements possible in Magic, for it allows you to craft new spells at will - spells of a power and scope beyond anything even I could ever hope to cast.

As the expeditions have made clear, only magic on such a scale could conceivably cleanse the Mournland. Now, while I've long known of the existence of the Seeds, the actual use of them has been eluding me. For some time I've suspected that the only way I would be able to access them in a realistic period of time would be to find a teacher. The only drawbacks to this are... well, finding one. The Overlords could have taught me, but I would no more consort with them than you would. The eldest of the Dragons and the greatest of the Giants, potentially, could still hold the knowledge I need, but my attempts to apprentice myself to either have yet to bear fruit. This leaves only one confirmed source of the information I seek.

A wizard named Attale Lacaen. The owner of 'Limitless Possibilities'. Who, if the news is to be believed, will complete his attempt at Ascension in the next 180 or so days. And if Cyre is to be restored, I must reach him before that deadline, either to enlist his aid or to learn enough from him that I can undertake the project myself.

I wish I could have given you more warning, little one, but as I write I have only known the news for a half an hour. And I will not be within the Keep by the time you return from morning prayers.

Good luck keeping your Cardinals honest. If I make it back, I look forward to hearing how that went.

Sister Nustrilaa

P.S. I never told you why the restoration of the Mournland meant so much to me, did I? It's simple enough. When I was a child 5 centuries ago, the heartland of house Phiarlan was Metrol, in Cyre. My homeland cries out for salvation, and I must answer.

P.P.S. The doggy treats are in the under-cabinet to the left of the great Oven. The passcode is 'Goodberry Muffins'. Don't let Skaravojen have too many of them at once, though, he won't be much of a guard-hound if you let him get fat!



As the other adventurers introduce each other, a rather dishevelled elven woman waits quietly by the group. She seems rather nervous, actually, fidgeting constantly and glancing around with a look like a wide-eyed child, seeing the world for the very first time. When the others finally finish their introductions and stare pointedly at her, she finally speaks up.

"Hi, everyone. I'm Nustrilaa. So, you wanted to know what I can contribute? Well, I've got some military experience, technically. It was a few centuries ago though. I'm a really good cook - I've cooked for royalty in both Cyre and Thrane. But for adventurers such as yourself, my real value is in Magic. I am a priest of the Silver Flame, a cleric both experienced and powerful. I am also a trained Archmage. The spellbooks I carry with me today contain over one thousand, four hundred spells! It took me more than 400 years to collect them all, and I shudder to think of how much ink I must have gone through scribing them all...

Aaaanyway, as I said, I've fought in a few wars before. When I first joined the Church of the Silver Flame, it was as an apprentice Paladin. I fought a few battles for them before being 'borrowed' to help make up the numbers in the Inquisition. A decade or so in there, and they finally sent me back to a monastery. I quite enjoyed training as a Nun, before I got ordained. Since that time, I've officially been a member of the ministry. But magic is just too useful to leave at home, so each time the Silver Flame goes to war they 'borrow' me back from my normal duties and send me along as well.

So I'm not quite as rusty in combat as you might fear. I know healing and restorative magic, and ever so many spells that can aid my allies in controlling a battlefield, even against superior foes... Actually, come to think of it, I do know a decent number of spells that can just straight-up kill someone, but they're not really my speciality. I can keep a few prepared, though, if you like.

Getting through whatever awaits us is more important than my personal preference for one spell over the other, after all.

As for why I'm here... In terms of raw magical power, I am one of the most powerful beings Khorvaire has seen in centuries. And Attale Lacaen still makes me look like a hopeless novice messing up cantrips when the Master isn't watching. My last chance to stop Lacaen's knowledge passing out of the mortal world with him is to reach him while there is still time for me to learn it. ...that's it, I just want to learn. There are precious few mages left in this world with anything to teach me, and I won't let this one escape me!

Oh, I can also offer the chance to use my home while we're trying to find Lacaen. It's a nice little mansion I had built in my very own Demiplane. Unless there's something inside there that stops us accessing it, you're welcome to use my guest rooms each time we need to rest...

So, can I tag along, or not?"


PlayerCharacterProposalSpeciesAgeGenderAlignmentGr ueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)Rogue 15/Shadowdancer 10// Magus 20/Arcane Trickster 2/Factotum 3Human42MNEwhoiamNustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)Paladin 3 / Inquisitor 3 / Monk 2 / Cleric 9 / Epic Hero 3 / Venerated Sage 5 // Wizard 5 / Incantatrix 10 / Archmage 5 / Veneficus Optima 5Elf550FemaleNGMikelaC1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)Fighter/Paladin/Sorc/Abj. ChHalf Celestial Frost Giant50FemaleC/GNecroticplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)Eidolon2/Generic Warrior2/Battlesdancer1/Soul Eater 10/Dungeoncrasher 4/thayan gladiator1/Master of the Unseen Hand 4/Swordsage1//Ghost4/Marhsal1/monkEvolved Ghost Human31FemaleLEThokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)Ninja 25//Nullblade 19/Epic hero 1/Perfect Wight 5Human51MaleCNMousedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)PF Samurai (Sword Saint) 20/LA 3/RHD 2//PF Fighter (Weapon Master) 20/Inquisitor 2/Iaijutsu Master 2/Epic Hero 1Advanced Thri-Kreen43MNGTempestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)Sen/PrM | LW/Gun/LoNB/CCHuman32FemaleCGTempestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)Gs/Ei/Rr/Eh/Pm/Sb | Wm/Ss/Ek/LoNB/Dre Killoren29MaleCGGunhavenMurch (http://www.myth-weavers.com/sheet.html#id=15224)Fighter 3 / Gunslinger 20 / Monk 2 / LA 3 / Magus 11 / Arcane Trickster 1 / Evangelist of Nethys 10Advanced Fey Creature GoblinN (LE in reality)BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)LA 4/Monk 1/Shiba Protector 1/Monk 19//Paladin 2/Inquisitor 2/Fighter 20/Iaijutsu Master 1Half-Celestial Lesser Zenthyri80MLNJBarcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)See NotesHalf-Fiend Draconic Earth Mephling (Outsider)92MTN

StatHighestAverageLowestStrength46 ( Slissht (Shiver) and Eversha Castall )30.81818181818181818181818181812 ( Murch )[/td]Dexterity54 ( Murch )32.18181818181818181818181818220 ( Thinuan Stone )[/td]Constitution38 ( Slissht (Shiver) )2820 ( Interitus )[/td]Intelligence39 ( Nustrilaa Xiloscient d'Phiarlan )27.45454545454545454545454545515 ( Eversha Castall )[/td]Wisdom46 ( Veritas )2612 ( Interitus )[/td]Charisma56 ( Eversha Castall )32.18181818181818181818181818222 ( Haijiin Youro and Murch )[/td]Total227 ( Veritas )174.09090909090909090909090909141 ( Interitus )[/td]PlayerCharacterStrengthDexterityConstitutionIntell igenceWisdomCharismaTotalGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)183222321825147whoiam Nustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)182228393434175Mikela C1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)463838161831187Necrot icplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)4621151656154Thokk_Sm ashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)173628343027172Moused igitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)423834263422196Tempes tTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)283626223028170Tempes tInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)282120241236141Gunhav enMurch (http://www.myth-weavers.com/sheet.html#id=15224)125422383022178BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)423634344635227JBarca Thinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)422028221838168

StatHighestAverageLowestHP932.5 ( Eversha Castall )543.40909090909090909090909091352 ( Interitus )[/td]AC99 ( Eversha Castall )64.90909090909090909090909090935 ( The Shade )[/td]Touch AC99 ( Eversha Castall )51.54545454545454545454545454528 ( The Shade )[/td]Initiative54 ( Veritas )31.9090909090909090909090909095 ( Eversha Castall )[/td]MAB75 ( Veritas )41.18181818181818181818181818224 ( The Shade )[/td]RAB72 ( Veritas )41.09090909090909090909090909128 ( Eversha Castall )[/td]Fort57 ( Nustrilaa Xiloscient d'Phiarlan )37.54545454545454545454545454513 ( Eversha Castall )[/td]Reflex50 ( Veritas )38.54545454545454545454545454520 ( Eversha Castall )[/td]Will67 ( Nustrilaa Xiloscient d'Phiarlan )37.81818181818181818181818181816 ( Eversha Castall )[/td]PlayerCharacterHPACTouch ACInitiativeMABRABFortReflexWillGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)3793528402431303728wh oiamNustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)4616144312729574767Mi kelaC1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)6546333223632414037Ne croticplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)932.5999954128132016T hokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)4287979525050313634Mo usedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)7208057503937312725Te mpestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)4925339254349414737Te mpestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)352493765046383736Gun havenMurch (http://www.myth-weavers.com/sheet.html#id=15224)4275352222849304030BluydeeVeri tas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)6197963547572535063JB arcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)5136336444029484343

StatHighestAverageLowestAcrobatics123 ( Vir )46.1428571428571428571428571435 ( Interitus )[/td]Appraise27 ( Nustrilaa Xiloscient d'Phiarlan and Vir )12.7777777777777777777777777782 ( Eversha Castall )[/td]Autohypnosis48 ( Veritas )4848 ( Veritas )[/td]Bluff95 ( Thinuan Stone )34.3636363636363636363636363646 ( Haijiin Youro )[/td]Climb44 ( Veritas )14.5555555555555555555555555564 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Concentration75 ( Eversha Castall )45.66666666666666666666666666712 ( Haijiin Youro )[/td]Craft (Alchemy)20 ( Murch )2020 ( Murch )[/td]Craft (Food)42 ( Nustrilaa Xiloscient d'Phiarlan )4242 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Craft (Weaving) ( The Shade, Nustrilaa Xiloscient d'Phiarlan, Slissht (Shiver), Eversha Castall, Vir, Haijiin Youro, Typhose, Interitus, Murch, Veritas and Thinuan Stone ) ( The Shade, Nustrilaa Xiloscient d'Phiarlan, Slissht (Shiver), Eversha Castall, Vir, Haijiin Youro, Typhose, Interitus, Murch, Veritas and Thinuan Stone )[/td]Diplomacy65 ( Thinuan Stone )33.1818181818181818181818181826 ( Vir and Murch )[/td]Disable Device50 ( Murch )31.29 ( Interitus )[/td]Disguise50 ( Eversha Castall )15.4444444444444444444444444446 ( Haijiin Youro and Murch )[/td]Escape Artist41 ( Veritas )14.8755 ( Eversha Castall, Interitus and Thinuan Stone )[/td]Fly38 ( Eversha Castall )19.55 ( Interitus )[/td]Handle Animal50 ( Eversha Castall )24.56 ( Murch )[/td]Heal43 ( Veritas )143 ( Eversha Castall )[/td]Intimidate123 ( Thinuan Stone )37.26 ( Murch )[/td]Knowledge (Arcana)67 ( Nustrilaa Xiloscient d'Phiarlan )34.62511 ( Thinuan Stone )[/td]Knowledge (Dungeoneering)67 ( Nustrilaa Xiloscient d'Phiarlan )34.27 ( Interitus )[/td]Knowledge (Engineering)55 ( Nustrilaa Xiloscient d'Phiarlan )27.86 ( Typhose )[/td]Knowledge (Geography)55 ( Nustrilaa Xiloscient d'Phiarlan )25.86 ( Typhose )[/td]Knowledge (History)67 ( Nustrilaa Xiloscient d'Phiarlan )25.3333333333333333333333333336 ( Typhose )[/td]Knowledge (Local)42 ( Vir and Murch )32.57 ( Interitus )[/td]Knowledge (Martial)39 ( Nustrilaa Xiloscient d'Phiarlan )3226 ( Typhose )[/td]Knowledge (Nature)67 ( Nustrilaa Xiloscient d'Phiarlan )33.57 ( Interitus )[/td]Knowledge (Nobility)55 ( Nustrilaa Xiloscient d'Phiarlan )23.3333333333333333333333333336 ( Typhose )[/td]Knowledge (Planes)67 ( Nustrilaa Xiloscient d'Phiarlan )30.8333333333333333333333333337 ( Interitus )[/td]Knowledge (Psionics)55 ( Nustrilaa Xiloscient d'Phiarlan )29.3333333333333333333333333337 ( Interitus )[/td]Knowledge (Religion)67 ( Nustrilaa Xiloscient d'Phiarlan )36.85714285714285714285714285719 ( The Shade )[/td]Linguistics42 ( Nustrilaa Xiloscient d'Phiarlan )162 ( Eversha Castall )[/td]Perception74 ( Haijiin Youro )52.12528 ( Interitus )[/td]Perform (Chant)59 ( Thinuan Stone )5959 ( Thinuan Stone )[/td]Perform (Dance)17 ( The Shade )1717 ( The Shade )[/td]Perform (Oratory)53 ( Thinuan Stone )40.528 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Perform (Percussion)53 ( Thinuan Stone )5353 ( Thinuan Stone )[/td]Perform (String)53 ( Thinuan Stone )5353 ( Thinuan Stone )[/td]Perform (Wind) ( The Shade, Nustrilaa Xiloscient d'Phiarlan, Slissht (Shiver), Eversha Castall, Vir, Haijiin Youro, Typhose, Interitus, Murch, Veritas and Thinuan Stone ) ( The Shade, Nustrilaa Xiloscient d'Phiarlan, Slissht (Shiver), Eversha Castall, Vir, Haijiin Youro, Typhose, Interitus, Murch, Veritas and Thinuan Stone )[/td]Ride32 ( The Shade )13.95 ( Eversha Castall, Interitus and Thinuan Stone )[/td]Sense Motive71 ( Nustrilaa Xiloscient d'Phiarlan )31.7777777777777777777777777783 ( Eversha Castall )[/td]Sleight of Hand43 ( Vir )16.2222222222222222222222222225 ( Eversha Castall )[/td]Spellcraft75 ( Nustrilaa Xiloscient d'Phiarlan )39.7526 ( The Shade )[/td]Stealth95 ( Murch )40.3755 ( Interitus )[/td]Survival56 ( Veritas )161 ( Interitus )[/td]Swim44 ( Veritas )17.21 ( Murch )[/td]Use Magic Device65 ( Thinuan Stone )38.14285714285714285714285714315 ( Haijiin Youro )[/td]PlayerCharacterAcrobaticsAppraiseAutohypnosisBluff ClimbConcentrationCraft (Alchemy)Craft (Food)Craft (Weaving)DiplomacyDisable DeviceDisguiseEscape ArtistFlyHandle AnimalHealIntimidateKnowledge (Arcana)Knowledge (Dungeoneering)Knowledge (Engineering)Knowledge (Geography)Knowledge (History)Knowledge (Local)Knowledge (Martial)Knowledge (Nature)Knowledge (Nobility)Knowledge (Planes)Knowledge (Psionics)Knowledge (Religion)LinguisticsPerceptionPerform (Chant)Perform (Dance)Perform (Oratory)Perform (Percussion)Perform (String)Perform (Wind)Profession (Astrologer)Profession (Gambler)RideSense MotiveSleight of HandSpellcraftStealthSurvivalSwimUse Magic DeviceGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)372296272429191919391 719291917322643027whoiamNustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)627124694240126191228 13676755556739396755675567424228671675191211Mikela C1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)3845383131Necroticpla gueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)102501875505053850350 2345353631851Thokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)123271010366432310121 04242424237691537434272401838MousedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)861612346142034123587 420121442121615TempestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)186179451491313101045 2626666262626626262664413381413109TempestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)574296413913554012133 47777731777734728528934519GunhavenMurch (http://www.myth-weavers.com/sheet.html#id=15224)502034520206506302261064242524 24242424242421470223035429518134BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)111124837444046401241 4643502812561643133741564437JBarcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)695165065852841231111 11145953535352473141665

Mousedigits: By the looks of things, your AC is way above party average and your attack rolls are a touch below. But it seems we're a pretty defensive party on average - I guess AC is a lot easier to buff than BAB.

Necroticplague
2014-09-03, 04:39 AM
Mousedigits: By the looks of things, your AC is way above party average and your attack rolls are a touch below. But it seems we're a pretty defensive party on average - I guess AC is a lot easier to buff than BAB.

Well, speaking as the one with the highest AC, I must say its more that their is simply more ways to do "+stat to bonus" for AC. Like in my case, my AC comes from simple looking for ways to add CHA to AC, and then acquiring all of them that were feasible, while boosting my CHA. Meanwhile, WOTC tended to be a bit stingier with "you can add both of these stats to your to-hit", instead usually going with "you can use this stat instead for your to-hit".

MikelaC1
2014-09-03, 06:32 AM
Slissht (http://www.myth-weavers.com/sheetview.php?sheetid=983536)

Backstory
Slissht (Shiver in the frost giant tongue) is a female frost giant, but she is far from the norm for a frost giant female.
To begin with, she rivals any of her male counterparts in terms of strength, and is a warrior to match any one of them. Even though the frost giants do not expect their women to bear arms, Shiver is very accomplished with her greatsword, and any giant (or any creature for that matter) that tries to say that she shouldnt be doing such things, they are going to receive an unpleasant reaction.
Another difference are the very weapons she uses, while frost giants are more known for greataxes and hammers, Shiver uses a greatsword, a weapon that requires even more skill. Again, its very unusual among frost giant tribes, but commenting on it is likely to ignite her volatile temper. As well, while giants are known for their penchant for throwing rocks, Shiver instead uses a long bow for any sort of ranged action, once again requiring more skill than a simple rock toss; and she has made a bow crafted specifically for her tremendous strength, few humans could even pull the thing.
Still another change from the norm is her beauty, Slisst would rival some of the most beautiful human women, and far outstrips her frost giant kin. Even though she towers over 14 feet tall, her looks are stunning, and all of her attributes are just on that much larger a scale.
Shiver was the daughter of a would be frost giant jarl, who hoped that by marrying off his gorgeous (if a little headstrong) girl, he would be able to secure valuable alliances. Unfortunately for him, Shiver had no intention of being some sort of trophy wife; and the arranged weddings ended badly (the death of the groom being the end result).
After this unfortunate event, Slissht was banished, or choose to leave (depending on whose story you want to believe) from the settlement. For Shiver, this proved to be the best thing that could have happened for the advancement of her career. Freed from the constraints of what their father and their tribe thought she should be, she was able to fully exploit her abilities and talents and as a result gained power very quickly. Her style tended to lack a lot of subtlety, using simple power and straight forward attacks, but there was no arguing its success. She quickly carved a swath of destruction among the evil denizens in her mountains and hills, building up a reputation to be feared by those who walked in darkness.
Appearance
Shiver is a frost giant woman, but in no way anything like the stereotypical frost giant. She is almost 15 feet tall, and does weigh well over 2000 pounds but thats where it ends. She is very beautiful, even by human standards, which makes her almost incomparable by frost giant standards. She has the long blonde hair, blue eyes and white skin that is common to her race, but unlike most frost giant warriors, she disdains armour. As well, unlike most frost giants, she uses a greatsword instead of a greataxes, and her weapon seem to have a black, rippling sheen to it, almost as if it was covered in oil. As well as the normal accoutrements of any wandering adventurer, she wears a great deal of jewelry, necklaces, rings, bracelets, etc. A few of these pieces seem to have just a little bit more of a sparkle to them, marking them as magical, but the greatest majority are just mundane, although quite expensive.
Birth
Exactly where Slissht “came” from was the subject of much speculation in the tribe (although outside the hearing range of the jarl, who had a temper about such things). Of course her looks were a dead giveaway that there was something unusual about her, but many other things soon manifested themselves. While she had a temper (which was brought on by having to defend her right to do things) she did not have any of the usual cruelty of her race. Enemies were defeated quickly and decisively, but her list of enemies wasnt the usual “anything not frost giant”; and she was even known to accept an opponents surrender (at least, when she wasnt in the company of other frost giants who would just torture a prisoner). The murmurs in the tribe that there was somehow some celestial blood in her, although why a celestial would involve themselves in a race of frost giants was something no one could figure out.
The final break came when Slissht began to manifest the spell casting power of a sorceress. Long ago, the giants had been a race that featured mighty eldritch casters and when Slissht began to do the same, it was whispered that she was a throwback to those earlier days, a long forgotten celestial ancestor and the power of a sorceress. Still living among the martial frost giants, her magic quickly developed towards boosting fighting skills and she didnt have a teacher or trainer, she just acquired new skills by happenstance. In a human world, what she did would be called the school of Abjurant Champion, but to her it was just magic.

whoiam
2014-09-03, 07:17 AM
I always prefer to give my characters' fluff in there own words (where possible), which is why instead of a backstory as such Nustrilaa comes with the goodbye note she left for the head of her religion and how she might introduce herself to the party... depending on the situation we actually meet under.

It's definitely not mandatory, being something I made up because I thought it gave a better idea of the sort of person she was than just listing past accomplishments. Plus, I didn't fancy making up 500 years worth of past accomplishments...

Gunhaven
2014-09-03, 09:32 AM
Huh, highest Disable Device and no way to disable traps. I'm going to triple check the sheet later today (I think I forgot the omnipresent Stone of Good Luck and the gold cost for Chicago Shuffling my way to Carmadine Monk). I may also include Invisibility bonus to stealth because I'm only ever not going to be invisible when I'm in an anti-magic field or for a couple seconds every 42 seconds.

I do have Evasion from three separate sources though!

The Grue
2014-09-03, 02:25 PM
Whoiam, something's wonky with your table generator, at least on the skills part. At the risk of tooting my own horn, for example, The Shade's Disable Device mod is 59, which is higher than Murch's 50.

EDIT: I think I know what it is. I marked with an asterisk The Shade's Skill Mastery choices - that probably confused your generator when it went looking for those strings in the skill name. I'll store that info somewhere else.

whoiam
2014-09-03, 02:55 PM
PlayerCharacterProposalSpeciesAgeGenderAlignmentGr ueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)Rogue 15/Shadowdancer 10// Magus 20/Arcane Trickster 2/Factotum 3Human42MNEwhoiamNustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)Paladin 3 / Inquisitor 3 / Monk 2 / Cleric 9 / Epic Hero 3 / Venerated Sage 5 // Wizard 5 / Incantatrix 10 / Archmage 5 / Veneficus Optima 5Elf550FemaleNGMikelaC1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)Fighter/Paladin/Sorc/Abj. ChHalf Celestial Frost Giant50FemaleC/GNecroticplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)Eidolon2/Generic Warrior2/Battlesdancer1/Soul Eater 10/Dungeoncrasher 4/thayan gladiator1/Master of the Unseen Hand 4/Swordsage1//Ghost4/Marhsal1/monkEvolved Ghost Human31FemaleLEThokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)Ninja 25//Nullblade 19/Epic hero 1/Perfect Wight 5Human51MaleCNMousedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)PF Samurai (Sword Saint) 20/LA 3/RHD 2//PF Fighter (Weapon Master) 20/Inquisitor 2/Iaijutsu Master 2/Epic Hero 1Advanced Thri-Kreen43MNGTempestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)Sen/PrM | LW/Gun/LoNB/CCHuman32FemaleCGTempestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)Gs/Ei/Rr/Eh/Pm/Sb | Wm/Ss/Ek/LoNB/Dre Killoren29MaleCGGunhavenMurch (http://www.myth-weavers.com/sheet.html#id=15224)Fighter 3 / Gunslinger 20 / Monk 2 / LA 3 / Magus 11 / Arcane Trickster 1 / Evangelist of Nethys 10Advanced Fey Creature GoblinN (LE in reality)BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)LA 4/Monk 1/Shiba Protector 1/Monk 19//Paladin 2/Inquisitor 2/Fighter 20/Iaijutsu Master 1Half-Celestial Lesser Zenthyri80MLNJBarcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)See NotesHalf-Fiend Draconic Earth Mephling (Outsider)92MTN

StatHighestAverageLowestStrength46 ( Slissht (Shiver) and Eversha Castall )30.81818181818181818181818181812 ( Murch )[/td]Dexterity54 ( Murch )32.18181818181818181818181818220 ( Thinuan Stone )[/td]Constitution38 ( Slissht (Shiver) )2820 ( Interitus )[/td]Intelligence39 ( Nustrilaa Xiloscient d'Phiarlan )27.45454545454545454545454545515 ( Eversha Castall )[/td]Wisdom46 ( Veritas )2612 ( Interitus )[/td]Charisma56 ( Eversha Castall )32.18181818181818181818181818222 ( Haijiin Youro and Murch )[/td]Total227 ( Veritas )174.09090909090909090909090909141 ( Interitus )[/td]PlayerCharacterStrengthDexterityConstitutionIntell igenceWisdomCharismaTotalGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)183222321825147whoiam Nustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)182228393434175Mikela C1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)463838161831187Necrot icplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)4621151656154Thokk_Sm ashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)173628343027172Moused igitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)423834263422196Tempes tTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)283626223028170Tempes tInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)282120241236141Gunhav enMurch (http://www.myth-weavers.com/sheet.html#id=15224)125422383022178BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)423634344635227JBarca Thinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)422028221838168

StatHighestAverageLowestHP932.5 ( Eversha Castall )543.40909090909090909090909091352 ( Interitus )[/td]AC99 ( Eversha Castall )64.90909090909090909090909090935 ( The Shade )[/td]Touch AC99 ( Eversha Castall )51.54545454545454545454545454528 ( The Shade )[/td]Initiative54 ( Veritas )31.9090909090909090909090909095 ( Eversha Castall )[/td]MAB75 ( Veritas )41.18181818181818181818181818224 ( The Shade )[/td]RAB72 ( Veritas )41.09090909090909090909090909128 ( Eversha Castall )[/td]Fort57 ( Nustrilaa Xiloscient d'Phiarlan )37.54545454545454545454545454513 ( Eversha Castall )[/td]Reflex50 ( Veritas )38.54545454545454545454545454520 ( Eversha Castall )[/td]Will67 ( Nustrilaa Xiloscient d'Phiarlan )37.81818181818181818181818181816 ( Eversha Castall )[/td]PlayerCharacterHPACTouch ACInitiativeMABRABFortReflexWillGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)3793528402431303728wh oiamNustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)4616144312729574767Mi kelaC1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)6546333223632414037Ne croticplagueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)932.5999954128132016T hokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)4287979525050313634Mo usedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)7208057503937312725Te mpestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)4925339254349414737Te mpestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)352493765046383736Gun havenMurch (http://www.myth-weavers.com/sheet.html#id=15224)4275352222849304030BluydeeVeri tas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)6197963547572535063JB arcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)5136336444029484343

StatHighestAverageLowestAcrobatics123 ( Vir )47.55 ( Interitus )[/td]Appraise39 ( The Shade )15.42 ( Eversha Castall )[/td]Autohypnosis48 ( Veritas )4848 ( Veritas )[/td]Bluff95 ( Thinuan Stone )34.3636363636363636363636363646 ( Haijiin Youro )[/td]Climb44 ( Veritas )16.64 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Concentration75 ( Eversha Castall )44.212 ( Haijiin Youro )[/td]Craft (Alchemy)20 ( Murch )2020 ( Murch )[/td]Craft (Food)42 ( Nustrilaa Xiloscient d'Phiarlan )4242 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Diplomacy65 ( Thinuan Stone )33.1818181818181818181818181826 ( Vir and Murch )[/td]Disable Device59 ( The Shade )35.8333333333333333333333333339 ( Interitus )[/td]Disguise57 ( The Shade )19.66 ( Haijiin Youro and Murch )[/td]Escape Artist52 ( The Shade )195 ( Eversha Castall, Interitus and Thinuan Stone )[/td]Fly38 ( Eversha Castall )225 ( Interitus )[/td]Handle Animal50 ( Eversha Castall )24.56 ( Murch )[/td]Heal43 ( Veritas )143 ( Eversha Castall )[/td]Intimidate123 ( Thinuan Stone )37.26 ( Murch )[/td]Knowledge (Arcana)67 ( Nustrilaa Xiloscient d'Phiarlan )34.62511 ( Thinuan Stone )[/td]Knowledge (Dungeoneering)67 ( Nustrilaa Xiloscient d'Phiarlan )34.27 ( Interitus )[/td]Knowledge (Engineering)55 ( Nustrilaa Xiloscient d'Phiarlan )27.86 ( Typhose )[/td]Knowledge (Geography)55 ( Nustrilaa Xiloscient d'Phiarlan )25.86 ( Typhose )[/td]Knowledge (History)67 ( Nustrilaa Xiloscient d'Phiarlan )25.3333333333333333333333333336 ( Typhose )[/td]Knowledge (Local)42 ( Vir and Murch )32.57 ( Interitus )[/td]Knowledge (Martial)39 ( Nustrilaa Xiloscient d'Phiarlan )3226 ( Typhose )[/td]Knowledge (Nature)67 ( Nustrilaa Xiloscient d'Phiarlan )33.57 ( Interitus )[/td]Knowledge (Nobility)55 ( Nustrilaa Xiloscient d'Phiarlan )23.3333333333333333333333333336 ( Typhose )[/td]Knowledge (Planes)67 ( Nustrilaa Xiloscient d'Phiarlan )30.8333333333333333333333333337 ( Interitus )[/td]Knowledge (Psionics)55 ( Nustrilaa Xiloscient d'Phiarlan )29.3333333333333333333333333337 ( Interitus )[/td]Knowledge (Religion)67 ( Nustrilaa Xiloscient d'Phiarlan )36.85714285714285714285714285719 ( The Shade )[/td]Linguistics42 ( Nustrilaa Xiloscient d'Phiarlan )17.1111111111111111111111111112 ( Eversha Castall )[/td]Perception74 ( Haijiin Youro )50.11111111111111111111111111128 ( Interitus )[/td]Perform (Chant)59 ( Thinuan Stone )5959 ( Thinuan Stone )[/td]Perform (Dance)17 ( The Shade )1717 ( The Shade )[/td]Perform (Oratory)53 ( Thinuan Stone )40.528 ( Nustrilaa Xiloscient d'Phiarlan )[/td]Perform (Percussion)53 ( Thinuan Stone )5353 ( Thinuan Stone )[/td]Perform (String)53 ( Thinuan Stone )5353 ( Thinuan Stone )[/td]Ride32 ( The Shade )13.95 ( Eversha Castall, Interitus and Thinuan Stone )[/td]Sense Motive71 ( Nustrilaa Xiloscient d'Phiarlan )323 ( Eversha Castall )[/td]Sleight of Hand47 ( The Shade )19.35 ( Eversha Castall )[/td]Spellcraft75 ( Nustrilaa Xiloscient d'Phiarlan )39.7526 ( The Shade )[/td]Stealth95 ( Murch )43.8888888888888888888888888895 ( Interitus )[/td]Survival56 ( Veritas )161 ( Interitus )[/td]Swim44 ( Veritas )17.21 ( Murch )[/td]Use Magic Device65 ( Thinuan Stone )38.14285714285714285714285714315 ( Haijiin Youro )[/td]PlayerCharacterAcrobaticsAppraiseAutohypnosisBluff ClimbConcentrationCraft (Alchemy)Craft (Food)DiplomacyDisable DeviceDisguiseEscape ArtistFlyHandle AnimalHealIntimidateKnowledge (Arcana)Knowledge (Dungeoneering)Knowledge (Engineering)Knowledge (Geography)Knowledge (History)Knowledge (Local)Knowledge (Martial)Knowledge (Nature)Knowledge (Nobility)Knowledge (Planes)Knowledge (Psionics)Knowledge (Religion)LinguisticsPerceptionPerform (Chant)Perform (Dance)Perform (Oratory)Perform (Percussion)Perform (String)Profession (Astrologer)Profession (Gambler)RideSense MotiveSleight of HandSpellcraftStealthSurvivalSwimUse Magic DeviceGrueThe Shade (http://www.myth-weavers.com/sheetview.php?sheetid=984047)573937353122595752379 62724291919193917192919263417323447267243027whoiam Nustrilaa Xiloscient d'Phiarlan (http://www.myth-weavers.com/sheetview.php?sheetid=993523)627124694240126191228 13676755556739396755675567424228671675191211Mikela C1Slissht (Shiver) (http://www.myth-weavers.com/sheetview.php?sheetid=983536)3845383131Necroticpla gueEversha Castall (http://www.myth-weavers.com/sheetview.php?sheetid=987098)102501875505053850350 2345353631851Thokk_SmashVir (http://www.myth-weavers.com/sheetview.php?sheetid=982169)123271010366432310121 04242424237691537434272401838MousedigitsHaijiin Youro (http://www.myth-weavers.com/sheetview.php?sheetid=982550)861612346142034123587 420121442121615TempestTyphose (http://www.myth-weavers.com/sheetview.php?sheetid=983398)186179451491313101045 2626666262626626262664413381413109TempestInteritus (http://www.myth-weavers.com/sheetview.php?sheetid=985505)574296413913554012133 47777731777734728528934519GunhavenMurch (http://www.myth-weavers.com/sheet.html#id=15224)502034520206506302261064242524 24242424242421470223035429518134BluydeeVeritas (http://www.myth-weavers.com/sheetview.php?sheetid=982476)111124837444046401241 4643502812561643133741564437JBarcaThinuan Stone (http://www.myth-weavers.com/sheetview.php?sheetid=984368)695165065852841231111 11145953535352473141665

You're correct, The Grue. It can fill in everything except skills positionally (BAB is always in the same input control, Temp Str is always in the same input control, etc). But since the skill list doesn't have set positions for each skill the match has to be done by checking the name fields to work out what is in each row... and asterisks do, indeed, break the matching check.

Bluydee
2014-09-03, 06:22 PM
It'll take me a few minutes to find my backstory.

MikelaC1
2014-09-03, 08:51 PM
Lounging in what happens to be the groups meeting quarters is a most unusual sight. Of course, everyone has seen a frost giant before, even a female frost giant...but never a frost giant like her. She's absolutely gorgeous, and that's not just gorgeous in comparison to frost giant standards, she could easily outshine a good portion of the human women of the world. Even her weapons defy the frost giant norm, instead of a great axe, she carries a greatsword, and she also appears to have a bow slung over her shoulder. And the amount of jewelry shes wearing might be a prince's ransom. In one hand, she holds a mug of ale, and in the other hand...a bigger mug of ale.

Well hello everyone, my name is Slissht, and in case you missed it, Im a frost giant. And while I usually just bash things as hard as I can, Im also a throwback to a era long ago when the race of giants were all mighty eldritch casters, although probably nowhere near as versatile and powerful as you, Nustrilaa, my magic is almost all personal and designed to make me fight better.
Well, I just heard about this crazy Attale saying he was going to ascend to godhood, and I was thinking, he's probably got a whole bushel of cool stuff from a lifetime of magic, and maybe there's something there that might be interesting for me. Will you have me join you?

The Grue
2014-09-03, 09:26 PM
It'll take me a few minutes to find my backstory.

Since you seem to be having some trouble, I've taken the liberty of quoting it for you so that we can get started quicker.


Backstory time!


Truth is everywhere, hidden by waves of lies. Justice is absolute, and none can escape it. That is what was drilled into Veritas's head, year after year as he trained. He was the latest Talon of his order, the most talented and brightest in the history of the Church of Saint Cuthbert, sworn to cut the truth free from the lies. He was conceived by a Celestial of the upper planes, and a priestess who disappeared after his birth, and he was the most promising disciple the Church ever trained, named after the founder of the church. It was his duty, that when he reached the age of 20, he would take the oath and protect the princess of the kingdom. And so he trained, mentored by the former Talon and current High Priest, Noas. During this time, Noas took Veritas to the kingdom palace, where the King made his monthly donation to the Church, and Veritas could get used to his future charge. Veritas expected what Noas taught him about royalty, a prim, proper girl who acted with dignity and noble grace. Instead, he found a girl who wanted nothing more to explore and roam free, rather than stay inside and rule a kingdom. And though he tired as hard as he could, even he couldn't stand up to the force of personality of the person who became his best and only friend.
But things were never to last. Assassins killed the king and queen, and the child who was barely a woman at the age of 16 became the youngest queen in the long royal line, unable take solace in anyone except her best friend, Veritas. And so as a 16 year old, Veritas left the Church prematurely to guard the person he valued the most in the world. And in that time, friendship entered romance, and the secret relationship between the queen and her guard was the worst kept secret in the kingdom. And life went on, until Noas decided that the Church would not stand for the departure of their Talon, or the "donations" that were no longer given. And in one fateful night, the Church started a coup, and all the paladins and inquisitors of Justice struck, killing the royals who refused to bow to their rule and burning houses and buildings of the citizens who attempted to fight back. All of it in the end it didn't matter to Veritas, for the one person he cared about the entire world was dead. And the Church did it.
Veritas marched into the palace throne, where Noas took residence. And he attacked. But it was futile, for no matter what he did, he could not defeat his mentor, who effortlessly parried and dodged, never exerting himself, never feelign any danger. With one strike, Noas defeated him, and threw him out the castle. And though Veritas was beaten and broken, he swore revenge. He left the kingdom, vowing one day to come back and bring justice and order to the kingdom, and to avenge his queen.
And as he ventured through the land, he was renowned with his skill of the blade, and wherever he went, he brought justice to the criminals, the liars and murderers. Because one day he would go back to his kingdom, and kill Noas.

AvatarVecna
2014-09-03, 09:45 PM
That's everyone. Excellent; one with the show!


Each of you is among the most powerful beings in existence: you've faced down monsters the size of skyscrapers; you've parlayed with deities; you've brushed with death so often, you've started giving death high fives as you pass. And now, you've been presented a unique opportunity: the most powerful mage in the world has invited anyone with the power to do so to come meet him and make a request. You've pooled your skills and resources together, and one way or another, you've made your way to Attale Lacaen's personal demiplane.

Your senses quickly return to you post-plane shift, and you find yourself on a large mesa overlooking the most beautiful castle you've ever seen: massive walls of adamantine gleaming in the sunlight, 24 towers reaching up as if to scrape the sky, even an honest-to-Flame moat with a drawbridge. It's like the perfect physical manifestation of everything that makes a castle a castle. There's even an army fighting in front of it. Just in front of the drawbridge, warriors are clashing, arrows are flying, and spells of every school and source are being cast; you briefly note that, by comparing the size of the various combatants to the lowered drawbridge, the drawbridge is wide enough for ten dragons to walk in a line without touching one another.

Looking around, you see you aren't the only one on the mesa; whether they arrived before you did, or are quickly appearing, it would seem you may soon be taking part in your own battle. But then, these people could be allies in penetrating Attale's defenses; it's better for everyone if you work together. There's something about this lot; they have an aura of true power about them, unlike the rabble waging war on Attale's front lawn.


What do you do?

Mousedigits
2014-09-03, 10:43 PM
From a large, purple, rectangular portal steps a strange bug-looking thing. Some may recognize this thing to be a Thri-Kreen. At his hips are two big curved swords, which seem to be on fire, while dripping acid, while sparking, and all the while being covered in a layer of frost. At his back are two longbows, which look as if they have a HUGE draw weight. He looks at the group that, coincidentally, seems to have arrived to this place at the same time as him, and speaks. The sound of his voice is uneven, and scattered with clicks as his mandables move.
"Ah, fellow adventurers? I suppose I should've known that, with the amount off people trying to reach Attale, some would come in the same time frame as me."
The bug creature then looks ocver to the mass of chaos in Attale's front yard.
"Looks as if we're late for the party. I do hope you guys will be able to cooperate, both with me and yourselves. It will make this very much easier. Attale never said a he wouldn't let more than one person wish (I think.) I am Haijiin Youro, of the Yakara tribe. I assume you're all here for the same purpose as I am?"

The Grue
2014-09-03, 11:05 PM
Prior to departing, Miles used the Hat to assume the guise of the Shade - alter self to change his basic form(slightly taller, black hair, sharper features), layered beneath disguise self to give a shadowy, ethereal visage.

If either of these effects were disrupted by plane-changing, Miles resumes them as soon as possible. Got to keep up appearances after all.

A wiry, gaunt human steps out of...apparently nowhere. His movements are smooth and fluid, accompanied by the faint clink of metal on metal beneath his cloak. Shadows seem to twist and dance on the ground around him, and the edges of his form appear blurry and indistinct.

"I was just wondering the same thing, Ser Youro," the man says softly. "Though given where we are, I think it's rather unlikely that anyone here just happened to stumble in by chance. How d'you do," He tips his hat. "I've been called many names, but you might know me best as The Shade of Khorvaire. And, somewhere around here is my good friend Bartelby. Bartelby!" he calls out. "Where've you got to?"

Good time as any to ask. Familiars: GM or player-controlled?

whoiam
2014-09-04, 02:42 AM
"I doubt we are, actually." The voice that joined the conversation came from a young - you'd estimate no more than a century old - Elf. She seemed to have arrived earlier, and was sitting on the ground about 30' closer to castle than those who were arriving behind her. There was a very large book open on her lap, and she appeared to be scribbling notes in it. The rear view of her would tend to put people more in mind of a inexplicably-elven haystack than an actual person - with her cloak off (she was sitting on it) most of what you could see was a long mass of straight, but unbrushed (and still wet), golden hair.

"We may have common routes intended to our goal, but honestly, I doubt either of you came here out of a burning desire to see the Mournland fixed, as I did. To reach Attale is only the means to our intended ends, after all.

Well, you've started the introductions, so here goes. My name is Sister Nustrilaa, and until I walked out of my post a few days ago to come here, I was the head chef in Flamekeep. I am widely regarded as one of the best cooks in Eberron.

Centuries ago, I used to be a Paladin, and later an Inquisitor, of the Silver Flame. I was a pretty good soldier in my time, but... that was probably before either of you were born. I have little doubt I would be terribly rusty if you handed me a sword and armour today.

These days I work... well, as a cook, like I mentioned. But along the way I got ordained - 'Sister' is my title, for those who were wondering. Rising higher than a standard priest requires more politics than I care to indulge in. Instead, I spent my time in the pursuit of Magic." At those words, the book in her hands seems to jump a little. "Not you, magic in general."

Nustrilaa holds up her spellbook, giving those behind her a look at what she was writing, if they cared to glance at that.
It appears to be sketches of parts of the Castle that she likes. Those looking especially closely will notice that she appears to be scribbling building notes next to each sketch. She seems to be planning to renovate something...

"This is my Magic, as I call her. My life's work, really. She contains over 1,400 arcane spells and counting. I have magic for almost any occasion, and let me tell you... knowing this many spells just makes it that much harder to decide what you should prepare in the mornings... So, yes, I am a Wizard. And a Cleric. Easily one of the best instances of either you will ever meet. But with luck, and hopefully not too much terrified screaming, we'll all be able to say that I wasn't *the* best we ever met.

I can scarcely believe I haven't met Attale before. Then again, he's been out here for far longer than I've been active, and I've never needed to restore a dead, cursed homeland badly enough to try this before. I was going to say the invitation helped..." she drops her spellbook to gesture down at the general fighting. The spellbook seems to have decided it would rather levitate itself than fall on the floor beside Nustrilaa, "but by the looks of it, the 'competition' is only going to make things worse. Or slower, anyway.

So, getting back to a topic you lot are actually interested in. Here's the deal. I bring Magic, of almost all types, a safe place to rest (though my Demiplane isn't as pretty, or extensive, as Attale's), food, and a willingness to adjust my typical spell loadout to cover whatever the rest of you need. In return I'm mostly just asking for people to cover for me when my spell loadout is wrong. A Wizard is only as good as her ability to predict what she'll need in the immediate future, after all... and I doubt any of us knows what to expect when we get across that drawbridge..."

MikelaC1
2014-09-04, 06:37 AM
Next to "pop" out of a portal is a frost giant. At least, you think its a frost giant, shes 15 feet tall, with golden hair and a pale white skin. But that's as far as the comparison goes. This woman is gorgeous, and that's not just gorgeous by the standards of her kin, she could probably outshine 90% of the women in the world. Theres other things different about her. Frost giant women are not usually allowed to be armed, in male warrior dominated society, but this one is...and not with the typical waraxe of the giants, she's bearing a greatsword, a weapon that requires considerably more skill. As well, instead of the normal rocks that a giant would favour for ranged fighting, shes got a huge (size comparable) longbow slung over one shoulder. As if that weren't enough, frost giant warriors normally have more armour than anyone knows what to do with, but this woman doesn't seem to have a single plate anywhere. Of course, that could just be because there's no place to put any, what with the prince's ransom of jewelry she's wearing. She looks the group over, not with the nasty disdain most have come to expect from militant giants, but with what looks like genuine honesty and friendship.

Well hello everyone, my name is Slissht, which means shiver in common, and in case you missed it, Im a frost giant. And while I usually just bash things as hard as I can, Im also a throwback to a era long ago when the race of giants were all mighty eldritch casters, although probably nowhere near as versatile and powerful as you, Nustrilaa, my magic is almost all personal and designed to make me fight better.
Well, I just heard about this crazy Attale saying he was going to ascend to godhood, and I was thinking, he's probably got a whole bushel of cool stuff from a lifetime of magic, and maybe there's something there that might be interesting for me. And with any luck, some one of kind pieces of jewelry too. Will you have me join you?

AvatarVecna
2014-09-04, 08:34 AM
Good time as any to ask. Familiars: GM or player-controlled?

Familiars, animal companions, cohorts, and the like will be player-controlled unless I feel the need to step in for story-related reasons. Shouldn't happen often, but that's my default answer when I'm running a game.

Also, for future reference, I've updated the original post to include a link to the OOC thread I've set up.

Gunhaven
2014-09-04, 09:19 AM
The briefest of blinks missed Murch's entrance to this plane just as it missed the appearance of the medium musket floating in the air. Of course those that paid attention to such things noticed the goblinesque figure, a mere 9 inches tall with ears a third the length of his body looking more bat-like than anything and kept aloft by a pair of similar bat-like wings. Anything beyond this generic appearance was hidden by a suit as black as the marsh he was raised in that coved every inch of his body, including whatever equipment he possess beyond the musket better suited for a human than a flying diminutive goblin. Just as quickly as he appeared the creature and gun disappeared once again with the simple phrase that sounded more like the rustle of leaves than anything else "No atchtot."

The slight buzz, like that of a fly, was the closest indication that he was still there. The seconds ticked away before he spoke once again in the tongue of his kind, his voice quiet as before and fast as his beating wings yet proud; it carried a sort of pride for their kind that had been missing from goblinoids until recently. "Saa. Rooz, cha? Lhevk-rhu Murch, Paaldaask and Taarka'khesh of the Third Era of the Dhaakani." He paused and continued again, this time in a common that was much slower and louder, after he remembered his location. "I am Murch, scout and spellcaster for the Dhaakani. I have come to aid my empire and improve my honor within it. Attale is the only way I see that happening with his wish." Another pause followed by the briefest of adjustments and he added "I have them in my targets. Do we want to begin?"

Necroticplague
2014-09-04, 11:09 AM
At first, a bright square portal appears to go unused. Then, a small, unassuming figure appears to walk through. Looking more like a small-time crafter, what with the metal mask and thick wool clothing, than an appropriately potent person who would be crazy/powerful enough to go through the gauntlet to be expected. They have a glazed expression as if they have no idea what's going on. This is explained quite handily when they collapse, with Eversha's visage hovering above where the nameless worksman stood. "Looks Like I'm a bit late here. No real suprise, had to switch rides a couple times to find this dang place. Name's Eversha. I'm here to help out a sick girl. So far, clerics haven't been able to, so it was figured this guy could." The ethereal women looks relatively normal, though well-exercised. If the floating wasn't enough to give away the undead nature, the dark ring around her throat that hints at her previous death and the pulsing black negative energy through what was once veins provides a heavy hint. During the start of her speech, she squints as if looking at something very bright, but slowly opens her eyes, as if adjusting to the light source.

Question: For purposes of simplicity (when I manifest/de-manifest), I'm assuming this plane is coterminous with the Ethereal. Is this Correct? Similarly, assuming full magic/psionics transparency, and requiring confirmation.


Maneuvers Prepared:Insightful Strike, Ring of Fire, Leaping Flame, Shadow Blade Technique
Current Stance: Shifting Defence
VOP Point usage:
Divine Speed:2 points, +30 foot movement speed, 2 extra swift actions per round.
Divine Soul: 1 point, CHA to Saves
Divine Weapon:1 point, CHA to attack/damage
Divine Soul: 1 point, STR to Saves

Resistance:1 point, +8 resistance bonus to saves.
Empowered Strikes: 1 point, +6 enhancement to attack and damage, Weapons wielded are Ghost Touch Necrotic Focus Defending (whatever weapon they are)
Total Control: 2 points, immune to fear, attempts to stun, attempts to grapple, attempts to daze, constant "freedom of movement'
True Sight: 2 points, at will Detect Lawful, at will True Seeing, 1/day Foresight (CL 25, self only)
Inner Power:2 points, +12 CHA, +10 STR, +8 DEX,+6 WIS, +4 INT
Mind's Peace: 2 points, immune to detect thoughts, discern lies, and any attempt to discern my alignment, constant protection from good, nondetection, and mind blank.
Spell Guard: 2 points, SR 39
Skill Specializations: 7 points, +32 to UMD, Perform (weapon drill), Perception, Stealth, Fly, Concentration, Acrobatics.
Shifting Position: 3 points, 80% miss chance, DDoor up to 15 feet 1/hour, Wind Walk 1/day (cl 25, self only)
Energy Resistance: 2 points, Acid, cold, fire electricity resistance 25
Endure Elements: 1 point, immune to effects of hot or cold environments, live from -50 to 140 without FORT saves, resistance to cold and fire 25
*combination of last two make immunity to cold and fire.

Will likely post in OOC later with more detailed breakdown of how this modifies my stats and derived stats.

JBarca
2014-09-04, 03:43 PM
Eight small, red, wickedly-sharp claws seem to materialize two feet off the ground. Two sets of four pull away from each other, and with a deep ripping noise, a jagged scar in reality itself becomes apparent. A small figure steps through, carrying himself as though he were five times his true height. His green skin is broken across his hands, neck, and chin with deep red scales, and leathery flesh, almost like that of a demon, is apparent across his brow. Fangs gleam from between his rough, rock-like lips. His body is covered by bright metal, clearly mithral. A large piece of wood floats near him, and a hammer almost the size of the creature's torso is strapped to his back. The creature's mismatched eyes wander over the battlefield with idle curiosity, before settling on the group of warriors around him

"No doubt you are all aware of who I am. For those of you who have lived in utter isolation, however, I am Thinuan Stone. I am the greatest warrior alive. Fortunately for you, I am also a skilled Warchanter, and am willing to utilize my talents in order to aid my temporary allies so that they might not fall behind as I fight. I am here solely for the challenge presented. Once we reach the Inner Chamber, the wealth and goods there are yours."

With his piece spoken, Thinuan floats five feat into the air and begins flying toward the carnage below at a relatively slow pace.

Bluydee
2014-09-04, 06:18 PM
A blue man, dressed in a loose robe, flies out of the portal with two outstretched celestial wings, his face pure serenity. He lightly steps down, standing confidently, his gaze hovering over the others. He recognized some of them, some criminals, others warriors. What secrets may they be hiding, what might need to be shown the truth? He looked around for a moment, before speaking with a calm, commanding voice demanding attention.

"I am Veritas, Talon of the Order of Saint Cuthbert, Grandmaster of the Sword and Inquisitor of Justice. I have no reason to quarrel with you, and I am here only to find the truth. Perhaps we may work together, or perhaps we won't. In either case, I don't care about your goals or your plans, merely they do not obstruct justice."

Thokk_Smash
2014-09-04, 06:30 PM
There is another flash, but nothing is visible as the light dies down. If he were visible, one could see a man of average height, face lined with frowns and scars and clad in dark colors. However, his paranoia demands that he not reveal himself physically yet. Hidden from those unskilled in the Void Arts, Vir watches the fighting on the drawbridge with an impassive expression. Amateurs, and incompetents, who will only muck it up. That is all he can think of them.

These others, on the other hand, seem far more impressive. And he is able to admit to himself, grudgingly, that he will need help to get through the dangers of the fortress.

I am Vir, a…master infiltrator, he says, flickering into visibility briefly. His oddly-colored blue hair is short-cropped where it isn't hidden by a mask tipped onto the back of his head, and his silver eyes seem dead as they look at everyone in turn. There is a disturbing amount of scars visible on his body. I agree that we would do better to work together to achieve our goals.

Having said that, he wills himself back into the void between spaces and out of visibility once more. He floats towards the fortress with his Phoenix Cloak, trying to get a better look at it while still staying relatively close to the others.

Necroticplague
2014-09-04, 07:28 PM
Despite the stealthy one's attempt to stay hidden, Eversha manages to keep her eyes fixed straight on the scarred man as he slips between normal sight and otherwise, her eyes seeming to glow a knowing black. Seeing several newly-found teamates taking to they sky, she similarly follows, evading the vision of those below by slipping out of this physical place.

The Grue
2014-09-05, 04:13 PM
"That's a neat trick," says the Shade as the man called Vir vanishes into nothingness.

Turning his gaze upward, he scanned the skies for any sign of his companion - and there he was, a speck of black far in the distance. There you are, old friend, the Shade called out through their link. Thought I'd lost you in the transition. See anything interesting?

Just watching the fight, boss, came Bartelby's reply.

Well, time to get to work. Have a closer look at that fortress, see if you can't spot a more discreet way in than its overcompensating front door. Be careful you're not seen, of course.

Bartelby activates his Ring of Invisibility and circles the fortress as instructed. If it looks like he's about to be spotted, he disengages and returns to his master's side.

Stealth +54 (including +20 from invisible while moving)
Perception +40, low-light vision

Warily avoiding the one called Veritas, the Shade moves to the edge of the mesa and attempts to negotiate a way down.

If the mesa is between the sun and the fortress, the Shade will shadow step his way to the ground below through the mesa's shadow. If not he'll simply climb down (+35), taking 10 if possible.

MikelaC1
2014-09-05, 07:44 PM
Slissht spreads her wings (and the sight of a giant with celestial wings is probably something that not too many people have seen) and soars aloft, moving towards the castle, but not getting too far ahead of the group.

Gunhaven
2014-09-05, 08:55 PM
Murch buzzed toward the others before he paused and considered his options. He should be able to hit his target without problems from here, at least he hoped so. Instead he opened his ears and listened to the beating wings of his allies, the breathing of them, and expanding it until he could hear the clinging of the weapons below. With a deep breath in and out he concentrated and attempted to find the foe that would be toughest for him to kill or would hamper the men below the most. He activated his gloves the same way he was shown by its creator, feeling a temporary swelling of power, and then searched his mind for what weaknesses there may be. Then began the waiting game before he let loose his hidden fury.


Standard: Activate Wrist of Channel the Gift.
Move: Fly to the edge of the Mesa.
Swift: Kirin Style on the toughest guy down there.
[roll0] +10 if Engineering related (Construct maybe?) vs DC 15+CR
Free: Activate Blind Shot, Gain Blindsight for the turn.

Clarifying: Does Distant Shot allow me to hit Touch AC from way out here?

Mousedigits
2014-09-05, 10:25 PM
Seeing everyone fly to the great mass of fighting, Haijiin follows, activating his Wings of Flying, with his swords out, ready to attack anything that attacks at him back.

Tempestfury
2014-09-07, 03:16 PM
The final arrival’s to the field didn’t look all that powerful or impressive, especially compared to the others that had turned up. The first one to step out of the last portal was a human female. Hey gray eyes and hair did make her stand out to some degree, but apart from that, she was simply a middle aged, 5”7’ human female, with a battered pistol in a holster. Her cloths were scruffy and worn, signs of long-use and little in terms of cash to use, rather ironic when one thought about the quest and reason for being at this demiplane.

The second was a bit more unusual, a humanoid at around 6ft in height, but with deep, brown skin, similar to the wood of the ancient tree’s. whilst his eyes and hair were a match green of the leaves that such trees would have, as well as the surrounding tree’s of the forest. A fey, but one that was much more mortal than most. A member of the new and young race, the Killoren's. Like the women, he too had a battered pistol in a holster by his side, though unlike her, he had a second weapon, a longsword strapped to his back. He too showed signs off ill-wealth.

“My my my, quite the party that’s gathered here.” The women said with a small grin as she looked around the area, taking note of the various group members that had gathered, as well as the battle going out at the impressive castle in the distant, seeing others had taken to the air, she turned to her companion, stating. “I’m gonna go up and take a look, you introduce ourselves, kay?” Without waiting for a response, the women sailed smoothly into the air to observe the battle going on. Meanwhile, the fey shook his head before turning to the others.

“Greetings, I hope I will be able to call you comrades in this quest. I am known as Interitus, and the one that just went up is my mentor, Typhose, Gunslinger of the Nine Arts.”

Ty checking out the battle:
[roll0]

AvatarVecna
2014-09-07, 09:15 PM
With the basic introductions out of the way, the group collectively takes flight. You soar higher and higher, until you're nearly 5000 ft above the battlefield, just above the highest towers of Attale's fortress, giving you a great view of the entirety of the demiplane. With the aerial view you've gained, you can see that the fortress is much more massive than was visible from the mesa: the section you saw before was itself a tower of a larger fortress: the impossibly large structure is roughly circular, with large towers around the edges, each of which has many normal sized towers sticking out of it, stretching higher and higher.

What you thought was a mesa overlooking the fortress' entrance is actually a cliff completely surrounding it; every mega-tower has a similar entrance, with a moat, a lowered drawbridge, and an army fighting at its entrance. The center of the fortress is just a giant dome, with no apparent entrance inside; it's stylized to appear like a rather bloodshot eye. Close observation reveals what appears to be a brick pattern throughout the entire facility. Even closer observation, especially with the right magical senses, reveals that there is no brick pattern: the entire facility is made out of a single piece of strong metal, and what appeared to be a brick pattern is actually a very intricate system of tiny runes carved into the adamantine.

The strangest thing about your new view is what wasn't previously visible: every other megatower entrance is guarded by a dragon; each is the size of the tarrasque, and appears to be made entirely out of magical force. Every tower except the one you appeared nearest to.


What would you like to do? Would you like to enter the unguarded tower, fight a dragon, try and find another way in, or what?

Gunhaven
2014-09-08, 10:01 AM
Murch channeled the temporary energy into one of his prepared spells, tapping his miniature pouch of ammo with his right wrist, and transferring the spell to his never ending supply of bullets. Nonchalantly he said "Itaa Kaas" as he adjusted his aim minutely to continue following the men who seemed to be officers. Otherwise he kept track of his comrades through the sound of their movement and hearts. After a second he added in the tongue of the fey "Saa Interitus. Are you summer, winter, or a bystander to our kind's plane?", appearing to be three feet to the left of the killoren.

Standard: Unless that 45 revealed that they're highly resistant to fire damage casting Flame Arrow using Channel the Gift to not use the spell slot. If they appeared to be then (Reach) Chill Touch unless they also appeared to be something that gets healed from negative energy (while also not being undead). If both are true then I guess Haste and we'll go mundane.
Move Action: Adjusting as needed. Being awesome.
Free Action: Blindsight again

Also: My stealth mod is at +135 with greater invisibility. Do you want me to hide or anything from people that probably can't find me even if I was visible?

MikelaC1
2014-09-08, 10:15 AM
While Im not afraid of fighting a dragon, I suggest that we at least try to conserve a bit of power and either enter the unguarded tower or seek covert entrance.
Shiver grins
Although kicking dragon butt has an appeal to it

AvatarVecna
2014-09-08, 10:23 AM
@Gunhaven

The humanoid leaders tend to vary across the spectrum, whether in power, goals, or abilities: there's lich lords summoning armies of skeletons and powerful paladins leading angels against them; there's warforged warlords leading armies of constructs and elementals the size of buildings accompanied by groups of smaller elementals, all lead by a small druidic circle. The group of humanoids is so massive, you doubt you could find a more diverse gathering in all the planes. That said, no individuals, or group of individuals, would stand a chance against the lot of you, with the possible exception of the dragon guards.

Mechanical Response

You guys are the only epic characters outside of the fortress; no one fighting on the ground has any business challenging you guys, although the collective group might be able to give you a bit of trouble should you try to get past them (hundreds of spell flying right at you can be problematic, from what I understand).

Necroticplague
2014-09-08, 10:59 AM
Breifly emerging onto the demiplane so she can speak her peice, Eversha replies "If we try and take out the dragons, we should probably K.O. them. Their bodies might prove useful to us. But first, to see if we even have to take that risk..."

With this, she slips back into the Ethereal and flies down to the walls, attempting to pass through them. If they extend to the Ethereal enough to block her passage, she instead tries to see if she can smash through them with sheer force. The likelihood of either of these working probably aren't very good, but it never hurts to try the basics first!

Not in combat, So No need for me to take only one round in a post, right?
Anyway, move actions to move towards closest megatower.
14 Full-round Actions: Sculpt Ghost body to give myself +28 to STR at cost of -28 to DEX.
Standard to break through sheer force.37 STR mod+10 Dungeoncrasher+2 dead level bonus+20 (take 20)=69. Extra +2 if my Muscle of the Society trait applies (though technically, its bonus is only for doors, not walls).
On either failure or success, do 14 full-round actions to undo previous Sculpt Ghost Body usage.

The Grue
2014-09-08, 11:29 AM
"Naturally, Bartelby and I prefer to avoid direct confrontations," the Shade offers. "Why fight a dragon, when we can simply walk right in through the unguarded tower? "

MikelaC1
2014-09-08, 11:43 AM
Because when a high level mage puts a dragon on each of his towers except one, you know that one tower is probably trapped to something very nasty.

AvatarVecna
2014-09-08, 12:02 PM
@Necroticplague

The first time your ethereal body slams into the wall, you realize that you might have miscalculated: starting from where you struck the surface, tiny runes begin glowing, spreading out until every rune within 20 ft of the initial impact is glowing bright white--and white hot, from what you're feeling.

Mechanical Effect
I need you to make a Fortitude save, a Reflex save, and a Will save. If you have any evasion-style class abilities, or resistances/immunities/weaknesses to the primal elements and/or positive/negative energy, please note them in your response to this post. Also, please calculate the damage you would've done on this first impact: remember that your character was making a concerted effort to break through, so make sure to take into account any spells/maneuvers/feats/whatever you would've used to aid your attempt to break through. Don't bother determining your accuracy: you can, in fact, succeed in hitting a brick wall.

Thanks!

@Gunhaven

I forgot to mention it before, but the default assumption is that you guys are optimized too much for the common rabble to stand a chance hitting you/detecting you/damaging you individually, and even perhaps as a group. In the future, if something is intended to give you guys a challenge, I'll call for opposed rolls.

Necroticplague
2014-09-08, 12:38 PM
"Attacking the outside: not a good idea!" As her dead flesh smashed against the wall, she realized her mistake to soon and tried to flinch from the burning.


Reflex: [roll0]
Will:[roll1]
Fortitude:[roll2]
Note; I wasn't making an attack against the wall, I was trying to use a STR check to break it through force, as per this page (http://www.d20pfsrd.com/equipment---final/damaging-objects) (scroll down to "breaking items", 3.5 has a near-identical section), so I do no damage against it if I fail. That's why I listed a STR roll result instead of an attack or damage roll. However, since there apparently is a punishment for failure (or success), that means I can't take 20, so I'll roll here.
[roll3]
If you plan on resolving a failed attempt as an unarmed attack, then my damage is pretty low. Unarmed Strike damage:[roll4]
No clue what a primal element is, but I'm immune to cold and fire, resistance 25 to Acid and Electricity, and I have undead traits (which might render me immune or healed by negative energy)

AvatarVecna
2014-09-08, 01:29 PM
@Necroticplague

Yeah, fire/cold/etc. are what I meant.

The light drowns out everything else in your world; with a sickening hiss, you can feel your ethereal skin burning as you slowly start falling to the moat far below, your mind shutting down from the spiritual pain the light brought with it.

Mechanical Effects

You take 156 each for fire, cold, acid, sonic, and electricity (before resistances/immunities). You also take 200 positive energy damage and are knocked unconscious. You are currently falling, and will impact with the water in the moat in 8 rounds; you have until then to make a Will save to wake up (reminder: the save that failed was a 1 on the die); if you don't, you hit the water, and we'll resolve everything.

I'll say you had surprise round, Necroticplague, but now I need everyone who wants to be part of this potential encounter to roll initiative.

Gunhaven
2014-09-08, 02:50 PM
Murch began the steady thump of gunfire as it appeared no one wanted to do otherwise. His hands moved like lightning as he loaded shot after shot into his musket of the little bundles of death enchanted to bring fire to his foes. With each hit he moved on to the next foe, leaving the one he hit staggered and bleeding from the high velocity hit. Otherwise he began the slow and methodical dismantling of the army guarding the entrance.

Init:
I was set back and started firing 14 rounds ago when Eversha was buffing up to smash through the wall because no one told me to pause. Just in case I could I threw those in below otherwise I'd like to spend at least two of those rounds further buffing up and casting Haste on myself (and Interitus + others that happen to be in the back with me). If I could really stack it, I'll throw in Steady Aim for 10 feet additional range a round but I doubt it.

For references: Each hit carries the joy of Bleeding Wound and Slowing Shot (They're taking 22 Bleed Damage, are Staggered for 10 rounds, as well as a -1 on Attack Rolls, AC, and Reflex Saves, and move at half speed).

Attack 1: [roll1]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll3]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll5]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll7]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll9]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll11]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll13]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll15]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll17]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll19]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll21]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll23]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll25]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll27]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll29]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll31]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll33]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll35]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll37]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll39]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll41]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll43]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll45]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll47]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll49]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll51]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll53]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll55]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll57]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll59]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll61]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll63]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll65]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll67]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll69]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll71]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll73]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll75]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll77]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll79]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll81]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll83]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll85]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll87]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll89]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll91]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll93]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll95]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll97]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll99]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll101]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll103]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll105]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll107]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll109]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll111]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll113]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll115]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll117]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll119]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll121]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll123]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll125]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll127]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll129]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll131]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll133]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll135]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll137]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll139]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5:


Attack 1: [roll141]
Sneak Attack Gunshot 1: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 1:
Attack 2: [roll143]
Sneak Attack Gunshot 2: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 2:
Attack 3: [roll145]
Sneak Attack Gunshot 3: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 3:
Attack 4: [roll147]
Sneak Attack Gunshot 4: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 4:
Attack 5: [roll149]
Sneak Attack Gunshot 5: [roll]1d12+51+19d6
Sneak Attack Flame Arrow 5: [roll150]

I hope these rolls work.

Thokk_Smash
2014-09-08, 03:04 PM
In the aftermath of beginning their team-up, Vir began by casting a spell from a scroll to magically enhance his sight. He looked at the dragons in order to see whether they had enhancements of their own set up.

I suggest that we attempt to circumvent the dragons, while avoiding the unguarded tower, he suggests, voice disembodied from his invisible body.

He gets as close as he needs to in order to observe, but no closer. With a twist of his Void-touched soul, he ensures that not even True Seeing can see him. Information is key when infiltrating, after all, and he wishes to get as much as he can. He keeps his kukri in one hand at all times.

When the ghost makes its move, he sighs at its attempt. Physically touching the fortress of a centuries-old Archmage is not the most advisable thing to do.

Take 10 on all Stealth until the encounter begins, because apparently we have the time, for a total of 102.

UMD vs DC 35 for Extended Greater Arcane Sight (succeed on anything but a 1): [roll0], second if needed [roll1]

UMD vs 20 for Wand of Nerveskitter: [roll2]

Take 10 on initiative for 67 (assuming a successful Nerveskitter, and the kukri I was holding was the Warning one). Also, free action to draw my second kukri.

Gunhaven
2014-09-08, 03:07 PM
Shoot, I messed up on the Gunshot damage. Also: Would a nat 1 being a miss mean Second Chance and/or Lucky triggers? I know I can't misfire because of Musket Master but I figured I'd ask
Just in case:

Round 1: Fumbled on +46
Round 2: Fumbled on +51
Round 3: Crit on +51, Fumble on +46
Round 8: Fumbled on +51
Round 11: Crit with a +36
Round 15: Crit on +41

Second Chance: [roll0]
Gunshot 1: [roll1]
Sneak Attack 1: [roll2]
Gunshot 2: [roll3]
Sneak Attack 2: [roll4]
Gunshot 3: [roll5]
Sneak Attack 3: [roll6]
Gunshot 1: [roll7]
Sneak Attack 4: [roll8]
Gunshot 5: [roll9]
Sneak Attack 5: [roll10]


Second Chance: [roll11]
Gunshot 1: [roll12]
Sneak Attack 1: [roll13]
Gunshot 2: [roll14]
Sneak Attack 2: [roll15]
Gunshot 3: [roll16]
Sneak Attack 3: [roll17]
Gunshot 1: [roll18]
Sneak Attack 4: [roll19]
Gunshot 5: [roll20]
Sneak Attack 5: [roll21]


Crit: [roll22]
Second Chance: [roll23]
Gunshot 1: [roll24]
Sneak Attack 1: [roll25]
Gunshot 2: [roll26]
Sneak Attack 2: [roll27]
Gunshot 3: [roll28]
Sneak Attack 3: [roll29]
Gunshot 1: [roll30]
Sneak Attack 4: [roll31]
Gunshot 5: [roll32]
Sneak Attack 5: [roll33]


Second Chance: [roll34]
Gunshot 1: [roll35]
Sneak Attack 1: [roll36]
Gunshot 2: [roll37]
Sneak Attack 2: [roll38]
Gunshot 3: [roll39]
Sneak Attack 3: [roll40]
Gunshot 1: [roll41]
Sneak Attack 4: [roll42]
Gunshot 5: [roll43]
Sneak Attack 5: [roll44]


Second Chance: [roll45]
Gunshot 1: [roll46]
Sneak Attack 1: [roll47]
Gunshot 2: [roll48]
Sneak Attack 2: [roll49]
Gunshot 3: [roll50]
Sneak Attack 3: [roll51]
Gunshot 1: [roll52]
Sneak Attack 4: [roll53]
Gunshot 5: [roll54]
Sneak Attack 5: [roll55]


Second Chance: [roll56]
Gunshot 1: [roll57]
Sneak Attack 1: [roll58]
Gunshot 2: [roll59]
Sneak Attack 2: [roll60]
Gunshot 3: [roll61]
Sneak Attack 3: [roll62]
Gunshot 1: [roll63]
Sneak Attack 4: [roll64]
Gunshot 5: [roll65]
Sneak Attack 5: [roll66]


Second Chance: [roll67]
Gunshot 1: [roll68]
Sneak Attack 1: [roll69]
Gunshot 2: [roll70]
Sneak Attack 2: [roll71]
Gunshot 3: [roll72]
Sneak Attack 3: [roll73]
Gunshot 1: [roll74]
Sneak Attack 4: [roll75]
Gunshot 5: [roll76]
Sneak Attack 5: [roll77]


Second Chance: [roll78]
Gunshot 1: [roll79]
Sneak Attack 1: [roll80]
Gunshot 2: [roll81]
Sneak Attack 2: [roll82]
Gunshot 3: [roll83]
Sneak Attack 3: [roll84]
Gunshot 1: [roll85]
Sneak Attack 4: [roll86]
Gunshot 5: [roll87]
Sneak Attack 5: [roll88]


Second Chance: [roll89]
Gunshot 1: [roll90]
Sneak Attack 1: [roll91]
Gunshot 2: [roll92]
Sneak Attack 2: [roll93]
Gunshot 3: [roll94]
Sneak Attack 3: [roll95]
Gunshot 1: [roll96]
Sneak Attack 4: [roll97]
Gunshot 5: [roll98]
Sneak Attack 5: [roll99]


Second Chance: [roll100]
Gunshot 1: [roll101]
Sneak Attack 1: [roll102]
Gunshot 2: [roll103]
Sneak Attack 2: [roll104]
Gunshot 3: [roll105]
Sneak Attack 3: [roll106]
Gunshot 1: [roll107]
Sneak Attack 4: [roll108]
Gunshot 5: [roll109]
Sneak Attack 5: [roll110]


Crit: [roll111]
Second Chance: [roll112]
Gunshot 1: [roll113]
Sneak Attack 1: [roll114]
Gunshot 2: [roll115]
Sneak Attack 2: [roll116]
Gunshot 3: [roll117]
Sneak Attack 3: [roll118]
Gunshot 1: [roll119]
Sneak Attack 4: [roll120]
Gunshot 5: [roll121]
Sneak Attack 5: [roll122]


Second Chance: [roll123]
Gunshot 1: [roll124]
Sneak Attack 1: [roll125]
Gunshot 2: [roll126]
Sneak Attack 2: [roll127]
Gunshot 3: [roll128]
Sneak Attack 3: [roll129]
Gunshot 1: [roll130]
Sneak Attack 4: [roll131]
Gunshot 5: [roll132]
Sneak Attack 5: [roll133]


Second Chance: [roll134]
Gunshot 1: [roll135]
Sneak Attack 1: [roll136]
Gunshot 2: [roll137]
Sneak Attack 2: [roll138]
Gunshot 3: [roll139]
Sneak Attack 3: [roll140]
Gunshot 1: [roll141]
Sneak Attack 4: [roll142]
Gunshot 5: [roll143]
Sneak Attack 5: [roll144]


Second Chance: [roll145]
Gunshot 1: [roll146]
Sneak Attack 1: [roll147]
Gunshot 2: [roll148]
Sneak Attack 2: [roll149]
Gunshot 3: [roll150]
Sneak Attack 3: [roll151]
Gunshot 1: [roll152]
Sneak Attack 4: [roll153]
Gunshot 5: [roll154]
Sneak Attack 5: [roll155]


Crit: [roll156]
Second Chance: [roll157]
Gunshot 1: [roll158]
Sneak Attack 1: [roll159]
Gunshot 2: [roll160]
Sneak Attack 2: [roll161]
Gunshot 3: [roll162]
Sneak Attack 3: [roll163]
Gunshot 1: [roll164]
Sneak Attack 4: [roll165]
Gunshot 5: [roll166]
Sneak Attack 5: [roll167]


Second Chance: [roll168]
Gunshot 1: [roll169]
Sneak Attack 1: [roll170]
Gunshot 2: [roll171]
Sneak Attack 2: [roll172]
Gunshot 3: [roll173]
Sneak Attack 3: [roll174]
Gunshot 1: [roll175]
Sneak Attack 4: [roll176]
Gunshot 5: [roll177]
Sneak Attack 5: [roll178]


Second Chance: [roll179]
Gunshot 1: [roll180]
Sneak Attack 1: [roll181]
Gunshot 2: [roll182]
Sneak Attack 2: [roll183]
Gunshot 3: [roll184]
Sneak Attack 3: [roll185]
Gunshot 1: [roll186]
Sneak Attack 4: [roll187]
Gunshot 5: [roll188]
Sneak Attack 5: [roll189]


Second Chance: [roll190]
Gunshot 1: [roll191]
Sneak Attack 1: [roll192]
Gunshot 2: [roll193]
Sneak Attack 2: [roll194]
Gunshot 3: [roll195]
Sneak Attack 3: [roll196]
Gunshot 1: [roll197]
Sneak Attack 4: [roll198]
Gunshot 5: [roll199]
Sneak Attack 5: [roll200]


Second Chance: [roll201]
Gunshot 1: [roll202]
Sneak Attack 1: [roll203]
Gunshot 2: [roll204]
Sneak Attack 2: [roll205]
Gunshot 3: [roll206]
Sneak Attack 3: [roll207]
Gunshot 1: [roll208]
Sneak Attack 4: [roll209]
Gunshot 5: [roll210]
Sneak Attack 5: [roll211]


Second Chance: [roll212]
Gunshot 1: [roll213]
Sneak Attack 1: [roll214]
Gunshot 2: [roll215]
Sneak Attack 2: [roll216]
Gunshot 3: [roll217]
Sneak Attack 3: [roll218]
Gunshot 1: [roll219]
Sneak Attack 4: [roll220]
Gunshot 5: [roll221]
Sneak Attack 5: [roll222]


Second Chance: [roll223]
Gunshot 1: [roll224]
Sneak Attack 1: [roll225]
Gunshot 2: [roll226]
Sneak Attack 2: [roll227]
Gunshot 3: [roll228]
Sneak Attack 3: [roll229]
Gunshot 1: [roll230]
Sneak Attack 4: [roll231]
Gunshot 5: [roll232]
Sneak Attack 5: [roll233]

AvatarVecna
2014-09-08, 04:12 PM
Thokk_Smash

As you approach the nearest dragon, your vision briefly shimmers; when it returns to normal, you can see the magical auras surrounding each person fighting on the ground. The dragon, too, shines even more so than it did before, various magical effects surrounding it.


The various spells affecting the arrayed armies aren't worth mentioning; they're not threats. That said, the dragons were already substantially powerful, even before they had these spells buffing them up:

-Persistent "Bite of the Werebear"
-Persistent "Divine Power"
-Persistent "Greater Vigor"
-Persistent "Greater Mage Armor"
-Persistent "Freedom of Movement"
-Persistent "Greater Blink"
-Persistent "Etherealness"

You can tell that there's some other effects thrown on them, but they're beyond your ability to detect.


@Gunhaven

Shot after shot rings out, accompanied by the screams of your victims. Most of your targets die outright, but the tougher ones are only heavily injured. Of course, you've only targeted a relatively small number of people within the army fighting at this particular entrance. The remaining, more powerful humanoids began trying to come towards you, but before they can reach you, you put off another shot that takes them down. Some meager spell defenses are brought up, but virtually none of them can keep you from taking them down.

whoiam
2014-09-08, 05:12 PM
"Try not to stir up more of them than you need to: We have more important things to do than pick on the other hopefuls. I'll be right back."

Nustrilaa couldn't really miss the 20' glowing circle: Nor the falling shape of what was ostensibly her ally. Having conquered the urge to leave the undead creature to whatever fate she'd incurred, Nustrilaa teleports to a point beneath Eversha, and readies a Levitate spell to cast on her as she falls past Nustrilaa's position.

The Levitate is unlimited use (from Epic Hero), and the Greater Teleport is True Arcanist 'free' spell 1 of 5 until her next meditation period.

Once she'd captured the falling undead, Nustrilaa took a moment to examine her before deciding what to do next.

She's using a spontaneously cast Arcane Sight, Greater ('free' spell 2 of 5) to check Eversha for ongoing magical effects - she's worried, essentially, about whether she can attempt to handle Eversha without being hit by some residual effect of the runes Eversha triggered.

Bluydee
2014-09-08, 05:25 PM
Veritas merely observes what goes on around him, watching before taking any action.

AvatarVecna
2014-09-08, 05:30 PM
@whoiam

Your teleportation and levitation both go off without a hitch. As you slow your new teammates' fall, you idly notice the audible magical hum emanating from the walls right next to you; the magical runes are so powerful, so numerous, or both, that their generating sound. A quick glance at the walls reveals scores of various Rune spells, as well as a ton of spells designed for blasting away armies; it's likely that this wall could repel both powerful individuals and massive armies of moderately powerful people without much effort. A more thorough examination of your companion reveals no lasting effects from the runes, beyond the fact that they're currently snoozing away, despite their gravitational acceleration being more than enough to wake a person from a mundane slumber.

The encounter has been ended before it could begin. After several rounds, Evershaa wakes up, quite suddenly in fact. She realizes she's being held up by some sort of spell; a magical hum fills her ears, and she's much closer to the rune-covered wall than she wants to be, considering what's just happened.

MikelaC1
2014-09-08, 05:35 PM
Slissht was ready to take an action, until she suddenly realized it was no longer needed.

whoiam
2014-09-08, 05:55 PM
"Welcome back to the land of the conscious. I wish I could take the credit for your return, but I think whatever it was that was keeping you under just had a short time limit on it. Are you good to get moving again? We should rejoin the others if you are. Still, impressive construction, isn't it? My demiplane only has a regular mansion in it, and that's made of brick and stone rather than metal and magic. One more reminder of just how far behind I still am..."

Necroticplague
2014-09-08, 06:52 PM
"Ugh...Thanks. I feel really unusual. Usually, crap like that wouldn't even phase me. Must be some potent, custom stuff. If I ever get the idea to try smashing through something like that again, hit me like a train." Her body feels...ruptured. She'll heal up eventually, but its gonna take a bit. While she waits for the heal, she rearranges the slime that makes up her being to move back towards her fine motor muscles, to she can better block attacks than merely take them.

Health: drops to 664. The two round of time that pass see me heal 90 HP, up to 754.

Since I was knocked out, NOW I'm taking the time to re-ghost sculpt those 28 points back to DEX. During that time, I can Fast heal 630 HP, bringing me back up to full 1082

Gunhaven
2014-09-08, 07:38 PM
Murch reactivated his Greater Invisibility as the last foe fell and briefly channeled the energy of his wrists into a burst of additional speed for anyone who's still near the mesa. He then began the trek to the killing field and observed his enemy, muttering "Maabet gaa'taat." in frustration at the lack of a challenge. He searched for any indication on why they were here as he said to the group in general "Before we move into the castle proper I would like a chance to prepare ourselves. A means to communicate when the group moves ahead would be much appreciated. I also have purchased a pair of ring gates from the man we're about to storm; it could serve as an emergency method to teleport if we need to. Otherwise my contribution will continue to be this" he waved at the dead around him with his musket "and slow improvements that I believe others could cover as well." His piece done he turned invisible again and awaited any disagreements or approval.


Channel the Gift: Haste and move down. Pausing as needed to reactivate Greater Invisibility (with that brief break to motion to all the people that died).

JBarca
2014-09-08, 08:09 PM
Seeming more amused than worried, the small scaled creature flies toward the same wall that had just zapped Eversha.

With a bit of a laugh, he calls down to his companions, "Good try, spirit. Allow me?"

He then draws his massive hammer, focuses a moment, and allows the weapon to morph itself into a greatsword. Smugly pressing his hands to the surface, Thinuan gives a mighty push.


Strength check: 1d20+80
Resistance 30 to the elements you listed for Eversha, nothing special for Pos/Neg
In addition, I'm immune to spells and spell-like abilities.
And immune to HP damage.
My saves, if you want them, to speed things up (Take the higher of each, plus mettle (if a success on Will or Fort leads to a partial effect, I ignore the entire effect)):

Fort: 1d20+48 1d20+48
Ref: 1d20+43 1d20+43
Will: 1d20+43 1d20+43

EDIT: Oops. I forget how the roller works often. Forthcoming.

JBarca
2014-09-08, 08:12 PM
Strength check: [roll0]
Resistance 30 to the elements you listed for Eversha, nothing special for Pos/Neg
In addition, I'm immune to spells and spell-like abilities.
And immune to HP damage.
My saves, if you want them, to speed things up (Take the higher of each, plus mettle (if a success on Will or Fort leads to a partial effect, I ignore the entire effect)):

Fort: [roll1] [roll2]
Ref: [roll3] [roll4]
Will: [roll5] [roll6]

The Grue
2014-09-08, 08:38 PM
"...Otherwise my contribution will continue to be this" he waved at the dead around him with his musket...

"Yes, very impressive," says the Shade sarcastically. "I'm glad to know we'll have you on hand in case we need to slaughter mundanes and commoners."

"At any rate if the guardians of this place weren't alerted by the ghost's antics, they almost certainly will be when Stone finishes banging away with that sword of his. Seems like we're ruling out the subtle approach, eh Bartelby?"

The raven coos in agreement.

The Shade cautiously floats down the rune-covered surface of the dome, scrutinizing it in search of a more elegant way to bypass its defenses.

Burned a casting of fly since we're all apparently in flight. Cast arcane sight, examine the runes from as far away as is practical - 120 feet at most, since that's the maximum range of the effect, but the Shade will move closer if necessary. Take 10 on Spellcraft to identify magical auras in effect, for a total of 36.

Thokk_Smash
2014-09-08, 09:09 PM
Vir silently agrees with the sentiment of the other sneak.

That dragon has a multitude of magical enhancements upon it--as expected of such guardians. Fighting one would be irritating, but not impossible. I still advise stealth, however.

He flies as close as he needs to another portion of the wall, and inspects it with his own arcane sight.

Take 10 on Spellcraft for 52. Still in Void-Mode, undetectable by True Seeing.

AvatarVecna
2014-09-08, 11:00 PM
The Grue

Shaking your head, you fly off to inspect the eye-dome. Roughly 500 feet up the side of the dome, you decide it's time to start scanning. Positioning yourself just within your spell's range, you begin examining the runes of the dome. Unfortunately, your experience in the arcane arts isn't wide enough for you to quite understand everything you're seeing: the magical auras of each individual rune are so close together that they almost interlap; it's difficult to distinguish the various auras from each other. Your keen senses, however, see something that wasn't visible from further away: the runes makng up the veins of the "eye" are, themselves, made up of smaller runes, each of which appears to be some sort of divination spell. These chains of divination spells are arrayed to make larger runes of a more diverse group of spells.

Before you can inspect the runes more closely, however, you here a loud clang back from where you came: likely, your new, less-than-subtle teammate trying to force their way into the wizards' fortress. Your amusement turns to terror as you see every rune on the dome light up simultaneously.

The eye blinks. And then it shifts to look in your direction.

One moment of heart-stopping panic later, it returns to its original position. In hindsight, it was probably using all of those divination runes to analyze your brutish new friend. You rush back to your new allies to see what the damage is this time.

@JBarca

Thinuan calmly lifts his blade, and then all at once, drives it as hard as he can into the metal; he's met with no response. The wall is just as impregnable as it was a moment ago. Once again, the runes of the wall glow brightly, this time a dark, blood-red glow, before suddenly changing to green. Thinuan keeps the pressure on the wall, safe in the knowledge of his relative invulnerability.

(His relative invulnerability)




DR 10/Magic
Immunity to "All hostile spells and spell-like abilities, and their manifestations."
Any spell defeated by the above is automatically reflected back on the caster, who is allowed a save/SR as per normal
Never Flatfooted
Mercurial Strike Feat (I may take an AoO against an opponent, even if I do not have a weapon drawn. I can draw the weapon for free, then strike. The opponent is considered flatfooted for this attack)
Displacement 20%
Resistance Acid, Cold, Fire, Electricity, Sonic 30
Immune to nonlethal damage
Immune to Charm/Compulsion Effects
Immune to effects that "function specifically by causing pain, such as the wrack spell."
Immune to effects that would cause me to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned
Sustained without food or water
Does not breathe
True Seeing always active
Cannot be detected by any Divination spell
Aware of any lie told in my presence. Liar must then make a Will Save (DC 34) or I am aware of the truth
Always under the effects of the Foresight spell
Immunity to Poison
Improved Uncanny Dodge
All non-hostile NPCs are treated as if they were one step more friendly when interacting with me
When targeted by a spell or spell-like effect which normally does not allow a save, such as irresistible dance or power word stun, a Legend may make a special save (d20 + 24) in order to either take half damage (if the spell deals damage) or reduce the duration to one of whatever the normal interval of the spell is-- 1 round for a spell with a duration of 1 round/level, 1 minute for a spell with a duration of 1 minute/level, and so on.
As long as I am conscious, I automatically succeed on all saves for Mind Affecting abilities
Roll twice and take the better result of any saving throw
Immune to Critical Hits




With a high-pitched screech, the wall gives all of a sudden; your sword goes right through the adamantine--but appears to leave no wound in the wall. It simply sinks in deeper and deeper, and with your firm grip, you follow it.

You can try to hang on to your weapon, resisting the force drawing it into the wall, or you can let go of your weapon; the choice is yours.

Thokk_Smash

Your inspection of the wall reveals that the runes are woven in an intricate web of various schools, spells, and powers, all linked together in ways too complex to summarize. Curiously absent are any runes making use of divination magic, so how the fortress knows what to use against who is a mystery.


Does someone else have an idea for entering the fortress, whether through the wall or otherwise?

Thokk_Smash
2014-09-08, 11:26 PM
Vir sighs as he realizes that his inspection of a random patch of wall is doomed to fruitlessness. His irritation increases when he realizes that yet another of his "comrades" has tried to demolish their way through the wall. With all the runes and spells laid upon the wall, getting through the wall itself would be unfeasibly costly, if it can be done at all. Frustratingly impressive, to be sure.

Time to be a little more forward. He flies over to the other sneak and says, I am going to attempt to inspect the nearest tower, the unguarded one. Perhaps I can determine how safe it is to pass through.

He then flies cautiously over to the unguarded megatower, observing it from a distance ((OOC: 120ft with Greater Arcane Sight)) to begin with before moving closer. He keeps his sixth sense open for any hint of divination or scrying on his being as he approaches the lip of the opening.

As a precaution, he activates his Aeon Shroud, feeling time shift ever so slightly to the side around him. That should give him a slight reprieve from any potential harm--hopefully.

Cautiously approaching what is either an obvious trap or Attale silently telling us "I know you guys are the only ones worth a damn here, so come in". Gotta do something.

Edit: Oh, and take 10 on Spellcraft for 52 on any spells around the megatower.

Still in Void-Mode, so unseeable by True Seeing. Your modified Ghost Soul, as per here:


Ghost Soul (Ex): A 20th level ninja is virtually immune to all forms of divination or supernatural information gathering, both direct and indirect. The ninja acts as if under a continuous Mind Blank. Against any effect that penetrates that, the Ninja acts as if the spell allowed SR and a Will save to negate; furthermore, they gain SR (or a bonus to their existing SR) equal to twice their ninja level, and a bonus to their Will save equal to their Intelligence modifier. If the effect in question comes from a source with a Divine Rank, this bonus is reduced by half, and is further reduced by the Divine Rank of the deity in question. In either case, the ninja is aware of the attempt, but cannot send false information to the scryer. These bonuses apply even if the ninja is not the direct target of the scrying attempt.


Also, Aeon Shroud's description:

Aeon Shroud: Mind psionic invocation (9th). You wrap yourself in a sheath of slow-moving time. Anything attempting to harm you must pass through it, delaying it significantly. When subject to any attack or effect that would affect you, it is delayed for 1 round. For 1 round, you are completely unaffected by it. It only takes effect 1 round later (at the same point in the round), at which point it affects you normally. You still determine the result of saving throws, damage rolls, and other random effects when the attack or effect would initially have affected you (before it is delayed), allowing you the opportunity to react to them. Similarly, the durations of attacks and effects with durations of more than 1 round are determined as normal without considering this delay. This delay only protects you and the equipment you carry, even if you and your allies are all subject to the same effect. At your discretion, some attacks and effects (such as beneficial ones granted by your allies) may not be delayed in this way, but you must be aware of them to exclude them from this effect.

As a side effect of warping time around you, your form becomes difficult to make out. With even the smallest movement, delayed light trails behind you, giving you a strange aura to all senses and making your motions hard to track. As a result, for the first attack you make each round against any given target, that target is considered flat-footed. Additionally, all attacks against you suffer a 20% miss chance. True seeing and similarly powerful effects reveal your true position, but most other senses are fooled, even non-visual ones like blindsight or the touchsight power.

Aeon Shroud lasts for 24 hours or until dismissed.

Stealth of 102, until it becomes too stressful to take 10.

JBarca
2014-09-09, 08:23 AM
"Haha! Well! This should be fun!"

Setting his feet against the wall, Thinuan braces himself and holds on tightly to the hilt of his sword, clearly not planning on letting go.

"Stealth? This wall is nothing! This could be my way in, methinks. Feel free to follow me in!"

Roll to hold onto the blade (with an additional +20 if this is to prevent the blade from leaving my grip): Strength check: [roll0]

whoiam
2014-09-09, 08:34 AM
"Hey, Genius!"

From her vantage point below, Nustrilaa tried to grab Thinuan's attention.

"Pull yourself free, come down here, and just open the front door for us. If you're not affected by the defensive wards, you should be able to do so safely enough. Even if you have to kick it in. Then the rest of us have an entryway that won't require blind teleports or the risk of us getting fried trying to follow you through a wall that I'll bet anything can reseal itself behind you..."

MikelaC1
2014-09-09, 09:00 AM
Hearing the call from Nustrilaa, Slissht decides to come down and apply her method of opening doors to the situation. Namely, a big boot to the offending obstruction.

[roll0]

Gunhaven
2014-09-09, 09:09 AM
Murch paused for a moment before he apologetically said "Gath'atcha rooz. Trust in me that I'm mightier than even Tac'Okuul and that I am a guul taarka'kresh." He was about to begin to search the bodies when a particularly foolish chaat'oor started to sink into the wall. He reached into his bag and tossed an iron ring to him, hoping to lock it onto some feature of the creature. With ring in flight he explained "Take this in case you manage to get in so we can follow you in." For his own part he looked at what the army was fighting over to see if it offered a way in.

Giving Thinuan a ring gate (exit if it matters). Then Perception I guess to search the general area for a way in that isn't this wall of death.
83 taking 10. 53 taking 10 on Spellcraft with Detect Magic if there is a gate that's open or something.

The Grue
2014-09-09, 09:12 AM
For those characters who actually speak Goblin even though their players don't, can you provide a translation of what Murch just said?

Gunhaven
2014-09-09, 09:42 AM
Gath'atcha rooz. Trust in me that I'm mightier than even Tac'Okuul and that I am a guul taarka'kresh.
=
Apologies Friendly Strangers. Trust in me that I'm mightier than the emperor who saw the Dhakaani expand the furthest they've ever been and that I am a strong scout.

Tempestfury
2014-09-09, 11:28 AM
Interius wasn’t bothered at all when a figure began talking to him in the tongue of fey, slyvern. Asking him whenever he belonged to the summer or winter courts of the fey, or if he was simply a bystander. To that question he respond. “Neither. I have little concerns with the politics and doing of the fey. My concern lies with the mortal races and my own kind, the Killoren.” Meanwhile, Typhose watched with a mixture of concerned and amusement as some of the group tried to go through the walls of the tower in front of them, to very unsuccessful attempts.

After a while, she floated back to the others and said with a touch of amusement and annoyance. “Come everyone, this isn’t spell creation. There’s the door, so lets go through it. No dragon is probably because its already vanquished, and if not, we’ll just have to deal with the troubles along the way. If anyone can set up a telepathy network, I say do so, before we go.”

Mousedigits
2014-09-09, 04:02 PM
I tend to agree with Typhose. There's a door, why not use it? There can't be anything too much worse than one of those magically enchanted dragons. Okay, scratch that, there could be. But, we're all pretty powerful. Haijiin looks around at the group.
Also, if one of the more magically-inclined people here wouldn't mind, some long-term buffs would be nice.

Bluydee
2014-09-09, 05:52 PM
Veritas waited, watching the people on the ground attempt opening the door, impassively looking until he sees some success. Despite he himself not being weak, nor cowardly, he was content to watch, only intervening when necessary. He wasn't after what the others were interested in, only to find what needs to be done.

AvatarVecna
2014-09-15, 03:01 PM
@Thokk_Smash

Many fading magical signatures surround the bridge; a great battle took place here. A close inspection of the moat below shows that the water is being displaced by something vaguely dragon-shaped. The giant adamantine door is covered in runes in a similar fashion to the walls of this fortress. You approach cautiously, before feeling a group of powerful divination spells sweep over you. The bridge doesn't appear to be trapped, but to be sure you'd have to get closer to really figure it out.


Please make me a single will save; that's the only one that got past the SR.


@JBarca

You successfully hold onto your blade; unfortunately, bracing yourself against the wall cause you to be drawn into the wall as well. Once on the other side, the wall reforms, as solid as it was when your ghostly friend struck it; you find yourself in a room with a cot, a small toilet, and no door. A clatter at your feet attracts your attention; some sort of ring is lying on the floor, likely the ring gate your companion tossed in your direction.

@whoiam

Your warning comes a little late; you see Thinuan brace himself against the wall, only to be drawn in, leaving no sign of a hole or anything.

You let out a small sigh.

@MikelaC1

Do be clear, if you were trying to help Thinuan Stone get through the wall, he had that handled all on his own before you got there. If you're trying to get through the door Vir is investigating, you'll find some trouble. Unfortunately, your post wasn't clear on exactly what you were trying to do.

@Gunhaven

Keeping an eye on one of the other gates, you notice that some people are trying to sneak around the dragons, only to get to the gate and get puzzled. You can't see any other obvious entrance into the building, other than that there doesn't appear to be any river feeding the moat. Given the temperature out here, it's likely that at least a little water would evaporate over time; perhaps the water refills from somewhere within the complex?


So, who's going for the unguarded door, who's trying to get through the wall, and what's Thinuan doing?

Gunhaven
2014-09-15, 03:23 PM
Murch floated down to the moat in question and began the slow process of searching it. To his comrades he said "I believe the moat may hold something. I'm going to investigate. If Thinuan decides to return I will leave my other ring here." He left the gate where he was, roughly in the middle of the dead, and kept his ears open more than his eyes. He made note of subtle shifts within the water in case something was inside or if the method of water renewal was found.

[roll0] Perception if it matters. I'll keep Detect Magic up just 'cause (as well as Greater Invisibility) and Blindsight as well.
I'm moving clockwise around the complex as well and sticking to the moat. At the bridges I'll fly under unless it puts me within 10 feet of the water, then over.

Thokk_Smash
2014-09-15, 03:53 PM
((OOC: Will save: [roll0], including the +4 from my Int/2 from Ghost Soul. I was assuming that would apply because it's a divination cast by someone with a divine rank; if not, subtract 4

Edit: I just realized my intelligence is 4 higher than I thought it was; the bonus is +12, not + 8. So the result should be 2-points higher, unless that bonus doesn't apply.))

JBarca
2014-09-15, 05:12 PM
Sticking his head through the Ring he was given, Thinuan shouts, "If you're able to fit, come on in. I'm working on creating a passageway now."

First, use Knowledge of a Thousand Wars to gain the effects of Divination (Swift Action). The question to which I am seeking an answer is, "Through which wall, indicated in a cardinal direction relative to my current location, should I proceed in order to most quickly reach Attale?" Upon receiving an answer, I immediately try to break the indicated wall with the following roll. If no wall is indicated, then I attempt the wall opposite to the one I just used.
Str Check: [roll0]

MikelaC1
2014-09-15, 07:03 PM
Im attempting to boot open the door in front of Nustrilia, the one she called us down to deal with.

The Grue
2014-09-16, 12:46 AM
The Shade descends a safe distance from Vir and the great door, wary of setting off any hidden defenses.

"Well you're not dead," he says. "That's a promising sign. Did you trip anything on the way over?

"Stone sounds like survived his trip into the wall. If we can get this door open, his antics might provide a distraction you and I can use to move more freely."

Necroticplague
2014-09-16, 10:28 AM
Hearing the idea about searching for the moat-based entrance gives Eversha the desire to try and explore it too, since she couldn't just pass through the walls like in a normal place. Now, she's not the brightest, but she's also not a moron. If the gates are guarded by such massive dragons, and those are false entrances, than any real existing entrance would have to be incredibly heavily guarded. Now, this would be a problem, seeing how death isn't usually as pleasant affair, even if it is temporary. Fortunately, when you've been dead as long as Eversha has, you find useful ways of cheating the reaper. In this case, she tries and cozies up to some poor smuck's mind, see if she can't have them die in her place.

Gonna try an possess someone using Malevolence, DC 15+29+2=48. Ideally, it'll be some kinda monk or similar, a dude with high stregnth but no armor on. Once that possession happens, that poor suckers (with Eversha riding along) jumps into the moat.

Thokk_Smash
2014-09-18, 08:58 PM
The Shade descends a safe distance from Vir and the great door, wary of setting off any hidden defenses.

"Well you're not dead," he says. "That's a promising sign. Did you trip anything on the way over?

"Stone sounds like survived his trip into the wall. If we can get this door open, his antics might provide a distraction you and I can use to move more freely."

Vir looks around warily after the bombardment of divinations upon his person. I doubt that I did. I can't be sure, of course, unless things start to get more interesting. Oh, and there seems to be a dragon in the moat below, so do be careful.

The best of luck to the oaf in his distraction, but I do believe that the Archmage would have kept his fortress well guarded from purely physical assaults. Still, we will take what we can get. I advise you hang back--and keep out of the dragon's sight--while I inspect the door.

He begins to float closer to the door, keeping ten feet above the ground as he does. He inspects what spells are on the door, noting the range and whether he can get closer without harm, before doing so. He keeps ten feet away from the door as he sweeps the length and breadth, keeping his keen sixth-sense for traps open.

Buffs: Void Body (not visible even to True Seeing); Aeon Shroud (http://www.minmaxboards.com/index.php?PHPSESSID=eni3dllpnmdnjd42u4qah1bgj0&topic=1128.0;msg=7931) (under Psionic invocations), Greater Arcane Sight, True Seeing.

Whenever I pass within 10ft of a trap I'm entitled to a Perception check as if actively looking for it (as per the Epic Feat Improvement for Epic Trapfinding (http://www.giantitp.com/forums/showthread.php?139786-Epic-Feat-Improvement-3-5-PEACH&p=7764632), which is why he goes over the entire door from 10ft away.

AvatarVecna
2014-09-22, 11:15 AM
Sorry I've been gone for a few days; life's been too hectic to do much online. My test is behind me now, though, so now it's time for D&D!



Firstly, let's clarify what everyone's doing.

Searching the moat:
-Murch (Gunhaven)
-Eversha (Necroticplague)

Unguarded Drawbridge:
-Nustrilaa (whoiam)
-Slissht (MikelaC1)
-Vir (Thokk_Smash)
-Typhose (Tempestfury)
-The Shade (The Grue)

Going Through Wall:
-Thinuan Stone (JBarca)

Undeclared
-Veritas (Bluydee)
-Haijiin (Mousedigits)

@Thokk_Smash

As the multitude of effects wash over you, one effect manages to bypass your most basic mental defenses, only to fruitlessly slam itself against your iron willpower. Shrugging as the spell dissipates, you continue advancing on the giant doorway, idly noting your companions. You watch with no small amount of shock as the beautiful giant proceeds to attempt to kick down the door. As the door reacts to her force with its own, you shake your head as you begin investigating the door, idly noting some traps you see as you go.


I'm just going to clarify for you; the double-doorway is 360 ft wide, and is 500 ft tall with the top of the double door forming a semi-circle. You're searching the entire area for traps? If so, then by the rules you're entitled to 1660 Search checks as if you were actively searching for traps.


@Gunhaven

A few bridges down, you find what appears to be the source of the ripples traveling through the moat: unfortunately, the water is polluted with blood from the many combatants who have previously died attempting to enter the fortress. You can tell the disturbance is at least 50 ft below the surface, and probably more. Unfortunately, without getting closer, it's impossible to tell what could be causing the disturbance in the water. It's constant location implies that it's caused by water entering the moat, but it could be more sinister. What do you do?

@JBarca

As you cast your mind around for an answer to your question, your spell suddenly sputters out as a powerful foreign magic descends on you, snuffing out the energy that sustained your divination. Shrugging, you proceed to attempt to hack your way through the opposite wall; unfortunately, your sword doesn't have any effect on the wall. Now what?

@MikelaC1

Your kick appears to be more effective than others attempts, although this is likely more to do with the inferior structure of the door in comparison to the wall, as opposed to being a product of your superior martial skill. Runes light up all over the door, spreading out in a circle, before quickly rebounding: a great magical force strikes you, leaving your senses reeling.


I need you to make 2 Will saves, 1 Fort save, and an opposed Bull Rush check.


@Necroticplague

You quickly locate the ideal fool for possession: some great big brute of a sand giant wearing a martial artist outfit. Settling in to your new body, you proceed to make your way to the moat.


Please let me know if you need that guys stats for your own calculations.




Everyone mentioned, responses would be appreciated. Everyone not mentioned, what are you up to?

Gunhaven
2014-09-22, 12:52 PM
Murch looked down and listened below for another moment before he hastened himself and created a small group of duplicates. Prepared he flew back to the group and said "I've found the method of water entering the moat. It's a few bridges down. I'll wait ten minutes before exploring further." He then returned and waited.

53 on Knowledges and Spellcraft, 83 on Perception, 105 on Stealth. Hasted, Mirror Image [roll0] images, Detect Magic.
I won't move closer in this post

The Grue
2014-09-22, 02:50 PM
I advise you hang back--and keep out of the dragon's sight--while I inspect the door.

"Happy to oblige, but it's a rather large door," says the Shade. "Why don't you start at this end, and I'll start over there?"

The Shade approaches the gargantuan edifice cautiously, and begins examining it close-up - careful, having seen the result of the giantess' attempt, not to actually touch the door.

Like Vir, The Shade has a persistent Find Traps effect entitling him to an automatic Perception check to locate any traps he comes within 10 feet of. Given that, rather than actively searching the door for traps he is instead trying to determine how the door can be opened. In the interest of time, assume he takes 10 on any automatic Perception tests for a total of 44.

Arcane Sight should still be in effect, if that matters.

JBarca
2014-09-22, 06:24 PM
"Huh. Well built, Master Attale. I've got one more trick up my sleeve, though..."

With that, Thinuan pulls a long staff from his pack, focuses for a moment, and points at the same wall he had just attempted to break, and attempts to open it.

Casting Passwall from a staff I'm not 100% sure how Staves with UMD works, but if you need the actual check:
[roll0].
If it does not work, I climb through the Ring Gate back outside. If it does work... then we'll see, I suppose.

Thokk_Smash
2014-09-22, 06:43 PM
Agreed.

With that simple statement, Vir begins to search in earnest. However, he focuses his efforts on any handles visible, or on the center where (presumably) the two doors meet, and will thus be easier to move once de-trapped.

Like said, focusing the search on any handles visible, or on the spaces where the doors meet. Taking 10 on any Perception check for 79.

For the first few found, taking 10 on Disable Device for 53. I'm assuming I can take 10 on them, at least; if not, let me know.

Bluydee
2014-09-22, 07:11 PM
Veritas flied impeccably right at the center of the door, mildly annoyed at how it was seemingly impenetrable(though it didn't show on his face), intently staring at the door, attempting to find any possible entrances or traps. He meditated, focusing his awareness around him as he watched the humongous gate, looking for any sort of way to enter.


Trapfinding is a given, and I also have blindsense out to 100 as well as blindsight 50. My perception score is a taken 10 66, and my disable device is a 50 if it comes up. I use my fighter aura to add +5 to all skills made by allies, as well.

AvatarVecna
2014-09-22, 10:01 PM
Firstly, let's clarify what everyone's doing.

Searching the moat:
-Murch (Gunhaven)
-Eversha (Necroticplague)

Unguarded Drawbridge:
-Nustrilaa (whoiam)
-Slissht (MikelaC1)
-Vir (Thokk_Smash)
-Typhose (Tempestfury)
-The Shade (The Grue)
-Veritas (Bluydee)
Going Through Wall:
-Thinuan Stone (JBarca)

Undeclared
-Haijiin (Mousedigits)


@Gunhaven

To be clear, are you inspecting the moat as before, or the door with the others?

@MikelaC1

A multitude of lights flash before your eyes; as your mind reels from sensory overload, you feel a great mystical power trying to alter your form. You manage to fight off the great force, only to be met by another, more physical force. With a mighty SLAM, you go flying back a few dozen yards, landing in a graceless heap. Your senses return to you quickly, but the pain of your fall won't be ignored so easily.


You take 64 damage (count as falling damage for any DR/immunities/whatever) and you're going to be dazzled for the next few minutes.


@The Grue

With caution, and a healthy dose of respect, you sweep your gaze over the door, looking for any sign of potential entry. You manage to spot a trap near the bottom of the door: some runes circles very slightly reach over onto the drawbridge itself; closer examination shows what appears to be several runes designed to immobilize the victim, which then trigger a rune that turns the drawbridge insubstantial. The only other thing you can see is that, near the center (where the doors meet), there's diminutive signs of on the very edges of the adamantine door. These marks aren't like what would be left if a weapon had been taken to them; everything you've witnessed indicates that only powerfully magical adamantine could damage these doors.

A few moment's consideration brings you to the conclusion that, in order to keep out the unworthy, these doors probably slam together quite quickly. Unfortunately, you haven't discovered a way to open the door, but you do know that someone has used this entrance, and likely very recently. I wonder how they got through?

@JBarca

With a grin, you level your staff at the unyielding metal wall of your new cell. A spell flies out towards the wall, and makes contact. Gradually, a hole appears in the adamantine wall, and a triumphant feeling fills you. So now what? Do you go through, taking the ring gate with you? Do you leave it behind and travel through the hole your spell made? Do you wait for your companions to join you? Or do you go join them, leaving the ring gate in here for now?

@Bluydee
Although your physical senses don't tell you much, you can tell that the door is less than 100 ft thick. Other than that, all you know for sure is this door has been opened within the past several hours, if the damaged edges of the door crack are any indication.

@Thokk_Smash

With no visible handles (indeed, who would be big enough to turn them?) you proceed to search the infinitesimal crack between the doors; considering the magic involved, it's almost certainly air-proof and water-proof, making any attempts based on such wasted efforts. You notice that the very edges of the adamantine have been damaged, likely when the doors collide together after someone opens them and passes through. Based on your observations of where the door and the bridge meet, they can't have been opened more than 4 or so hours ago. Unfortunately, there's nothing to indicate how they opened the doors. You can see where they walked, but from what you can see, they just walked and stood around--

On numbered pressure plates.

Most would say their eyes were playing tricks on them, but you swear you see a line of numbers etched into the grain on the wooden drawbridge. It's subtle, but it's there: right by the door, the number 15 is etched is an extended oval; beyond the fifteen are the numbers 1 to 9. The numbers get smaller the further out from the door you get (basic visual aid in spoiler). What do you do?


1
2
3
4
5
6
7
8
9
15
(door)

Mousedigits
2014-09-22, 10:10 PM
Haijiin saw that the others weren't making much progress, being shocked, knocked out, and even being sucked into a wall. So, he simply sat there, thinking that the Magic users would, at some point, find a way in. If they couldn't, then he probably couldn't, either. He looked towards the tower one of his companions sunk into, and saw that a hole had been ripped through it.
"Ah, you opened a passway!" Haijiin shouts over to the man. Thinuan? Yeah, that sounded right.
"I'll come over in a bit." Haijiin swiftly drops to the surface, looking for a rock or other stray object. If he finds none, he will somply use one of his arrows. Then, he flies up to the hole, and throws the object through the hole, from a safe distance, to see if anything happens.

Thokk_Smash
2014-09-22, 10:24 PM
Vir flies swiftly over to where The Shade is inspecting the door. I've found a lead. It's down near the opening center of the door, there are numbered pressure plates.

He allows himself to become visible once at the pressure plates, so that The Shade can more easily tell where they are, before becoming invisible to all senses once more. I encountered pressure plates in my quest to come here. It seems Attale is partial to them.

He attempts to inspect the plates more closely; perhaps he can tell which plates were stood on most recently, which ones are more scuffed than the others.

Perception check: [roll0]
Other Perception check, since we have the time: [roll1]
Aaaand another; use the highest of the three: [roll2]

JBarca
2014-09-23, 08:30 AM
Thinuan grabs the Ring Gate from the floor and sticks his scaly head through again. "I've opened a passageway deeper into the fortress in here. Unless you're having any luck with that gate, I'd suggest you follow me. Oh. And make any Divinations you need before entering; there seems to be some sort of ward in here."
Thinuan waits a moment to see if any of his new allies follow him, then walks down the newly created passageway, weapon at the ready.

MikelaC1
2014-09-23, 09:13 AM
Since force didn't work, and since Thinuan seems to have opened a way, Slissht will follow him.

Tempestfury
2014-09-23, 10:29 AM
Typhose sighed at this constant back and forth, examining for runes and magic, finding a way to get in the castle one war or another. Some people seemed to think slipping through a hole in the wall was the best, for the gunslinger, she prefered to keep things simple and go through the door. So she made her way over to those that were discussing how to get through the door, Interitus looking at the open way, before shaking his head and following.

“So, pressure plates huh?” Typhose asked as she approached, glancing down but not really trying to examine them herself as she asked. “And you say that the wizard made you do some to get here? Seems like me might need to expect some more of them later. Any ideas as to this puzzle?” Typhose was smart yes, but she didn’t like puzzles and prefered others to do them... and it let her see how smart her companions were.

AvatarVecna
2014-09-23, 05:02 PM
Searching the moat:
-Murch (Gunhaven)
-Eversha (Necroticplague)

Unguarded Drawbridge:
-Nustrilaa (whoiam)
-Vir (Thokk_Smash)
-Typhose (Tempestfury)
-The Shade (The Grue)
-Veritas (Bluydee)

Going Through Wall:
-Thinuan Stone (JBarca)
-Haijiin (Mousedigits)
-Slissht (MikelaC1)


@Breached Wall

First, to clarify, the outer wall of the fortress is solid; behind it is a room, where Thinuan and the Ring gate currently are. On the opposite side of that room, there is a hole in the metal wall, leading to another room. Thinuan shouted out his success to anyone who could here (anyone within hearing distance of the Haijiin finds some loose pebbles near the ground and begins trying to follow Thinuan. To clarify, this would require that he go through the ring gate into the room where Thinuan is, as that is the only way into that room at this point in time.

@Moat

Once you two (Murch & Eversha) know what exactly you're doing, please let me know.

@Drawbridge

Vir looks over the plates, focusing his not-inconsiderable skills of observation on the task of determining where the previous explorers had stood. The last 4 squares stood on, in order of most recent to least, were 3, 7, 2, and 5. Furthermore, while your observations indicate that the first 9 numbers have been stood upon many, many times in the course of the previous group's attempt to solve the puzzle, 15 has only been stood on once or twice, and it was very early on in the process, and never again.


Thinuan and Murch need to make Knowledge (Arcana) checks, if they have ranks in it; everyone else needs to make a Perception check and a Knowledge (Arcana) check, if they have ranks in the latter; the Perception is to see if you can hear Thinuan shouting from where the other Ring Gate is (with Murch). Don't worry about distance; I'll factor that in myself before determining the success of your rolls.

Thokk_Smash
2014-09-23, 06:32 PM
Vir perks his ears up instinctively, looking around at the sudden noise.

((OOC: Perception: [roll0] Edit: Oh, and because I took the Way of the Inner Eye (http://www.giantitp.com/forums/showsinglepost.php?p=17860349&postcount=6) three times after having 4HD, the distance at which I take penalties for Perception checks is -1/40ft (three doublings is a quadrupling, I believe)
Know (Arcane): [roll1]))

After that, Vir returns his attention to the plates. The rag-wearing woman asks him a question, but he sees that she is not doing anything to assist them. At least the other skulker looked for traps. So, he gives a noncommittal noise in response.

He notes which plates had been stepped on most recently and shrugs. Starting at 5, he steps from it to 2, then to 7, then to 3. Eliminate the simple before going onto the more complex.

((OOC: Stepping on them in the order mentioned, then stopping to see what happens.))

JBarca
2014-09-23, 07:11 PM
Walking down the corridor, Thinuan holds the Ring Gate with the exit facing backwards in case anyone else decides to follow him in. He keeps a careful watch on the room he's approaching as he does so.

Know (Arcana): [roll0]

Necroticplague
2014-09-23, 07:17 PM
Eversha takes a moment to smile as she ponders her good choice of body. Pretty strong, and even if the mind was lost to her, the muscles themselves seem to have a good memory of fistfighting. She grins a smile of one who gets to feel alive without worrying about the consequences. Even if the other hosts aren't as good, they could do if this one ablates away. And with this ,she lunges into the water, moving towards the bottom. After all, if you wanted to hide something in the moat, what better place than the bottom?

Mousedigits
2014-09-24, 04:02 PM
After realizing that there was in fact NOT a hole in the wall, that he could see, Haijiin seemed befuddled for a moment, then went down to the ring gate and came through, weapons drawn.

The Grue
2014-09-25, 09:28 PM
Perception: [roll0]
Knowledge (Arcana): [roll1]

Thokk_Smash
2014-09-25, 10:46 PM
Blinking in realization, Vir sighs. Still invisible, he flies up to where the ring gate can be found and calls into it, I have a staff with similar powers to yours, although I must ask, have you used it much? Because that spell does not work on metal objects. You're being fooled, and I wouldn't go down that passage if I were you.

Having said his piece, he flies back down to the pressure plates and proceeds to on them.

((OOC: This will have taken place between the checks and the stepping on the plates during last IC post.))

whoiam
2014-09-26, 04:24 AM
[roll0]
[roll1]

Tempestfury
2014-09-26, 04:33 AM
Typhose twitched as she was completely and utterly ignored by Vir. She nearly snapped at him, but closed her eyes and took a deep breath to calm herself, before opening her eye and saying. "Excuse me, but I asked a question, and I would rather appreciate if you answered it, so we can solve this damn puzzle and get inside already."

The Grue
2014-09-26, 06:32 AM
The Shade steps back from the door and towards Typhose. "Perhaps I can indulge your desire for idle chat, madam, while our invisible friend tries to work out the plate combination," he says coolly. "Nothing either of us can do to help, not without muddling up the sequences. In the meantime, I noticed a set of runes at the foot of the door - to immobilize whoever triggers them, while this entire bridge turns insubstantial and drops them into the moat."

AvatarVecna
2014-09-26, 03:25 PM
Searching the moat:
-Murch (Gunhaven)
-Eversha (Necroticplague)

Unguarded Drawbridge:
-Nustrilaa (whoiam)
-Vir (Thokk_Smash)
-Typhose (Tempestfury)
-The Shade (The Grue)
-Veritas (Bluydee)

Going Through Wall:
-Thinuan Stone (JBarca)
-Haijiin (Mousedigits)
-Slissht (MikelaC1)


Bridge

Vir steps onto the "5" plate; the number lights up, glowing an azure blue. Before you can move, the "4" plate lights up as well, this one glowing crimson red. You step onto the "2) plate, which turns blue, only for the "8" plate to turn red. As you step onto the "7" plate, it turns blue, quickly followed by the 3 plate turning red. Before you can figure out what to step on now, the "15" plate pulses purple, and you feel the world grow darker for a split second. When your vision returns to normal, all of the glowing plates have dimmed to their original appearance.

What do you do now?

Moat

Murch floats in the air above the water, calmly contemplating how best to approach the problem. His slow and steady method is not one shared by his...eccentric companion: a large blur blows past Murch, rapidly falling towards the moat. A distinct shout of "Cannonball!" is heard, followed by a huge splash. Immediately, the water starts fiercely churning...


Everyone roll Initiative, please; Evershaa has triggered a combat encounter, and the bridge puzzle will be easy to solve within the initiative turn system. Also, Vir needs to make a Fort save unless he's immune to negative energy or death effects.

Mousedigits
2014-09-26, 03:59 PM
[roll0] init. for Haijiin.

Gunhaven
2014-09-26, 04:13 PM
[roll0] Not as impressive. At least I should still be invisible!

Necroticplague
2014-09-26, 04:30 PM
Initiative:[roll0]
Eh, not so good, but it only needs to be enough keep me one jump ahead of the reaper.

MikelaC1
2014-09-26, 04:51 PM
[roll0] initiative
As a swift action before the battle even begins, Slissht activates her shield spell.
AC: 63

Bluydee
2014-09-26, 06:09 PM
Initiative: [roll0]

Highest so far.

JBarca
2014-09-26, 07:09 PM
Initiative: [roll0]

Thokk_Smash
2014-09-26, 07:37 PM
((AFK right now, so I'll make an IC response to the pressure plates later. But Vir is immune to death effects. The Nullblade (here: http://www.minmaxboards.com/index.php?topic=4740.0) gives immunity to "necromancy effects", which I assume would include negative energy. Your call, of course, and if you want to specify (because "necromancy effects" is kinda broad) I'd understand. Lemme know if you still want/need me to roll a fort save))

((Oh, and take 10 on Initiative for 57))

The Grue
2014-09-27, 04:53 AM
"That was interesting," says the Shade to Vir(or at least, the direction he assumes Vir to be in). "I wonder if, perhaps, the mechanism requires a second person to-"

His train of thought is interrupted by a resounding splash from below, followed by a sound not unlike boiling water.

"Oh, dear, he sighed.

[roll0]

whoiam
2014-09-28, 03:24 AM
"Cannonball?" Nustrilaa mutters to herself, heading to the side of the drawbridge to get a look at what, exactly, her 'allies' were getting themselves into now...


[roll0]

Tempestfury
2014-09-28, 07:11 AM
Typhoses’ eye twitched as she said. “I’m not asking for idle chit-chat, I’m trying to get involved with this puzzle solving problem, as I don’t exactly have any clues to it currently!” The human was getting a little annoyed, which is why Interitus placed a calming hand on her shoulder, make her glance back at him, before closing her eyes and taking a deep breath to calm herself.

Of course, then someone just dove right into the water and made is start churning up, making her twitch again before saying. “Ah screw it. At least I should be able to vent.” Before swiftly drawing her battered pistol from its holster, Interitus following suit and drawing his sword at the same time.

Typhose and Interitus both have Quick Draw... so I'm doing it now.
Typhose [roll0]
Interitus [roll1]

AvatarVecna
2014-09-30, 09:45 PM
Map Info

The Map (https://docs.google.com/spreadsheets/d/1KqwQwmG8I468-5JwweWjgnuQv6AgbC1ZRnWMW8LzhMw/edit#gid=0)

Each square is 5ft by 5ft. The bridge and battleground (the southern black area) are at 0ft high; the castle walls extend up a few miles, and the surface of the moat is at -100ft.

Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: AC-104 (-140ft)
Vir: EL-22 (0ft)
Haijiin: BL-54 (-20ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: EM-16 (250ft)
Thinuan: AP-18 (1340ft)

PAPWE1: (AB-101) to (AG-106) (-145ft to -175ft)
PAPWE2: (Y-130) to (AD-108) (-110ft to -140ft)


As the ripples and bubbles from Evershaa's descent die down, the water begins churning anew due to forces unknown. As Evershaa swims down in her new body, she comes across a large patch of water untainted by blood and gore; it's qutie possibly the purest water she's ever seen!

And it's moving towards her...

SLAM.

The underwater wave hits you with the force of of crashing gates, the impact leaving with stars in your eyes. Just as your visual and common senses are returning to you, you start swimming up, only to see another patch of pure water in your path. A second impact leaves you reeling and coughing up blood, as your opponents whirl around you.

Evershaa is attacked by PAPWE1; PAPWE1 hits twice, doing 104 and 86 bludgeoning/epic damage. Evershaa is attacked by PAPWE2; PAPWE2 hits twice, doing 94 and 90 bludgeoning/epic damage.



Veritas, you're up! What do you want to do?

Mousedigits
2014-10-01, 04:33 PM
Uhh, I can't get to the map....

AvatarVecna
2014-10-01, 04:38 PM
It needs permission to view, which I've just granted.

Mousedigits
2014-10-01, 05:30 PM
Okay. Also, I thought I'd stated that Haijiin had gone through the ring gate with Thinuan.

Bluydee
2014-10-01, 05:48 PM
Veritas looked, seeing the looming, shadowy figures underneath the water attacking one of the members of the ensemble attempting to get in. With a flash he sped forward at extreme pace, as fast as he can get with blinding speed.


Activated blinding speed for 30 extra feet, then "ran" while flying, going to AW-104. I have activated Whirling Frenzy now.

AvatarVecna
2014-10-01, 05:49 PM
Okay. Also, I thought I'd stated that Haijiin had gone through the ring gate with Thinuan.

The timing of things had you on your way to the Ring Gate (which Murch has). If you'd prefer, I'll put you in there with Thinuan.

Gunhaven
2014-10-01, 08:22 PM
Murch muttered a thanks at his bullets lasting a full 200 minutes and most likely still effecting his bullets. With a silent prayer to Norgober he leveled his gun at the first target and gauged it before unleashing a volley of bullets into the water and at the closer of the two forms. His bullets carried with them the joys of lingering pain as well as a slowed reaction and bleeding wounds if such a thing bleeds.

Swift: Kirin Style [roll0] (+10 vs Engineering) vs DC 15+CR
Swift 2: Kirin Strike if something hits (28 damage tacked on)
Immediate: Prescient Attack (Spend a point, deny dexterity until the end of the next round) if something hits.
Full: Shooting Flaming Bullets!

For references: Each hit carries the joy of Bleeding Wound and Slowing Shot (They're taking 22 Bleed Damage, are Staggered for 10 rounds, as well as a -1 on Attack Rolls, AC, and Reflex Saves, and move at half speed).

Attack: [roll1]
Gunshot: [roll2]
Sneak Attack: [roll3]
Sneak Attack Flame Arrow: [roll4]


Attack: [roll5]
Gunshot: [roll6]
Sneak Attack: [roll7]
Sneak Attack Flame Arrow: [roll8]


Attack: [roll9]
Gunshot: [roll10]
Sneak Attack: [roll11]
Sneak Attack Flame Arrow: [roll12]


Attack: [roll13]
Gunshot: [roll14]
Sneak Attack: [roll15]
Sneak Attack Flame Arrow: [roll16]


Attack: [roll17]
Gunshot: [roll18]
Sneak Attack: [roll19]
Sneak Attack Flame Arrow: [roll20]

AvatarVecna
2014-10-01, 09:20 PM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: AA-102 (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: AW-104 (250ft)
Thinuan: AP-18 (1340ft)

PAPWE1: (AB-101) to (AG-106) (-145ft to -175ft)
PAPWE2: (Y-130) to (AD-108) (-110ft to -140ft)


Evershaa's new body has a few tricks left, though: she manages to dodge several attacks, and shift her way out of the flank her foes had set up. The blows that do land are still quite jarring, though...

Veritas, noticing his new allies peril, flies over full speed to help. At the moment, he is some 350ft above the fight, ready to attack at a moment's notice. Murch reacts to the danger, reaching for his guns; unfortunately for him, Murch is not the next-fastest on the draw.


Current order is Vir, then the Shade, and then Haijiin. We'll figure out what happens next once things continue.

Vir, what are you up to, investigating pressure plates?

Thokk_Smash
2014-10-01, 09:55 PM
Hey, Shade, I think this puzzle may need two bodies, Vir calls out.

I think we should step on each pair of plates, as they light up. I'll step on the ones I just stepped on, and you step on the ones that light up in response. Sound good?

Assuming the other skulker agrees, he walks in unison with the Shade onto the pressure plates that he had stepped on.

The Grue
2014-10-01, 10:16 PM
"I agree," said the Shade. "It's worth a try at least, and less likely to get us eaten than...whatever's going on down below."

Mousedigits
2014-10-01, 10:40 PM
Haijiin passes through the ring gate, not noticing that a few of his allies had gotten themselves into a bit of trouble, as he was a good 1500ft, if not more, away from them.

"Well, Thinuan, I guess this is the way in. You wanna go on, or have the others follow?"

AvatarVecna
2014-10-01, 11:26 PM
As Haijiin joins Thinuan in the hallway beyond the wall, Vir and the Shade set up and, in unison, step down on the pressure plates marked "5" and "2". Unfortunately, neither lights up, whether blue or red. Quick scans of the bridge with magically-assisted vision reveal nothing hinting at this puzzles solution.


Nustrilaa, you're up; Thinuan, Typhose, you're both coming up soon.

whoiam
2014-10-02, 05:48 PM
Nustrilaa only makes a brief contribution to the battle in the moat before joining Shade and Vir near the door. That contribution is to send a single spell down into the water - specifically, Control Water - and a few words.

"Please, try not to wander off. This is going to be hard enough even when we're all working together, let alone charging in different directions!"

She then teleports (well, Greater Dimension Doors, technically) over to a spot around EK-25 or so so she can help the prospective door openers (from a safeish distance back).


Control Water used to lower the water in the moat (by 50' in a 250' by 250' area centred on Evershaa's current position. I think the moat's large enough to create the whirlpool effect - but either way, it should lower the water enough to put Evershaa 10' over the surface. The save DC for the water creatures to resist the 'slow' effect it has is 26 - she's casting this off a Cleric slot, so no fancy stacked metamagic.

As for the door, she doesn't know what Vir and Shade have tried, so she'll be at least another round before she has anything helpful to add...

AvatarVecna
2014-10-02, 06:44 PM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: AA-102 (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: AW-104 (250ft)
Thinuan: AP-18 (1340ft)

PAPWE1: (AB-101) to (AG-106) (-145ft to -175ft)
PAPWE2: (Y-130) to (AD-108) (-110ft to -140ft)
Giant Whirlpool: (C-78) to (AZ-127) (-100ft to -150ft)


With a quick spell tossed off, a gigantic whirlpool begins to form around Evershaa and her attackers. Nustrilaa teleports back to her allies on the bridge, ready to help with the puzzle. The whirlpool roars to life as it gets larger and larger, leaving Evershaa and the elementals floating in mid-air for a brief moment.


Thinuan! Whatcha up to?

JBarca
2014-10-02, 09:24 PM
Glancing back at his companions with a grin, Thinuan strides purposefully into the hole he had created, weapon at the ready.

Sorry, not much to report: Double moving down the hallway (160ft)

Tempestfury
2014-10-03, 10:56 AM
“I’ll leave you lot solve the trouble, I’m gonna help out the idiots who dove into the moat.” Typhose said, her and Interitus quickly glided across the floor of the draw-bridge and over to the side so they could look down into the swirling water and level their pistols. Typhose flared with light, a silvery armour wrapping itself around her body, a scaled, draconic appearing armour that seemed to radiate pure power.

Neither Typhose or Interitus messed around, and unloaded a barrage of shots at long-range at the enemies. Typhose examined them as best she could, trying to identify them, how to best hit them and their strength and weakness so they could better vanquish them, but for now, it was a simply, testing, volley of shots. After the fired, Typhose shouted to those in the water, saying. "Hey idiots! Get out of the water!"

No Action - Knowledge Devotion. [roll0]
Move Action - Moving to the edge of the drawbridge, one square to the side of the wall.
Move Action - Heishin. Lasts 10 minutes.
Swift Action - White Raven Tactics, on Evershaa.
Dual Stance Mastery - Swift Action, Lord of Arms.
Divine Speed, Swift Action - Raging Mongoose. 2 extra attacks, up to 4.
Divine Speed, Intermediate Action - Heaven-Shattering Volley. Ignoring DR, if I hit, I deal 2d6 bleeding damage.

Peerless Marksman. Trick Shot. Firing 5 times at PAPWE2. Improved Two Weapon Fighting allows me to use both my main-hand and off-hand. With Raging Mongoose, that is 14 attacks in total. Knowledge Devotion not taken into account. Each consecutive attack that hits does an additional +1 damage, and a -1 penalty to attacks, saves and skill checks for 1 round. Ignoring miss chance granted to targets by concealment, total concealment, and cover

1. [roll1] Damage: [roll2]+ [roll3]+ [roll4]+66 2. [roll5] Damage: [roll6]+ [roll7]+ [roll8]+66
3. [roll9] Damage: [roll10]+ [roll11]+ [roll12]+66 4. [roll13] Damage: [roll14]+ [roll15]+ [roll16]+66
5. [roll17] Damage: [roll18]+ [roll19]+ [roll20]+66 6. [roll21] Damage: [roll22]+ [roll23]+ [roll24]+66
7. [roll25] Damage: [roll26]+ [roll27]+ [roll28]+66 8. [roll29] Damage: [roll30]+ [roll31]+ [roll32]+66
9. [roll33] Damage: [roll34]+ [roll35]+ [roll36]+66 10. [roll37] Damage: [roll38]+ [roll39]+ [roll40]+66
11. [roll41] Damage: [roll42]+ [roll43]+ [roll44]+66 12. [roll45] Damage: [roll46]+ [roll47]+ [roll48]+66
13. [roll49] Damage: [roll50]+ [roll51]+ [roll52]+66 14. [roll53] Damage: [roll54]+ [roll55]+ [roll56]+66

For each time an main hand attack and an offhand attack hits, I deal an additional 3d6+13 damage, this is due to Oversized Two Weapon Mastery

Move Action - To the side of the drawbridge.
Intermediate Action - Heaven-Shattering Volley. Ignoring DR, if I hit, I deal 2d6 bleeding damage.
Dual Stance Mastery, Swift Action - Lord of Arms.
Divine Speed, Swift Action - Dimensional Edge. Attacks do an extra 5d4 force damage until the end of the round.
Standard Action - Diamond Nightmare Strike at PAPWE2
Divine Speed, Swift Action - Martial Channeling, Shocking Grasp. Improved Warmage Edge - 17d6+35 damage.
Peerless Marksman. Trick Shot. Firing 5 times at PAPWE2

Diamond Nightmare Strike [roll57] [roll58] [roll59]+[roll60]+22 [roll61]
1. [roll62] [roll63]+[roll64]+22
2. [roll65] [roll66]+[roll67]+22
3. [roll68] [roll69]+[roll70]+22
4. [roll71] [roll72]+[roll73]+22
5. [roll74] [roll75]+[roll76]+22

AvatarVecna
2014-10-04, 05:02 PM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: AA-102 (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: AW-104 (250ft)

PAPWE1: (AB-101) to (AG-106) (-145ft to -175ft)
PAPWE2: (Y-130) to (AD-108) (-110ft to -140ft)
Giant Whirlpool: (C-78) to (AZ-127) (-100ft to -150ft)


Thinuan charges down the hallway with purpose and confidence. About 100ft down the hall, it comes to a stop. From the hallway, 3 equally wide hallways split away: one on his left, one on his right, and one in front of him. A split second of consideration was enough time for the hallway behind him to seal up, leaving him with three halls to explore. Good thing he had the ring gate with him...

Meanwhile, the three masters of gunslinging whipped out their firearms and pumped their elemental enemy full of lead. Unfortunately, their foes are so durable that all attempts to take advantage of holes in their defenses are for naught.


Evershaa, it's finally your turn; after you, we're back at the top of the order. Thinuan, when your turn comes up, you'll be telling me how you navigate these halls via PM.

Necroticplague
2014-10-04, 06:41 PM
Eversha grins at their assault against him. Much of it missed, and even what hit is now already being patched up by her own stubborn life forces. She surges forward, letting this bodies incredible speed do a good amount of the work in this assault. She begins to rapidly place hands upon the liquid creature, as if counting coup. Of course, each touch either (depending on your point of view), tears of a large piece of the essence they are made of, or poisons them with a large pulse of negative energy. Either way, the experience seems to revitalize Eversha.

At start, heal up 50 HP from fast healing. That puts me at 314
Full-round:Charge at Papwe 2, pouncing by dint of my host's ability.
formatted as attack,attack roll, crit confirm.
All of these are being made as touch attacks, instead of normal attacks, so they deal no damage. However, they each activate my Soul Eater ability, inflicting 2 negative levels. Due to my Life Drain feat, each negative level deals 34 points of damage (not 5), and gives me that much temp HP (not stacking, sadly).
Unarmed 1,[roll0],[roll1]
Unarmed (speed),[roll2],[roll3]
Unarmed (Snap Kick),[roll4],[roll5]
Unarmed 2,[roll6],[roll7]
Unarmed 3,[roll8],[roll9]
Unarmed 4,[roll10],[roll11]
Enervating Touch (Also deals extra negative level on top of normal two but that extra doesn't benefit from life drain),[roll12],[roll13]
Crit on 19-20 for UAS, 20 for Enervating Touch. Crits double the amount of negative levels inflicted, and unarmed crits trigger Roundabout Kick. If I deal any negative levels, +4 enhancement to my physical stats, +2 enhancement to saves, skill checks, and ability, and +2 profane bonus to the DCs of my Supernatural or Spell-like abilities, all for 24 hours.

AvatarVecna
2014-10-05, 07:00 AM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: AW-104 (250ft)

PAPWE1: (U-102) to (Z-107) (-105ft to -135ft)
PAPWE2: (AC-104) to (AH-109) (-110ft to -140ft)
PAPWE3: (Y-96) to (AD-101) (-105ft to -135ft))
Giant Whirlpool: (C-78) to (AZ-127) (-100ft to -150ft)


Evershaa's assault brings the elemental further and further towards death's door; as each blow rains down, another chunk of the creature's spiritual essence is torn asunder. Before she can continue her assault, the creatures fall into the whirlpool and are whisked away by its currents. With Evershaa at the eye of the storm, it seems as though the vast bodies of pure water are all around her, circling...as if stalking their prey. The injured one lashes out a few times with clumsy liquid tentacles, but to no avail. The other, as of yet unharmed, sends a few waves at her as well, with one just barely missing its mark. Just as she thought she was safe, a third shape looms out of the whirlpool and slams into her, before falling back into the whirling water.


Evershaa has been attacked 5 times; 1 got past AC and concealment, dealing 105 damage. Please account for DR and tell me how you wish for Evershaa to shift as a result of being attacked. Also, as a side note, I've adjusted your character position; this isn't an adjustment of where they've moved so much as a "the DM forgot Evershaa's body is a Large" kind of thing.

Veritas, you're up! Vir, the Shade, you guys are coming up next.

Bluydee
2014-10-05, 10:23 AM
Veritas sped at extreme speed, appearing next to the enemy as a blue blur, his sword out and striking in a number of precise, quick strikes.


+77/+77/+77/+77/+77/+77/+77/+77/+71/+66/+61

Move to X101, then full attack PAPWE 1. I gain +5 AC from skirmish.

Attacks:
1: [roll0]
2: [roll1]
3: [roll2]
4: [roll3]
5: [roll4]
6: [roll5]
7: [roll6]
8: [roll7]
9: [roll8]
10: [roll9]
11: [roll10]

Incase of Critical:
1: [roll11]
2: [roll12]
3: [roll13]
4: [roll14]
5: [roll15]
6: [roll16]
7: [roll17]
8: [roll18]
9: [roll19]
10: [roll20]
11: [roll21]

1: [roll22]
2: [roll23]
3: [roll24]
4: [roll25]
5: [roll26]
6: [roll27]
7: [roll28]
8: [roll29]
9: [roll30]
10: [roll31]
11: [roll32]

Take ten on Iaijutsu focus.
[roll33]

AvatarVecna
2014-10-06, 03:48 PM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: X-101 (-100ft)

PAPWE1: (U-102) to (Z-107) (-105ft to -135ft)
PAPWE2: (AC-104) to (AH-109) (-110ft to -140ft)
PAPWE3: (Y-96) to (AD-101) (-105ft to -135ft))
Giant Whirlpool: (C-78) to (AZ-127) (-100ft to -150ft)


As the third elemental merges back into the whirlpool, Veritas rushes from high above and delivers several blows to one of the massive creatures. As it reels from the blow, their allies on the bridge continue to puzzle away...


Vir and The Shade, your turns! Are you taking turns, or going simultaneously?

Thokk_Smash
2014-10-06, 04:18 PM
Vir frowns in frustration at the puzzle's recalcitrance. This will be more trouble than I'd thought. Give me a moment to try something, then you can attempt it.

He had noticed that, with the pattern, 4 and 6 should be linked; however, it seemed 5 and 4 were linked instead. So, he steps on 6 first; and then "4" and then "3", and then "2".

Let's see what stepping on "6" does.

AvatarVecna
2014-10-06, 04:27 PM
As Vir steps on the 6, it lights up blue; after a moment, the 5 lights up red.

Thokk_Smash
2014-10-06, 04:57 PM
Curious, Vir then steps on the "5" tile.

Sorry if this turns into a tedious tile-by-tile thing, but good information is worth the wait.

The Grue
2014-10-06, 05:09 PM
The Shade steps back from the pressure plates to allow Vir to work, taking a moment to ponder the puzzle.

When it's the Shade's turn to act, Standard action: Use Headband to case augury: "Would I, the Shade, be in danger if I were to input an incorrect plate combination?"

Move action to be decided later, pending the results of Vir's turn.

AvatarVecna
2014-10-06, 05:10 PM
Unfortunately, nothing changes; the five remains red, the 6 remains blue, and nothing else lights up.

Meanwhile, the Shade receives a mental message of neither weal nor woe.

EDIT: Vir's got a guess left, and then the Shad will get a guess. A standard action gets two guesses, a move action gets 1, for future reference.

Thokk_Smash
2014-10-06, 05:32 PM
Vir curls his lips in annoyance and then moves onto the 4, then the 3 and the 2.

Assuming a "guess" can include more than one number. If not, just the "4" then

AvatarVecna
2014-10-06, 05:53 PM
Vir makes his move; as the 4 lights up blue, the 1 lights up red.


It includes any amount of thought, but only one triggered plate. The Shade, it's your turn; you've got one guess.

The Grue
2014-10-08, 06:49 PM
Assuming Vir has stepped off of the 5 plate, the Shade cautiously steps on the plate numbered "3".

AvatarVecna
2014-10-08, 08:03 PM
As the Shade steps on the 3, it lights up blue, while the 8 lights up red.

(Current Count)
Blue: 3, 4, 6
Red: 1, 5, 8

Haijiin, you're up! Whatcha gonna do?

Mousedigits
2014-10-08, 08:44 PM
Haijiin will follow Thinuan.

AvatarVecna
2014-10-08, 08:51 PM
Haijiin charges down the corridor after his friend, only to have a wall form between them. It falls almost immediately, but Thinuan is nowhere to be seen. Continuing forward, another wall rises up behind Haijiin, but this wall does no fall.

Haijiin is left in a room with hallways on the left, on the right, and straight ahead.

Haijiin is off the mapped grid now. Until further notice, Haijiin will advance via PM, letting me know which ways you're going in your new maze. Nustrilaa, your turn!

whoiam
2014-10-09, 06:01 PM
Nustrilaa takes no actions: Instead, she's prepared an action to offer her advice on the floor pattern if she comes up with any. Two people stepping on the stones was surely enough, anyway...

She doesn't know what the target state is and has only seen the last couple of step attempts, so Nustrilaa really doesn't have anything to offer yet. Try in a couple more rounds...

AvatarVecna
2014-10-09, 07:22 PM
As Nustrilaa analyzes the puzzle on the bridge, Thinuan is pondering his options in what is probably a maze of some sort. Suddenly, someone yelling his name from above him makes him look up. He sees the Thri-kreen who joined him hurtling down from the ceiling 100ft away. As Thinuan steps out of his ally's landing site, though, he slows down, eventually coming to a stop facing Thinuan upside down.

Thinuan, Haijiin, you're both back in the regular initiative. It was gonna get really fun if you two split up by accident. For now, we'll go back to handling things in this thread.

Thinuan, it's your turn. After that, it's Typhose, then Murch, then Interitus.

JBarca
2014-10-09, 08:05 PM
"Well hello, master Haijiin." Glancing at the ceiling, Thinuan raises an eyebrow in curiosity. "Where did you come from?"

After a moment, he gestures down the hallway to his left. "I was just about to being exploring. Interested?"

Thinuan, waiting only a second or two for his companion, begins to walk down the indicated hall.
Walking down the leftmost hallway, double move.

AvatarVecna
2014-10-11, 06:37 AM
Thinuan travels down the hall of his choice, he rounds a corner and arrives at a new juncture; this time, there are two tunnels, with one corridor continuing south, and the other leading west. The western hallway turns quickly, while the southern one leads on a bit further...

Thinuan, you have 100ft of movement left, and two corridors. For the sake of simplicity, I have made a new tab in the google doc map depicting the parts of the maze you've seen so far.

JBarca
2014-10-11, 10:53 AM
Stopping only for a split second, Thinuan continues south. Each time he turns, he calls out to Haijiin, informing him of the directions to reach him.

Continue South, always taking the leftmost path when the option is there.

AvatarVecna
2014-10-11, 11:39 AM
As Thinuan rounds the next corner, he almost loses his lunch as a cascade of colors nearly overwhelm his senses. Fortunately, he is made of sterner stuff than even most of his new allies, and he stands strong.

Before him lies a long hallway completely covered in mirrors: the walls, the floor, and the ceiling. Each of the mirrors have been crafted in such a way that, while their surface is parallel to their brethren, the parts that make them reflective are angled. Combining the tilted mirrors with the wall of rapidly shifting colors at the far end of the hall, and it's like walking into a giant kaleidoscope.

Thinuan, your turn is complete for now. Typhose: your turn! Murch, you're up next, and then it's Interitus' turn.

Gunhaven
2014-10-14, 09:33 AM
Murch listened for the creature he had previously shot before he unloaded another load of bullets down at it. If and when it fell then he shifted his target to the next wounded target and shot his remaining bullets into it. On the off chance that both were damaged enough from the previous six seconds then he finished off with the third.


Swift 2: Kirin Strike if something hits (28 damage tacked on)
Full: Shooting Flaming Bullets!

For references: Each hit carries the joy of Bleeding Wound and Slowing Shot (They're taking 22 Bleed Damage, are Staggered for 10 rounds, as well as a -1 on Attack Rolls, AC, and Reflex Saves, and move at half speed).
Attack: [roll0]
Gunshot: [roll1]
Sneak Attack: [roll2]
Sneak Attack Flame Arrow: [roll3]

Attack: [roll4]
Gunshot: [roll5]
Sneak Attack: [roll6]
Sneak Attack Flame Arrow: [roll7]

Attack: [roll8]
Gunshot: [roll9]
Sneak Attack: [roll10]
Sneak Attack Flame Arrow: [roll11]

Attack: [roll12]
Gunshot: [roll13]
Sneak Attack: [roll14]
Sneak Attack Flame Arrow: [roll15]


Attack: [roll16]
Gunshot: [roll17]
Sneak Attack: [roll18]
Sneak Attack Flame Arrow: [roll19]

Tempestfury
2014-10-14, 12:48 PM
“Looks like they all hit.” Typhose commented, whirling her guns around as she kept a careful eye on what was happening with the little skirmish that was going on. With a smirk, she readied her two pistols once more and said. “And they looked pretty hurt from those little shots as well. So lets see how they do once I turn up the heat!” With that said, the master gunslinger launched a blistering barrage of shots. So quick that it seemed like she was firing four guns instead of two. Such an impressive assault to aid her would invigorate Evershaa, giving her a quick surge of energy.

Interitus meanwhile, turned his attention to the newest arrival on the battlefield. Confident that his mentor would most likely to obliterate the most injured of the creatures, he decided to do significant damage to the least injured enemy. Raising a hand, the fey took careful aim, before a beam of black necrotic energy shot across the battlefield towards the enemy. If it was successfully, the enemy’s blood and other vital liquids would start being purged from its very skin. He followed this attack with a quick flurry of shots to further weaken it.

Swift Action, Divine Speed. Recovering Maneuvers with Utter Diamond Clarity.
Swift Action, Divine Speed. White Raven Tactics on Evershaa.

Full-Round Action. Time Stands Still with Rapid Shot + Peerless Marksman Trick Shot x5. Deadly Aim for full. 7 attacks per gun, 2 guns, 2 full attacks = 28 attacks. 5 shots per gun from Trick shot 28+10 = 38 shots. Rapid Shot -2 to attacks. Deadly Aim -7 to attacks, +14 to damage.
Epic, Good, Chaotic. Ignoring the first 30 points of DR. Knowledge Devotion +5. Each consecutive attack that hits does an additional +1 damage, and a -1 penalty to attacks, saves and skill checks for 1 round. Ignoring miss chance granted to targets by concealment, total concealment, and cover.

Full Attack 1
A1. [roll0]+[roll1]+[roll2]+[roll3]+85
A2. [roll4]+[roll5]+[roll6]+[roll7]+85
A3. [roll8]+[roll9]+[roll10]+[roll11]+85
A4. [roll12]+[roll13]+[roll14]+[roll15]+85
A5. [roll16]+[roll17]+[roll18]+[roll19]+85
A6. [roll20]+[roll21]+[roll22]+[roll23]+85
A7. [roll24]+[roll25]+[roll26]+[roll27]+85

B1. [roll28]+[roll29]+[roll30]+[roll31]+85
B2. [roll32]+[roll33]+[roll34]+[roll35]+85
B3. [roll36]+[roll37]+[roll38]+[roll39]+85
B4. [roll40]+[roll41]+[roll42]+[roll43]+85
B5. [roll44]+[roll45]+[roll46]+[roll47]+85
B6. [roll48]+[roll49]+[roll50]+[roll51]+85
B7. [roll52]+[roll53]+[roll54]+[roll55]+85

Full Attack 2.
A1. [roll56]+[roll57]+[roll58]+[roll59]+85
A2. [roll60]+[roll61]+[roll62]+[roll63]+85
A3. [roll64]+[roll65]+[roll66]+[roll67]+85
A4. [roll68]+[roll69]+[roll70]+[roll71]+85
A5. [roll72]+[roll73]+[roll74]+[roll75]+85
A6. [roll76]+[roll77]+[roll78]+[roll79]+85
A7. [roll80]+[roll81]+[roll82]+[roll83]+85

B1. [roll84]+[roll85]+[roll86]+[roll87]+85
B2. [roll88]+[roll89]+[roll90]+[roll91]+85
B3. [roll92]+[roll93]+[roll94]+[roll95]+85
B4. [roll96]+[roll97]+[roll98]+[roll99]+85
B5. [roll100]+[roll101]+[roll102]+[roll103]+85
B6. [roll104]+[roll105]+[roll106]+[roll107]+85
B7. [roll108]+[roll109]+[roll110]+[roll111]+85

Peerless Marskman Shots.
A1. [roll112]+[roll113]+[roll114]+[roll115]+85
A2. [roll116]+[roll117]+[roll118]+[roll119]+85
A3. [roll120]+[roll121]+[roll122]+[roll123]+85
A4. [roll124]+[roll125]+[roll126]+[roll127]+85
A5. [roll128]+[roll129]+[roll130]+[roll131]+85

B1. [roll132]+[roll133]+[roll134]+[roll135]+85
B2. [roll136]+[roll137]+[roll138]+[roll139]+85
B3. [roll140]+[roll141]+[roll142]+[roll143]+85
B4. [roll144]+[roll145]+[roll146]+[roll147]+85
B5. [roll148]+[roll149]+[roll150]+[roll151]+85

Swift Action - Utter Diamond Clarity, regain maneuvers.
Standard Action - Invocation, Avasculate. [roll152] Cuts enemy health in half and stuns for 1 Round. DC 24 Fort to negate stun. 3 round cooldown.

Peerless Marksman Trickshots.
1. [roll153] [roll154]
2. [roll155] [roll156]
3. [roll157] [roll158]
4. [roll159] [roll160]
5. [roll161] [roll162]

AvatarVecna
2014-10-16, 08:45 PM
Oh, I've been looking forward to this one.

Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (-120ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: X-101 (-100ft)

PAPWE3: (Y-96) to (AD-101) (-105ft to -135ft)
Giant Whirlpool: (C-78) to (AZ-127) (-100ft to -150ft)
Water Surface: -79ft


Typhose whirls her weapons to bear and scatters dozens of bullet in the general direction of the battle. As powerful shots fill the air, the heavily injured elemental falls, their essence spilling out and losing its otherworldly purity. A second one quickly follows it, as the downpour of cold metal proves too much to bear.

The other gunslingers unload their own barrages onto the remaining third foe, doing what they can to bring it down. As they do however, the water near the edges of the moat begins to glow brighter and brighter, before you see a line of light rushing up the side of the moat, is what is clearly runes activating. As they reach the top of the moat, the rebound, rushing back into the depths, before eventually disappearing.

As the light fades from view, the surface of the moat--the entire moat--starts to bubble and froth. And the water begins to rise. Very quickly, actually: it engulfs the adventurers who were engaging in the battle of the moat.

The water rises 21 ft. Evershaa, you're turn.

Necroticplague
2014-10-17, 10:22 AM
Eversha takes a quick stock of her own little situation. While her own 'body' could take a good deal more punishment, her host could not do quite as well. And these wards did not bode well. Last ones managed to knock her out, and all she has now is a nice layer of meat as an ablative covering that could only last so long. To try and solve this, she makes the wise decision of running like heck. Her mind focuses against the clear mass of water
to try and move it out of the way before diving up, possibly moving around if it proves too hard to move.

Fast Healing 50+40 HP from increased con+209 previous HP=299 HP+34 temp
Realize my sheet in the OOC had an error where I forgot to take into account my DEX mod to my AC. Gonna re-update sometime today or tomorrow to account for both that factoid and changes to my stats resulting from Soul Eater boosts.

Standard:Activate Telekinesis. Cooldown[roll0]
Use Combat Maneuver of Telekinesis to attempt to bull-rush PAPWE3 North
CHA Check:[roll1]
Move Action:Move 200 feet upwards.
Extra move action from Trading in Swift actions (Divine Speed):Move 200 more feet up.


With himself now safely out of range of the giant, hostile mass of water, the not-much-more pleasant looking water around it, and the incredibly ominous glowing symbols, Eversha Cautiously watches, waiting for the wards to go off in what is likely (if the past is any indication)to be an unpleasant blast. Maybe such would help reveal something about where the water comes from.
Delaying until Initiative Count 0.

AvatarVecna
2014-10-22, 04:42 AM
Updated!

Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (280ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: X-101 (-100ft)

PAPWE3: (Y-96) to (AD-101) (-60ft to -90ft)
Giant Whirlpool: (C-78) to (AZ-127) (-58ft to -108ft)
Water Surface: -58ft


With a small smirk, you thrust your hand towards your foe even as you begin to rocket upwards, confident that the creature will be blasted backwards. A quick glance causes exasperation to well up inside you: the thing didn't even budge! As you rocket away, a clumsy wave of water rises from the whirlpool, but never even gets close to you. By the time they had come around for another swipe, Evershaa was hundreds of feet beyond their reach, and more capable of observing whatever trap had been triggered by the elemental's death.

Meanwhile, the lone remaining elemental goes after the now much closer Veritas, charging with the rising tide. Fortunately, his gunslinging companions' shots disoriented it enough that it was too slow to attempt such an attack. Veritas notices the rapidly approaching wall of foaming water, and decides how he wishes to continue this battle: stay and fight in the water, or retreat to higher ground.

Evershaa, are you still delaying? If not, take your turn.

Veritas, start thinking through what you want to do: the water is just a few feet below you now; within a second or two, it will be above your head if you don't move.

Necroticplague
2014-10-23, 05:25 PM
With the surge that Eversha feels, she takes a quick double-take around that she probably should have done before jumping into the moat. If this dude could put the gigantic elementals in that pool, it would only take marginally more effort to bring out more, right?
Regret my decision to specialize in things that are mostly either melee, defensive, or of little user against big, strong things:Non (assuming regretting
is a subset of talking).
Swift:Keep concentrating on TK
Standard:Convert to to move, make perception check to try and see if I missed anything in the moat.
Check:[roll0]

Move:Convert to to move, make perception check to try and see if I missed anything in the moat.
Check: [roll1]

AvatarVecna
2014-10-23, 06:00 PM
A sudden panic grips Evershaa as she realizes the possibilities available to the archmage. She begins to scan the moat, looking for any sign of something obvious she missed. Unfortunately, despite her incredible skill, and the fact that the water is becoming clearer by the second with the sudden influx of water untainted by the blood of those invading the castle, the distance Evershaa has put between herself and the water makes thiings difficult to see. Still, even at this distance, her eyes pick up something: there's at least another several blobs of eerily pure water floating closer to the surface. How many of these things are there?

Veritas, since you're so much closer to the rising water than Evershaa is, would you mind spending your entire turn looking for the enemy as well? Okay, I'll stop being mean; but seriously, it's your turn Veritas, and the water is getting a lot clearer--and closer. What do you do?

Bluydee
2014-10-26, 11:22 AM
Veritas saw the rising wave, coming closer and closer. He flapped his wings, before disappearing in a burst of water and reappearing high in the sky, away from the danger.


Just fly upwards. Move 300 feet upwards using run.

AvatarVecna
2014-10-26, 04:55 PM
Current Locations

The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (280ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: X-101 (200ft)

PAPWE3: (Y-96) to (AD-101) (-50ft to -80ft)
Giant Whirlpool: (C-78) to (AZ-127) (-47ft to -97ft)
Water Surface: -47ft


As Veritas rockets away from the water, it continues its vertical climb. Meanwhile, back on the bridge, two stealth specialists continued to pit their minds against the puzzle that blocked their path.

The water has risen 11 feet; Murch, you are now underwater. Vir, the Shade: you're up; Haijiin, you're after them! Whatcha doing? Remember, you can trigger up to three plate per turn: two per standard and one per move.

The Grue
2014-10-26, 06:14 PM
"By my count," says the Shade, "the red numerals of the last sequence added up to fifteen before triggering the 'fail' state. This sequence so far totals fourteen. Vir, can you see a mathematical relationship between blue and red numerals?"

Mousedigits
2014-10-26, 06:40 PM
I thought Thinuan went before me.

AvatarVecna
2014-10-26, 06:59 PM
It's Haijiin, then Nustrilaa, then Thinuan. It just got handled weirdly last turn due to how things were working out; Thinuan is ahead of you because he was in there to begin with.

Thokk_Smash
2014-10-27, 12:11 AM
Vir shakes his head, although he realizes that his companion cannot see it. Not yet, he says, voice obviously confident in their ability.

Vir steps onto the "2", wondering what will happen when the blue colored tiles total 15.

AvatarVecna
2014-10-27, 12:51 AM
As Vir steps on the "2" tile, turning it bright blue, the sense of growing anticipation slowly turned into disappointment. The disappointment quickly turns to indignant outrage when the "9" tile glows red, followed by the "15" tile pulsing purple, wiping out all colored tiles.

Vir, you have 2 guesses left.

Thokk_Smash
2014-10-28, 07:14 PM
Vir steps onto the "8".

AvatarVecna
2014-10-28, 07:25 PM
The 8 turns blue, and the 5 turns red.

Thokk_Smash
2014-10-28, 07:44 PM
Vir then steps onto the "7" tile.

AvatarVecna
2014-10-28, 07:54 PM
The 7 lights up blue, and the 4 lights up red. And I believe that's Vir's turn done with. The Shade, you're up!

The Grue
2014-10-28, 08:24 PM
"I have a hunch," says the Shade. "If I step on 9...let's see if I get 6."

The Shade steps on the "9" plate.

AvatarVecna
2014-10-28, 08:37 PM
Incredibly, your hunch is correct: the 9 turns blue, the 6 turns red...and then the 15 pulses purple, resetting all of the pressure plates.

The Grue
2014-10-28, 08:44 PM
"Look at that,", says the Shade, just as surprised as anyone.

"It occured to me that one through nine fit on a three-by-three grid. That last sequence works if you arrange the numbers in descending order from left to right, top to bottom, and take the red number from directly below the blue. But if I'm right, then the grid rearranges between each attempt.

"Before I test that theory, there's one thing we haven't tried yet."

The Shade steps on the plate numbered "15".

AvatarVecna
2014-10-28, 08:49 PM
A very interesting theory. Stepping on the "15" plate has no effect, but it does take an attempt; you have 1 left for your turn (unless you have ways of getting free move/standard actions).

The Grue
2014-10-28, 08:49 PM
"...And nothing. Oh well."

The Shade steps on the plate numbered "2".

AvatarVecna
2014-10-28, 08:52 PM
The 2 turns blue,the 5 turns red.

Haijiin, it's your turn! You can spend your turn moving up to your run rate; whenever you'd have to choose what corridor to go down, I'll ask you for a choice. The maze map is in a different tab of the main map google doc.

Mousedigits
2014-10-29, 05:14 PM
Haijiin will simply fly as close as he can to Thinuan.

AvatarVecna
2014-10-29, 09:31 PM
You round a couple corners catching up with Thinuan; as you come around the second corner, your vision briefly goes kaleidoscopic: at the far end of this long hallway is a wall of shifting colors; with the floor, ceiling, and walls covered on ever-so-slightly tilted mirrors, it all comes off as extremely disorienting. Unfortunately, you are not as strong-stomached as Thinuan is.

Haijiin needs to make a Fortitude save. He also has 80ft of movement left in his run, so there's that, if you want to use it. What'll it be, Haijiin?

Mousedigits
2014-10-30, 08:17 PM
[roll0] fortitiude.

Haijiin will use up the rest of his movement.

AvatarVecna
2014-10-30, 08:31 PM
As you throw off the bile rising in your gullet, you press onward, running headlong towards the wall of shifting colors. You end up quite close to it this turn...

Nustrilaa, it's your turn; also, the water has risen 10 feet.

whoiam
2014-10-31, 08:02 AM
She then teleports (well, Greater Dimension Doors, technically) over to a spot around EK-25 or so so she can help the prospective door openers (from a safeish distance back).


(I happened to notice the last location updates had Nustrilaa a lot further away than she was...)


Nustrilaa will spend her turn trying numbers in the order 1, 3, 4. She'll skip over any turned red by her stepping on an earlier number and I'll give another sequence if she triggers a reset or has any tries left once those three are all lit up.

AvatarVecna
2014-10-31, 08:23 AM
The Shade: EI-18 (0ft)
Nustrilaa: EK-25 (0ft)
Evershaa: (AA-102) to (AB-103) (280ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EI-19 (0ft)
Interitus: EJ-20 (0ft)
Murch: R-101 (-50ft)
Veritas: X-101 (200ft)

PAPWE3: (Y-96) to (AD-101) (-40ft to -70ft)
Giant Whirlpool: (C-78) to (AZ-127) (-37ft to -87ft)
Water Surface: -37ft

My apologies, whoiam: so, I checked the google doc map, and it had you in the right place (that is, where you said you wanted to be); so, it wasn't a case of "I thought you were at A but you had said you were at B", but more a case of "I mistyped every single aspect of your position when entering it into the thread proper". That's totally my bad, and now it's fixed.
Nustrilaa makes her move: she activates the 1, 3, and 4 plates, turning them blue; after each step, the 8, 6, and 7 plates light up red, leaving only the 9 and 15 plates unlit.

Thinuan, you're up! Whatcha gonna do about your hall of mirrors and the rainbow wall?

JBarca
2014-10-31, 03:58 PM
Thinuan moves forward, directly into the swirling lights. When he is adjacent to the mirrors, he moves his hands in an intricate pattern and voices the syllables of arcana, ending in a shout and a point at the center of the kaleidoscope.

Move forward, adjacent to mirrors. Cast Shatter (area) in the center of the mirrors, attempting to break as many as possible.
End turn.

AvatarVecna
2014-11-05, 06:06 AM
Thinuan moves off to the side of the room, focusing his power into a shout of great power. Success! The glass part of the mirrors shatter quite easily. Unfortunately, the glass doesn't fall from the walls, as expected; instead, the mirror begin slowly reforming into a whole piece.

Between the shifting colors of the wall at the far end, the shattered pieces of the mirror shifting, and the odd angles of the reflective surfaces beneath them, the visual overload is even worse than it was before (although thankfully not much more, since you only effected 300 sq. ft worth of surface (12 squares worth).

Thinuan, you're immunities protect you from the effects, but Haijiin needs to make another Fort save.

Next characters up are Typhose, Murch, and Interitus, in that order. Typhose, whatcha up to?

Gunhaven
2014-11-12, 09:24 PM
Murch, not wanting to risk the chance of being found, blinked out of the water and reappeared... somewhere before he reactivated his cords and remained invisible.

Nice and simple. Move Action to Trackless Step (from Fey creature) to move up 250 feet. Standard to reactivate Cord of Greater Invisibility.
[roll0] rounds of delay.

Tempestfury
2014-11-13, 10:05 AM
Typhose narrowed her eyes as the water kept on rising. If it continued on like this, soon it would be overflowing across the entire moat, maybe even rising until it covered the entire castle. Considering who they were talking about, it wouldn’t surprise her. She didn’t have any problems, as she didn’t need to breath... her companion though, did.

Glancing behind her at those busy with the gates, she said. “Hey, water’s rising! Might want to get the puzzle solved and soon!” Knowing that help would be needed, Typhose only took a few more shots at the creature, before flying over to help. Uncaring if the water caught up with her. Meanwhile, Interitus fired five quick shots at the last enemy, before racing over towards the door, though making sure to keep above the rising water level before-hand.

Swift Action, Utter Diamond Clarity. Regain maneuvers
Swift Action, Divine Speed. White Raven Tactics on Haijiin.

Standard Action, Diamond Nightmare Blade. 5xPeerless Marksman Shots. Move Action over to Haijiin and the Shade

Diamond Nightmare Blade Concentration: [roll0]
[roll1] [roll]3d6+[roll2]+[roll3]+85
[roll4] [roll]3d6+[roll5]+[roll6]+85


Peerless Marksman
1. [roll7] [roll8]+[roll9]+[roll10]+85 2. [roll11] [roll12]+[roll13]+[roll14]+85
3. [roll15] [roll16]+[roll17]+[roll18]+85 4. [roll19] [roll20]+[roll21]+[roll22]+85
5. [roll23] [roll24]+[roll25]+[roll26]+85 6. [roll27] [roll28]+[roll29]+[roll30]+85
7. [roll31] [roll32]+[roll33]+[roll34]+85 8. [roll35] [roll36]+[roll37]+[roll38]+85
9. [roll39] [roll40]+[roll41]+[roll42]+85 10. [roll43] [roll44]+[roll45]+[roll46]+85


Swift Action, Utter Diamond Clarity.
5x Peerless Marksman Shots. Moving over to Gate.
1. [roll47] [roll48]
2. [roll49] [roll50]
3. [roll51] [roll52]
4. [roll53] [roll54]
5. [roll55] [roll56]

AvatarVecna
2014-11-24, 10:05 PM
The Shade: EI-18 (0ft)
Nustrilaa: DI-34 (0ft)
Evershaa: (AA-102) to (AB-103) (280ft)
Vir: EL-22 (0ft)
Haijiin: AQ-18 (1340ft)
Typhose: EJ-19 (0ft)
Interitus: EJ-18 (0ft)
Murch: R-101 (200ft)
Veritas: X-101 (200ft)

Giant Whirlpool: (C-78) to (AZ-127) (-47ft to -97ft)
Water Surface: -5ft

Blue Plates: 1, 2, 3, 4
Red Plates: 5, 6, 7, 8


As a torrential hail of bullets rains down on the final elemental, it loses its supernatural integrity and fades into the rest of the rushing water, its lifespan permanently diminished. As the gunslingers make their moves, the water rushes ever higher; now, the frothing surface of the moat is nearly within reach of the drawbridge. The more perceptive among you can tell that, deep beneath the water, more and more elementals are emerging...but as of yet, they wait where they are, hundreds of feet beneath the surface.

The water has risen, and it's current level is quite close. Once the water passes over the lip of the moat, it will begin slowly filling the entire area (to remind you, the entire fortress exists in a giant hole in the ground, with a circular, sheer cliff going all the way around). This will take a little while at the current rate, so for now, you've got time to solve the puzzle...but we're gonna keep to the Initiative order, since Haijiin and Thinuan have their own problems in the maze...

Speaking of which: Haijiin, I still need that Fort save. Alright, so the elementals are gone, which makes it Evershaa's turn. If you're still just gonna hold your turn, then the next characters in order are Veritas, Vir, and the Shade.

The Grue
2014-11-30, 08:05 PM
Since it's been a while, just want to make sure I'm on the same page. Per this post (http://www.giantitp.com/forums/showsinglepost.php?p=18339358&postcount=183), currently the numbers 2, 1, 3 and 5 are lit blue, 5, 8, 7, and 9 are lit red, 9 and 15 are unlit and the puzzle has not reset, right?

Assuming all that is correct...

The Shade steps on the plate numbered "9".

Bluydee
2014-12-08, 07:44 AM
Veritas skips his turn.

AvatarVecna
2014-12-09, 04:13 PM
As The Shade steps onto the last unlit plate, the 15 lights up purple, before all of the plates go out. Your disappointment quickly disappears as the loud groaning of creaking metal fills the air. The doors quickly slide into their housing in the walls. Behind the expansive door of rune-covered adamantine lies what appears to be another door; for whatever reason, the entire surface of the door has been colored a bright, crimson red.

Congratulations, you've made it past the first door. Well, you've gotten it open, anyway. If you can't puzzle out how you did it yourselves, your characters probably can via Intelligence checks. The Shade, if you wish to continue messing with the pressure plates, you have two more guesses this round. After that, it's Vir's turn.

whoiam
2014-12-09, 04:35 PM
So this is Nustrilaa wondering what the.... they actually managed to solve.
[roll0]

The Grue
2014-12-09, 08:06 PM
See above.

[roll0]

The Grue
2014-12-09, 08:36 PM
Puzzling over their seeming good fortune, The Shade sheepishly returns to the regular initiative order and will take his remaining Standard action after Vir has acted.

Thokk_Smash
2014-12-09, 09:26 PM
Silently, Vir blinks at the opening of the door. Well, that is fortuitous at least. Still, he considers what could have opened it while he walks onto the "3" tile.

Intelligence: [roll0]

AvatarVecna
2014-12-11, 11:41 PM
As Vir takes another guess at the pressure plates, he puzzles over how they could've solved the first door. Going over the various attempts, he realizes the answer: they'd been on the right track trying to add up to 15, but it was more complicated than that; there were too many points where 2 or 4 tiles added up to 15, but each success had occurred when one side possessed a combination of three tiles that added up to 15. With renewed confidence, Vir turned the "3" tile blue. After a second, the "5" tile turns bright red.

Vir, you have two guesses, then The Shade has two guesses, then it's Haijiin's turn.

Thokk_Smash
2014-12-12, 12:34 AM
Vir relays his thoughts to those closest, and then turns back to the plates. Perhaps now we need the red tiles to add up to fifteen, he thinks out loud as he steps onto the "2" tile.

AvatarVecna
2014-12-16, 06:11 AM
As Vir steps on the "2" tile, it lights up blue; soon after, the "6" tile lights up red.
Vir, you've got one guess, then The Shade has 2.

Thokk_Smash
2014-12-16, 04:17 PM
With barely a split second of hesitation, Vir steps onto the "7" plate in the hopes that the "4" plate will light up red.

AvatarVecna
2014-12-16, 04:53 PM
It works exactly as you expected: the "7" tile turns blue, while the "4" turns red, followed by the 15 turning purple. The tiles reset, but nothing happens.

The Grue
2014-12-17, 03:03 AM
The Shade steps on the "4" tile.

AvatarVecna
2014-12-17, 03:07 AM
"4"tile turns blue, "5" tile turns red.

The Grue
2014-12-17, 03:21 AM
The Shade moves on to "6" "8".

(Sorry, typo.)

AvatarVecna
2014-12-22, 11:14 AM
The "8" tile lights up blue, while the "3" tile lights up red.

The Grue
2014-12-24, 05:44 PM
So that's the Shade's second(third) and final guess. Who's next in the initiative order?

EDIT: I've just remembered that the Shade has a familiar. AV, is a raven of sufficient mass to trigger the pressure plates?

EDIT OF EDIT: I meant to post this in the OOC thread, and in three days didn't realize I'd put it here. Whoops.