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View Full Version : The Grinder (Mr.Scary Solo)



Sxoa
2008-03-16, 10:15 PM
You find yourself standing in the basement, finding the secret entrance to the Grinder after a long journey has brought you here. You do not know what perils and horrors await you, but the promise of power is great. You all have your own reasons for being here, but you all stand ready to take the plunge.

Before you stands a large opalescent sphere, the portal entrance to grinder.

Where you are now matters far less than where you are going to be. You might be in the city of doors or somewhere else.

Some rules of posting:
I'd like you to put the first part of the post in character. Put necessary dice rolls and what not in a spoiler box. See Belial the Leveler's Dungeonkeeper fight threads for an example if you don't understand.

Post a link to your character sheet, and your statblock(s) in your first post.

Most of your rolls do; sometimes though I'll be rolling for you if you're not aware of something.

Uhhh, that's all I can think of right now, but if I change anything I'll put it in the post where I change it and here.


Good luck!

ADDENDUM: You're soloing this so you don't need an OOC thread I don't think . In your 1st post can you post all your complete stat blocks here (don't just post the link to the other thread but copy all the info over here).

MrScary
2008-03-17, 10:24 AM
glad to see you back! :smallsmile:

All Active Spells on each party member:


Spellcraft DC for Incantator is: 18+(3 X effective spell level)
when using metamagic feats, a 10th level Incantator applies a -1 to each metamagic feat he uses

Chain Spell = +2 levels
Persist Spell = +5 levels

{table=header]Spell | Level | Metamagic Used | Effect | Caster | Spellcraft DC | 'range'|'target'|reach-type
Body Outside Body|Wizard 7|Persisted|Create 4x Duplicates|Wilhelm|54|Personal|self|-
Aid|Cleric 1|Chained/Persisted|1d8+10 HP|Helmut|42|Touch|Hierophant
Indomitability|Wizard 5|Chained/Persisted|takes only enough damage to be reduced to 1 hp|Wilhelm|54|Touch|creature touched|Arch Mage
Aura of Evasion|Cleric 5|Persisted|evasion vs. Breath Weapons|Hans|48|10'|"you"|-
Conviction|Cleric 1|Chained/Persisted|+5 Morale to all Saves|Helmut|42|Touch|creature touched|-
Divine Agility|Cleric 5|Chained/Persisted|+10 Enhance to Dex|Hans|54|Touch|creature touched|Reach Rod (1)
Energy Immunity (Fire)|Cleric 6|Chained|Immune to Fire|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Cold)|Cleric 6|Chained|Immune to Cold|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Acid)|Cleric 6|Chained|Immune to Acid|Helmut|42|Touch|creature touched|Hierophant
Energy Immunity (Electricity)|Cleric 6|Chained|Immune to Electricity|Hans|42|Touch|creature touched|Hierophant
Vigorous Circle|Cleric 6|Persisted|Fast Healing 3|Hans|51|20'|no more than 30' apart|-
Life's Grace|Cleric 5|Chained/Persisted|Immune to death magic, negative energy, armor is Ghost Touch|Helmut|54|resarching|researching|Hierophant
Prayer|Cleric 3|Persisted|+1 Luck to DMG and Skills|Hans|48|40'|radius of 40'
Protection from Evil|Cleric 1|Chained/Persisted|Immunity to charm/possession/mental control from evil|Helmut|42|Touch|creature touched|Hierophant
Recitation|Cleric 4|Persisted|+2 Luck to AC & Attacks--+3 if you worship Mystara|Hans|45|60'|burst of 60'|-
Righteous Wrath of the Faithful|Cleric 5|Persisted|+3 Morale to DMG, 1x Extra attack @ full BAB|Helmut|48|30'|burst of 30'|-
Shield of Faith|Cleric 1|Chained/Persisted|+5 Deflection to AC|Helmut|42|Touch|creature touched|Hierophant
Spell Resistance|Cleric 5|Chained/Persisted|gain SR = 12 + Caster Level|Hans|54|Touch|creature touched|Reach Rod (2)
Superior Resistance|Cleric 6|Chained|+6 Resistance to saves|Helmut|42|Touch|creature touched|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Acid)|Helmut|48|Touch|one weapon|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Cold)|Helmut|48|Touch|one weapon|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Electricity)|Helmut|48|Hierophant
Weapon of Energy|Cleric 3|Chained/Persisted|+1d6 Energy (Fire)|Helmut|48|Touch|one weapon|Hierophant
Greater Magic Weapon|Wizard 3|Chained/Extended|+5 Enhancement to weapons|Wilhelm|48|25'+5'/2 levels|one weapon|Arch Mage
Magic Vestment|Cleric 3|Chained/Extended|+5 Enhancement to Armor & Shields|Helmut|48|Touch|armor or shield touched|Hierophant
Heroes Feast|Cleric 6|none|1d8+10 HP, immune to poison|Hans| -
Freedom of Movement|Cleric 4|Chained/Persisted|Immune to Grapple, Slow, etc|Helmut|51|Touch or Personal|touched creature or personal|Hierophant
Greater Blindsight|Cleric 4|Chained/Persisted|Blindsight 60'|Helmut|51|Touch|creature touched|Hierophant
Sheltered Vitality|Cleric 4|Chained/Persisted|Immune to Ability Drain/Damage|Helmut|51|Touch|creature touched|Hierophant
Water Breathing|Cleric 3|Chained/Persisted|Breathe Water|Helmut|48|Touch|creature touched|Hierophant
Fortunate Fate|Cleric 7|Chained/Persisted|Contingent Heal|Helmut|60|Touch|creature touched|Hierophant
Fly|Wizard 3|Chained/Persisted|Fly @ 60'|Wilhelm|48|Touch|creature touched|Arch Mage
Interplanar Telepathic Bond|Wizard 6|Extended|Telepathic Communication across planes|Wilhelm|36|25'+5'/2 levels|one/3 levels no more than 30' apart|Arch Mage
Stoneskin|Wizard 4|Chained/Persisted|DR 10/Adamantine|Wilhelm|51|Touch|creature touched|Arch Mage
Foresight|Knowledge 9|Chained/Persisted|Danger Will Robinson!|Helmut|66|Touch or personal|creature touched or personal|Hierophant
Planar Bubble|Cleric 7|Chained/Persisted|Home planar traits|Helmut|60|Hierophant
Fell the Greatest Foe|Cleric 3|Chained/Persisted|Bonus 1d6 (or more) vs. Large + creatures|Helmut|48|Touch|10' radius around creature touched|Hierophant
Protection from Energy (Sonic)|Cleric 3|Chained/Persisted|Immune to first 120 Sonic damage|Helmut|48|Touch|creature touched|Hierophant
Infernal Wound|Cleric 2|Chained/Persisted|2 additional damage per round from each weapon|Helmut|45|Touch|weapon touched|Hierophant
Spikes|Cleric 3|Persisted|+10 Atk/Dmg to wooden weapon, double threat range, piercing|Hans|42|Touch|weapon touched|-
True Seeing|Knowledge 5|Chained/Persisted|See things as they really are|Helmut|54|Touch|creature touched|Hierophant
Bite of the Werebear|Wizard 7|Persisted|+16 Str, +2 Dex, +8 Con, +7 Natural Armor, 1d8 Claw attacks|Wilhelm|54|Personal|personal
Sublime Revelry|Cleric 9|Persisted|Immune to Mind Affecting spells/effects. Take 1/2 Damge from melee/ranged attacks|Helmut|60|25'+5'/2 levels|one creature/level no more than 30' apart|-
Shapechange|Wizard/Cleric 9|Persisted|Shapechange up to caster level|Wilhelm|60|Personal|personal|-
Nerveskitter|Wizard 1|Chained/Persisted|+5 to Initiative|Wilhelm|42|25'+5'/2 levels|target touched|-
Spiderskin|Wizard 3|Chained/Persisted|+5 Natural Armor, +5 Save vs. Poison, +5 Hide|Wilhelm|48|Touch|creature touched|Arch Mage
Filter|Wizard 2|Chained/Persisted|Immune to inhaled toxins|Wilhelm|45|Touch|creature touched|Arch Mage
Displacement|Wizard 3|Chained/Persisted|50% miss chance|Hans|48|Touch|creature touched|Arch Mage
Shield|Wizard 1|Persisted|+4 Shield AC|Wilhelm|36|Personal|personal|-
Mighty Wallop, Greater|Wizard 3|Persisted|adds +5 size categories to blunt weapon, up to Colossal|Hans|36|Touch|weapon touched|-
Bite of the Weretiger|Wizard 5|Persisted|+12 Str, +4 Dex, +6 Con, +5 Natural Armor Enhancement|48|Touch|Personal|-
[/table]


An Incantator can use this ability a number of times per day equal to 3 + her Intmodifier.

Wilhelm + 4x Duplicates = 70 uses
Total uses spent: 48
Remaining uses: 22 (4 each clone and 6 for Wilhelm)



http://www.myth-weavers.com/sheets/view.php?id=43223

Wilhelm Grim (aka "Big Brother")


Deep Imaskari Wizard 5/Incantator 10/Archmage 3
NG Humanoid
Initiative: +5
Initiative:+10

Senses: low light vision, spot 12, listen 12
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Elven, Terran, Aquan, Undercommon, Draconic, Abyssal, Infernal

AC: 27, touch 15, flat-footed 18;
+8 armor (vest) +4 Shield Spell, +5 DEX
AC:43 10 + 8 armor (vest) +5 Dex +4 Shield +5 Deflection +7 natural +2luck
50% Miss Chance (Displacement)
HP 153
HP 183 (153+2d8 +20 (temp) DR 10/adamantine

SR 35
SAVES: Fort 12, Ref 11, Will 16
SAVES: Fort 23, Ref 22, Will 27
+5 Morale, +6 Resistance

Speed:30ft land
Speed: 60ft Fly

Melee attack: +5/+0
Damage:1d6-1 (quarterstaff)

[b]Melee Attack: +23/+18
Damage: 1d6+16
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Bite of the Werebear, Spikes)

Ranged attack: +18 ranged full attack: +18/+13
+2 Luck, +2 Morale
+1 morale +1 luck to damage

Ranged Touch Attacks: +14/+9
Ranged Touch Attacks: +20/+15 (+4 morale +2 luck

Space/Reach: 5/5
Atk Options: Spells: 6/7/7/7/7/6/6/5/5/3

Spell-like abilities: Time Stop 2/day
Special Actions:

Abilities: Str 9 / Dex 15(20) / Con 16(22)/ Int 25(32) / Wis 14 / Cha 12
Abilities: Str 25 / Dex 25 / Con 26 / Int 32 / Wis 14 / Cha 12

Special Qualities:
Spell Clutch 1/day
Contingent Revivify

Feats: Iron Will, Extend Spell, Spell Focus: Evocation & Transmutation, Skill Focus: Spellcraft, Maximize Spell, Extra Slot (8th), Chain Spell, Persist Spell, Heighten Spell, Cooperative Metamagic, Metamagic Spell Trigger, Seize Concentration, Instant Metamagic 2/day, Snatch Spell, Improved Metamatic, Weapon Focus: Ranged Touch Attacks, True Believer

High Arcana:
Arcane Reach, Mastery of Elements, Spell Like Ability (Time Stop)

Skills: Appraise +11, Balance +5, Bluff +1, Climb -1, Concentration +27, Craft (Alchemy) +32, Decipher Script +21, Heal +19, Intimidate +10, Knowledge Arcana +32, Knowledge The Planes +32, Knowledge Religion +21, Knowledge Dungeoneering +32, Knowledge Architecture +17, Knowledge History +16, Search 16, Spellcraft 38

All Skills get: +1 (Luck) and another +2 when Candle of Invocation is used

Equipment:

Vest of Arch Magi (MIC p. 145)
AC +8
Heal 5x surrendered spell slot
Resistence +5
Spell Penetration +2
Recall 3x cast spells up to 9th level

Headbant of Intellect +6 & Jade Circlet 37500
Gloves of Dexterity +5 36000
Amulet of Natural Armor +5 25000
Vest of arch magi 200000
Winged Mask 13000
Tome of Clear Thought +3 82500

2nd level spell scrolls 900
3rd level spell scrolls 3000
4th level spell scrolls 2800
5th level spell scrolls 4500
6th level spell scrolls 3300
7th level spell scrolls 9100
8th level spell scrolls 6000
9th level spell scrolls 11475
revivify contingent 5500
2k of diamond dust 2000
spell component pouch
spell books

Tome of Ancient Lore 5500
Blessed Book of Boccob 12,500
(331 pages used)



Jacob Grimm (aka "Basher")


Warforged Warblade 17/Swordsage 1
Lawful Neutral Living Construct
Initiative: +7
Initiative:+17
(+7 Dex, +5 Nerveskitter, +1 Swordsage, +4 Improved Initiative)

Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Draconic, Infernal

AC: 42 Touch 18 Flat-footed 38;
+15 armor +9 Shield, +2 DEX, +4 Deflection, +2 Sacred
AC: 50 +15 armor, +2 Dex +9 Shield, +5 Deflection, +5 natural, +2 Sacred, +2 Luck
50% Miss Chance (Displacement)
HP 229
HP 229 + 2d8 +20 (temp) 2d8 20=28 (http://invisiblecastle.com/roller/view/1517178/)
DR 10/adamantine

SR 35
SAVES: Fort 22, Ref 17, Will 15
SAVES: Fort 33, Ref 28, Will 26
+5 Morale, +6 Resistance

Speed:25ft land
Speed: 60ft Fly

Melee attack: +29/+24/+19/+14
Damage:3d6+16+1d6 (sonic)

Melee Attack: +36/+31/+26/+21
Damage: 3d6+25+1d6 (sonic)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(fell greatest foe, weapon of energy)

Ranged attack: +18 ranged full attack: +18/+13/+8/+3
Ranged Attack: +25/+20/+15/+10

Space/Reach: 5/5
Attack Options Warblade/Swordsage Stance & Maneuvers

Spell-like abilities:
Special Actions:

Abilities: Str 18 / Dex 14 / Con 18 / Int 14 / Wis 12 / Cha 11
Abilities: Str 24 / Dex 24 / Con 24 / Int 18 / Wis 16 / Cha 15 (Chasing Perfection = +4 enhancement to all abilities

Special Qualities:
Living Construct
Contingent Revivify x1
Contingent Repair Critical Damage x2
low-light vision, immunity to non-lethal damage and stunning
immune to critical hits, sneak attacks, ability damage, ability drain, death effects, and necromancy effects (Construct Essence, Wizard 5th)


Feats/Abilities: (1) Unarmored Body (3) Weapon Focus: 2-H Sword
(5) Blade Meditation (White Raven) (6) Weapon Spc: 2-H Sword (9) Melee Weapon Mastery (9 wb bonus) Improved Initiative (12) Sudden Recovery
(13) White Raven Defense (15) Power Attack (17) Adaptive Style
(18) Flay Foe, Weapon Aptitude, Battle Clarity (Reflex), Uncanny Dodge, Battle Ardor (INT to Crit Checks), Improved Uncanny Dodge, Battle Cunning (Damage), Battle Skill (Opposed Checks), Battle Mastery (Attacks of Opportunity), Quick To Act +1, Discipline Focus: Falchion

Flaw: Shaky (-2 to ranged attacks)

Skills: Balance +15, Bluff +1, Climb +13, Concentration +29, Craft (Constructs?) +14, Heal +23, Intimidate +10, Knowledge History +20, Knowledge Local +15, Knowledge Nature +15, Search +6, Spot +2, Tumble +13

All Skills get: +1 (Luck), Int skills get +2, Dex Skills get +5, Wis Skills get +2, Cha Skills get +2

Equipment:

stat rolls
http://invisiblecastle.com/roller/view/1504422/

Mechanus Gear 1900
Mithral 9000
Enchantment +5 25000
Retributive Amulet 54000
Belt of Health +6 36000
Repair Mod. Damage Wand 4500
Blueshine Armor 1500
Ironward Diamond, Gr 8000
MW Greatsword 350
Gauntlets of Strength Str +6 36000
Boots of Speed 12000
Boots of Striding/Springing 8250
Pale Green Ioun Stone 30000
Everbright Weapon 2000
True Bane (+3)
Enhancement +1
Screaming (+1) 50000
Tower Shield +5 150
Animated (+2) 49000
Ring of Protection +4 32000
Cloak of Resistence +3 9000
Headband Intellect +2 4000
Ring of Evasion 25000
contingent repair critical damage 3300
contingent repair critical damage 3300
contingent revivify 5500
Repair Moderate Damage Wand 4500
Strongarm Bracers 6000

left 1750


Maneuvers Known:
Leading The Attack (WR Strike 1)
Covering Strike (WR Strike 2)
White Raven Tactics (WR Boost 3)
White Raven Hammer (WR Strike 4)
War Master's Charge (WR Strike 5)

Wall of Blades (Iron Heart Counter 1) 6
Iron Heart Surge (Iron Heart maneuver 2) 7

Moment of Perfect Mind (Diamond Mind Counter 1) 8
Rapid Counter (Diamond Mind Counter 2) 9
Insightful Strike, Greater (Diamond Mind Strike 3) 10
Moment of Alacrity (Diamond Mind Boost 4) 11
Time Stands Still (Diamond Mind Strike 5) 12

Maneuver Descriptions

Moment of Perfect Mind
Immediate
Make Concentration check instead of Will save

Rapid Counter
Immediate
When opponent provokes AoO, make 1 AoO - does not replace your normal AoO

Insightful Strike, Greater
Standard
Make 1 attack, deal 2x Concentration check damage
(instead of regular damage) no str, feats, etc apply

Moment of Alacrity
Swift
Increase your Initiative point by +20 (at end of round) for remainder of combat

Time Stands Still
Full Round Action
Full Attack 2x during a round

Iron Heart Surge
Standard Action
Select spell/spell effect/ or other condition affecting you with duration of 1 or more rounds: that effect ends
+2 morale to attack until end of next turn

Wall of Blades
Immediate Action
Make an attack roll: use the higher of your AC or your attack result as your AC can’t use flat-footed or if denied Dex

Leading the Attack
Standard Action
Single attack, allies get +4 Morale to attack

Covering Strike
Swift
Make normal attacks, opponent can't make AoO's for 3 rounds

White Raven Tactics
Swift
One ally within 30' gets your initiative level -1
If already acted in current round, can act again

White Raven Hammer
Standard
Single attack, +6d6, stun for 1 round

War Master's Charge
Full Round
Make a charge, allies get Immediate charge action
Get +2 Atk for you and each ally (on top of charge bonus)
Deal +50 Damage, allies deal +25
If you hit, and one ally hits, opponent is stunned 1 round
No AoO's for moving



Maneuvers Readied (10 of 12):
Covering Strike
White Raven Tactics
White Raven Hammer
War Master's Charge

Wall of Blades
Iron Heart Surge

Moment of Perfect Mind
Insightful Strike, Greater
Moment of Alacrity
Time Stands Still

Stances Known:
Hearing The Air
Leading The Charge
Island of Blades
Dancing Blade Form
Hunters Sense

Stance Descriptions:

Hearing the Air
Blindsense 30’, +5 insight to Listen

Dancing Blade Form
Swift Action
Reach +5’ on your turn

Hunters Sense
swift
Gain Scent ability

Leading the Charge
swift
Charging allies gain damage bonus of 2x initiator level

Island of Blades
Swift
If you and ally are adjacent to creature, gain flanking
Can gain flanking vs. multiple creatures if they're adjacent


Simon the Psion
http://www.myth-weavers.com/sheets/view.php?id=41975


Human
Psion 13 / Ectopic Adept 5
Neutral Human
Initiative: +5
Initiative:+12

Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Celestial, Infernal, Dwarven, Gnomish, Abysal

AC: 29 Touch 15 Flat-footed 24;
+10 armor +4 Shield, +5 DEX
AC: 41 +10 armor, +5 Dex +4 Shield, +5 Deflection, +5 natural, +2 Luck
HP 155
HP 182 (153 + 2d8 +20 (temp))
2d8+20=27 (http://invisiblecastle.com/roller/view/1517220/)
DR 10/adamantine

SR 35
SAVES: Fort 17, Ref 16, Will 26
SAVES: Fort 30, Ref 31, Will 34
+5 Morale, +6 Resistance, +2 Luck

Speed:30ft land
Speed: 60ft Fly

Melee attack: +9/+4/
Damage:1d3 (fist)

Melee Attack: +28/+23
Damage: 1d6+12 (club + Spikes)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Spikes)

Ranged attack: +18 ranged full attack: +18/+13/+8/+3
Ranged Attack: +22/+17
Ranged Damage:1d8+10
+2d6 for 2 Power Points
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire

Ranged Touch Attack (Ray): +18

Space/Reach: 5/5
Attack Options
Psionic Manifestations, Light Crossbow

Spell-like abilities:
Special Actions:

Abilities: Str 11 / Dex 14 / Con 16 / Int 20 / Wis 13 / Cha 10
Abilities: Str 15 / Dex 24 / Con 22 / Int 26 / Wis 17 / Cha 14

Special Qualities:
Contingent Revivify x1
True Metabolism (Regenerate 5 hp per minute)

Feats/Abilities:
Keen Intellect, Light Armor Proficiency, Weapon Focus: Ranged Touch Spells, Psionic Meditation, Expanded Knowledge: Energy Missile, Ecotpic Form: Emerald Gyre, Expanded Knowledge: Schism, Stygian Archon, Extend Power, Expanded Knowledge: Astral Construct, Twin Power, Resilient Construct, Anathemic Carapace, Rapid Creation, Ebony Stinger, Double Creation

Skills: Bluff +11, Climb +13, Concentration +28, Craft (Sculpt) +30, Decipher Script +19, Disguise +11, Heal +10, Intimidate +10, Knowledge Planes +24, Knowledge Psionics +24, Knowledge History +21, Knowledge Arcana +21, Listen +7, Search +9, Spot +19, Psicraft +21, Autohypnosis +12, Use Psionic Device +9

All Skills get: +1, All WIS and CHA sills will get +2 when under Chasing Perfection (Luck)

Equipment:



Helmut Grimm (aka "Baldie")
http://www.myth-weavers.com/sheets/view.php?id=43384


Human
Cleric 14 / Human Paragon 3 / Hierophant 1
Neutral Good Human
Initiative: +2
Initiative:+12

Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Celestial, Infernal, Elven, Aquan, Abyssal

AC: 24 Touch 12 Flat-footed 22;
+9 armor +3 Shield, +2 DEX
AC: 49 +13 armor, +3 Dex +8 Shield, +5 Deflection, +5 natural, +3 Luck, +2 Sacred
HP 211
HP 242 (211 + 2d8 +20 (temp))
DR 10/adamantine

SR 35
SAVES: Fort 17, Ref 13, Will 21
SAVES: Fort 30, Ref 31, Will 34
+5 Morale, +6 Resistance, +2 Luck

Speed:20ft land
Speed: 60ft Fly

Melee attack: +23/+18/+13
Damage: 3d6+15

Melee Attack: +30/25/20
Damage: 8d6+23
-- hits as Colossal size
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy, Spikes)

Ranged attack: +15/+10/+5
Ranged Attack: +20/+15/+10
Ranged Touch Attack (Ray): +20

Space/Reach: 5/5
Attack Options
Clerical Spells, Turn Undead

Spell-like abilities:
Special Actions:
Turn Undead

Abilities: Str 16 / Dex 14 / Con 18 / Int 13 / Wis 22 / Cha 11
Abilities: Str 22 / Dex 24 / Con 24 / Int 17 / Wis 28 / Cha 15
stat rolls (invisiblecastle.com/roller/search/172877/)

Special Qualities:
Contingent Revivify x3
Contingent Heal x3

Spells Per Day:
{table=header]0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
6|8+1|8+1|7+1|7+1|6+1|5+1|4+1|3+1|2+1
[/table]

Feats/Abilities:
Extend Spell, Exotic Weapon: Goliath Greathammer, Spellcasting Prodigy, Augment Healing, Initiatite of Mystra, Touch of Healing, Intuitive Strike, Weapon Focus: Goliath Greathammer, Knowledge Devotion, Adaptive Learning (Disable Device), Turn Undead

Skills: Climb +6, Concentration +16, Decipher Script +3, Heal +14, Knowledge Planes +20, Knowledge Arcana +20, Knowledge Religion +20, Knowledge Dungeoneering +13, Knowledge Nature +8, Listen +20, Search +13, Spot +23, Autohypnosis +24

All Skills get: +1, All INT and CHA sills will get +2 when under Chasing Perfection (Luck)

Equipment:

Helmut Grimm
Mithral Full Plate 10,500
+1
Greater Agility 8,000
Ironward Diamond, Gr 8,000

Goliath Greathammer 330
+1
Impact (+1)
Collision (+2)
Transmuting (+2) 72,000

Heavy Steel Shield
+1
Animated (+2) 9,180
Shirt of Strength +6 36,000
Helmet of Wisdom +6 36,000
+ Hemet of Int +2 6,000
Retributive Amulet 54,000
Strand of Prayer Beads
-minus Wind Walk
-minus Bless 48,400
Strongarm Bracers 6,000
3x Revivify Contingency 16,500
3x Heal Contingency 19,800
Ring of Evasion 25,000
Jade Circlet 1,500
Diamond Dust (1k) x10 10,000

Boccob's Blessed Book 12,500
(for Jack Grimm)
Spells Bought for Book 37,650
gem for monolith air 500
gem for monolith earth 500
gem for monolith fire 500
gem for monolith water 500
Handy Haversack 2,000
rope (100') 1
wooden club -
Everburning Torch 110
Sunrod x5 10
Holywater x10 250
Thunderstone x5 150
Acid x10 100

421,981



Hans Grimm (aka "Jack", e.g. "jack of all trades")

http://www.myth-weavers.com/sheets/view.php?id=43388


Human
Human Paragon 3 / Psychic Warrior 5 / Chameleon 10
Neutral Good Human
Initiative: +7
Initiative:+15

Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Celestial, Infernal, Elven, Ignan, Auran

AC: 25 Touch 13 Flat-footed 22;
+9 armor +3 Shield, +3 DEX
AC: 48 +13 armor, +3 Dex +7 Shield, +5 Deflection, +5 natural, +3 Luck, +2 Sacred
HP 193
HP 223 (193 + 2d8 +20 (temp))
2d8+20=30 (http://invisiblecastle.com/roller/view/1517218/)
DR 10/adamantine

SR 35
SAVES: Fort 16, Ref 15, Will 18
SAVES: Fort 29, Ref 31, Will 31
+5 Morale, +6 Resistance, +2 Luck

Speed:20ft land
Speed: 60ft Fly

Melee attack: +21/+16/+11
Damage: 1d10+5
+ 2d6 for 2 Power Points
+ True Bane on 2nd round

Melee Attack: +28/+23/+18
Damage: 1d10+13
+2d6 for 2 Power Points
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)

Ranged attack: +19/+14/+9
Damage: 1d8+1

Ranged Attack: +30/+25/+20
Damage: 1d8+8
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire

Ranged Touch Attack (Ray): +23

Space/Reach: 5/5
Attack Options
Clerical Spells, Magic Spells, Sneak Attack, Smite

Spell-like abilities:
Special Actions:


Abilities: Str 14 / Dex 12 / Con 16 / Int 16 / Wis 16 / Cha 10
Abilities: Str 18 / Dex 22 / Con 22 / Int 22 / Wis 22 / Cha 14
Abilities (Wizard emulation) Str 18 / Dex 22 / Con 22 / Int 28 / Wis 22 / Cha 14
Abilities (Cleric emulation)Str 18 / Dex 22 / Con 22 / Int 22 / Wis 28 / Cha 14

Special Qualities:
Contingent Revivify x2

Spells Per Day: (Cleric and/or Wizard)
{table=header]0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
-|7|6|6|6|5|2|-|-|-
[/table]

Feats/Abilities:
Able Learner, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Psionic Meditation, Psionic Weapon, Deep Impact, Psionic Talent, Psionic Talent, Somatic Weapon, Arcane Strike, Combat Casting, Improved Initiative, Skill Focus: Disable Device, Aptitude Focus 3x/day (+4 bonus), Mimic Class Feature 3x/day, Ability Boon +6, Rapid Re-focus

Skills: Bluff +9, Climb +4, Concentration +27, Decipher Script +6, Disable Device +34, Heal +6, Hide +27, Listen +17, Move Silently +27, Open Lock +27, Search +27, Spot +21, Use Magic Device +21

All Skills get: +1, All CHA sills will get +2 when under Chasing Perfection (Luck)
All INT or WIS skills get additional +3 when using Ability Boon (Cleric or Wizard)

Equipment:

Sectioned Armor (Full)
The owner of this specially constructed masterwork full plate can remove several of the large plate sections from it, reducing it to medium or light armor, so that he or she can sleep more comfortably or move more freely while retaining some of the armor's defensive bonus.

Headband of Intellect +6 36000
Peripet of Wisdom +6 36000
Vest of Health +6 36000
Gloves of Dexterity +4 16000
Belt of Giant Strength +4 16000

Mithral Heavy Steel Shield 1170
Enchantment +1
Twilight +1 4000

Mithral Sectioned Armor +1 12000
+1 Twilight 4000
Greater Agility 8000
Called 2000
Blueshine 1500

contingent revivify x2 11000

Deep Crystal Bastard Sword +1 1335
True Bane +3 32000

Goggles Minute Seeing 1500
Mask of Sweet Air 2000
Masterwork Thieves Tools 100
Handy Haversack 2000
Diamond Dust (x20 1k individual uses) 20000

Lightcrossbow +1 2335

Demolition Crystal 1000

Ring of Avoidance 10000
+ Ring of Sustenece 3750

Orange Ioun Stone 30000
Eternal Wand Mass Vigor 10900
x4 Candle of Invocation CG 33600
Wand of Stoneskin 33500
Troll Gut Rope 500
Sending Stones 1400
Rhino Elixer 1600
Rod of Sure Striking 4000
Pale Green Ioun Stone 30000
Metamagic Rod, Reach 32,500

437,690

Gear from Party Fund:
Boccob's Blessed Book 12,500



Grotha Deathspike (aka "Spike")

http://www.myth-weavers.com/sheets/view.php?id=42888


Skarn
Fighter 5 / Spinemeld Warrior 7 / Kensai 6
17th level due to investing XP in Spines
Lawful Neutral
Initiative: +5
Initiative:+12

Senses: nothing special
Senses: True Seeing (normal/magic darkness, illusions, displacement, etc., Blindsense, Greater (60')

Languages: Common, Draconic, Elven, Celestial, Infernal, Abyssal

AC: 30 Touch 14 Flat-footed 26;
+11 armor +5 Shield, +2 DEX, +2 Sacred
AC: 50 +15 armor, +2 Dex +9 Shield, +5 Deflection, +5 natural, +2 Luck, +2 Sacred
HP 240
HP 274 (240 + 2d8 +20 (temp))
2d8+20=34 (http://invisiblecastle.com/roller/view/1517214/)
DR 10/adamantine

SR 35
SAVES: Fort 21, Ref 12, Will 12
SAVES: Fort 34, Ref 25, Will 25
+5 Morale, +6 Resistance, +2 Luck

Speed:25ft land
Speed: 60ft Fly

Melee attack: +27/+22/+17+/+12/+27/+27/+27
Damage: 1d8+1d6+15
2 weapon fighting
+ 1d6 after first successful hit (skewer foe)
+ vampiric (heal the damage from the 1d6 vampiric adds)
+ Speed (1 extra attack at full BAB)

Melee Attack: +30/+25/+20/+15/+30/+30/+30
Damage: 1d8+1d6+20
2 weapon fighting
+ 1d6 after first successful hit (skewer foe)
+ vampiric (heal the damage from the 1d6 vampiric adds)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)
+ Speed (1 extra attack at full BAB)

Melee Attack (with Power Surge): +34/+29/+24/+19/+34/+34/+34
Damage: 1d8+1d6+24
2 weapon fighting
+ vampiric (heal the damage from the 1d6 vampiric adds)
+ 1d6 after first successful hit (skewer foe)
+1d6 damage per size category opponent is above
+1d6 Cold, +1d6 Electricity, +1d6 Acid, +1d6 Fire
(weapon of energy)
+ Speed (1 extra attack at full BAB)

Ranged attack: +20/+15/+10/+5
Damage:

Ranged Attack: no ranged weapon

Space/Reach: 5/5
Attack Options
Spine Rend (+2d6 damage and + 1.5 Str)

Spell-like abilities:
Special Actions:
Power Surge, Ki Projection, Withstand


Abilities: Str 21 / Dex 11 / Con 20 / Int 13 / Wis 11 / Cha 10
[COLOR="Blue"]Abilities: Str 27 / Dex 21 / Con 26 / Int 19 / Wis 17 / Cha 16
Abilities (with Power Surge)Str 35 / Dex 21 / Con 26 / Int 19 / Wis 17 / Cha 16

Special Qualities:
Contingent Revivify x3
(if Grotha should receive an attack that kills him, this activates)
Contingent Heal x
(if Grotha should take 150 damage, become subject to a Revivify/Raise Dead/Harm/Resurrection/True Resurrection spell, then Heal kicks in)


Feats/Abilities:
Improved Natural Attack (spines), Weapon Focus (spines), Combat Expertise, Sense Weakness, Weapon Specialization (spines), Open Least Chakra (feet), Improved Critical (spines), Skewer Foe, Bonus Essentia (2), 2 Weapon Fighting, Twin Spine Fighting, Noble Familiarity, Spine Enhancment, Spine Rend, Chakra Bind (arms), Signature Weapon (spines), Power Surge, Ki Projection, Withstand

Skills: Concentration +29, Diplomacy +10, Handle Animal +13 Intimidate +18, Listen +13, Search +4, Spot +13, Swim +13

All Skills get: +1 (luck)

Equipment:
Belt of Magnificence +6 200000
Retributive Amulet 54000
Mithral Mechanus Gear +1 12900
Blueshine 1500
Mithral Animated Tower Shield +1 10030
Vest of Resistence +2 4000
Ring of Adamantine Touch 6000
Str Book +3 82500
Boots of Striding & Springing
Contingent Revivify x3 16500
Contingent Heal x3 (15th level) 27000
Ring of Evasion 25000
439,430



HANS "Jack"
Wizard
1st:
Magic Missile
True Strike x2
Expeditious Retreat
Benign Transposition
Airbubble (Deep Breath)
True Casting

2nd:
Kelgore's Gravemist
Blast of Force
Force Ladder
Repair Moderate Damage (x2)
Slide, Greater

3rd:
Wind Wall x2
Dimension Step x2 x1
Wall of Ectoplasm x2

4th:
Wall of Stone x2
Lower Spell Resistence
Vortex of Teeth
Repair Critical Damage x2

5th:
Lucent Lance
Vitriolic Sphere
Shard Storm x2
Wall of Force

6th:
Howling Chain
Ray of Entropy

Wilhelm
Wizard (memorizes @ 20th level)
1st:
Hail of Stone
Sticky Floor
Obscuring Mist
True Strike (x3)
Expeditious Retreat

2nd:
Rope Trick
Blur
Mirror Image x2
Wraithstrike
Construct Essence, Lesser
Sonic Weapon

3rd:
Analyze Portal
Tenacious Dispelling (x2)
Favorable Wind
Haste
Snake Swiftness, Mass (x2)

4th:
Repair Critical Damage x2
Force Missiles
Evard's Black Tentacles
Assay Spell Resistance x2

5th:
Vitriolic Sphere x2
Construct Essence
Beltyn's Burning Blood
Sound Lance (Maximized)
(open for SLA)

6th:
Kelgore's Fire Bolt x2 (Maximzed, Enhanced)
Dispel Magic, Greater x2
Repair Critical Damage (Maximized)
Disintegrate

7th:
Avasculate
Force Cage
Banishment
Reverse Gravity
Hiss of Sleep
Teleport, Greater
(open for High Arcana)

8th:
Bigby's Clenched Fist x2
Planeshift, Greater
Summon Monster VIII
(open for High Arcana)

9th:
Summon Elemental Monolith
Disjunction
Orb of Force (Maximized, Enhanced)
Disintegrate (Enhanced)
(open for SLA)

Helmut
Cleric (memorizes at 20th level)
1st:
Eyes of the Avoral
Inhibit
Omen of Peril
Protection from Chaos
Resurgence
Sign
Entropic Shield
Doom
Detect Secret Doors (Domain)

2nd:
Align Weapon x2
Close Wounds x2
Freedom of Breath
Sense Weakness x2 (cast on Jacob and Grotha)
Detect Thoughts (Domain)

3rd:
Know Vulnerabilities
Cure Serious Wounds x2
Ghost Touch Weapon x2
Invoke the Cerulean Sign
Know Protctions
Anyspell (Domain: Wraithstrike)

4th:
Snowshoes, Mass (Extended)
Celestial Brilliance
Cure Critical Wounds x2
Lower Spell Resistance
Moonbolt
Shape Metal
Rary's Mnemonic Enhancer (Domain)

5th:
Healing Spirit (Extended) x2
Triadspell x2
Disrupting Weapon
Revivify x2
Break Enchantment (Domain)

6th:
Wind Walk
Crown of Brilliance
Find the Path
Heal x2
Anyspell, Greater (Domain: Xorn Movement)

7th:
Guardian Spirit, Mass
Harm, Greater
Radiant Assault
Cure Serious Wounds, Mass
Holy Star
Legend Lore (Domain)

8th:
Summon Giants
Fire Storm
Antidragon Aura, Greater
Cure Critical Wounds, Mass x2
Discern Location (Domain)

9th:
Etherealness
Summon Elemental Monolith
Heal, Mass
Miracle
(open for SLA)
Disjunction (Domain)


**************************************
Casting "Analyze Portal"

Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.

• Any key or command word needed to activate the portal.
• Any special circumstances governing the portal’s use (such as specific
times when it can be activated).
• Whether the portal is one-way or two-way.
• A glimpse of the area where the portal leads. You can look at the area
where the portal leads for 1 round; the range of your vision is the spell’s
range (60' cone). Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot
also use detect magic or detect evil to study the area where the portal
leads while viewing the area with analyze portal.

MrScary
2008-03-17, 02:35 PM
The six men entered the basement chamber. Led by a hooded, robe-wearing man carrying a staff, they lined up in front of the shimmering portal.

"Not much to look at." a young looking man quipped. He had a miscnevious glint in his eye. He wore strange looking plated armor covered with odd latches and buckles. His black hair was should length and slightly messy, though it suited him well.

"Looks can be deceiving, Jack." the hoded man replied matter of factly. "Isn't that right, Grotha?"

A tall figure in strange armor, nodded its head. The armor appeared to be crafted to look like the gears of a machine...or was the armor actually made from gears? It was hard to tell, but it certainly looked as if it could afford the man excellent protection. On each arm, protruding from crafted slots in the gauntlets, were three wicked looking spikes--each about six-inches in length. They appeared to be razor sharp and as strong as steel.

"Tis true, Master Wilhelm. Never underestimate the enemy before you." he intoned in a deep rumbling voice.

"I suppose you're right. 'Specially since people seem to think Helmut has some brains in that bald head of his." the man called Jack chided.

"Oh, shut it." a burly man in silvery plate mail replied as he removed his helmut. Indeed, he did have a bald head and bushy black eyebrows. A moustache and goatee also adorned his face.

"Now now." a wirey man in a dull-grey breastplate chimed in. He too was bald, but did not sport a moustache/goatee combination. The deep-tanned skin of his face was devoid of any extra hair, save for eyebrows and eyelashes. "We've some perparations to make, I do believe." he said, the robed man nodding in agreement. "Besides, everyone knows that women love bald men." he grinned.

"Honestly, you're all going to be the death of me." a loud voice boomed. A hulking figure wearing gear-like armor removed its helmet to reveal the face of a strange construct-like creature.

"Now stow it, and let's get to work."

"Indeed." the robed man agreed.

He takes out a silvery book and sits cross-legged upon the ground. The silvery armor wearer kneels in prayer, folding his hands in front of him. The man called Jack smirks, then takes out a similar silvery book, opening it.


preparation schedule is as follows

6am: start of day, Jack assumes Wizard and Cleric abilities
everyone memorizes/prays for necessary spells for the day

9pm: prayer for necessary spell Body outside of Body, casting of all prepatory spells

6am: start of day, Jack assumes Wizard abilities, leaves 2nd option 'open'
everyone memorizes/prays for spells for the day, burning candles as necessary. Utilizing the taper on his Neutral candle of invocation, Wilhelm calls out to a Rilmani Auromach


Fiend Folio p. 141

AURUMACH
Large Outsider (Extraplanar)
Hit Dice: 16d8+112 (184 hp)
Initiative: +4
Speed: 50 ft.
AC: 36 (–1 size, +1 Dex, +12 +4 full plate, +14 natural), touch
10, flat-footed 35
Base Attack/Grapple: +16/+26
Attack: Huge +3 halberd +25 melee
Full Attack: Huge +3 halberd +25/+20/+15/+10 melee
Damage: Huge +3 halberd 2d6+12 plus antithesis
Face/Reach: 10 ft./10 ft.
Special Attacks: Antithesis, spell-like abilities, summon
rilmani
Special Qualities: DR 30/+3, fast healing 5, outsider
traits, rilmani traits, SR 30, summon armor, summon
weapon
Saves: Fort +17, Ref +14, Will +17
Abilities: Str 23, Dex 19, Con 24, Int 23, Wis 24, Cha 26
Skills: Concentration +26, Craft or Knowledge (any
seven) +25, Diplomacy +29, Listen +26, Search +25,
Sense Motive +26, Spellcraft +26, Spot +26, Survival +7
(+9 following tracks)
Feats: Cleave, Great Cleave, Expertise, Improved Trip,
Power Attack, Weapon Focus (halberd)
Climate/Terrain: Any land or underground (Outlands)
Organization: Solitary or envoy (2–4)
Challenge Rating: 17
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 17–32 HD (Large); 33–48 HD (Huge)
Level Adjustment: +9
Aurumachs are the most powerful rilmani and the de facto leaders of the race. Some cuprilachs and ferrumachs chafe under this rule since the aurumachs sometimes use the lesser rilmani as expendable pawns in their larger plans, and their ability to block thought reading foils the lesser rilmani’s means of divining their ultimate purpose.

When aurumachs appear in their natural forms, they resemble powerfully muscled, golden-skinned humanoids the size of ogres. Unlike those foul creatures, aurumachs are hairless and smooth-skinned. Their immaculate beauty and calming presence puts most creatures at ease. Aurumachs are the diplomats and strategists of the rilmani. When they become personally involved in an affair of balance, it is because all covert means at their disposal
have failed. They appear unarmed and unarmored, openly welcoming individuals to speak about the issues at hand and resolve a way to find a middle ground. Should such tactics fail, the aurumachs’ armor and weapons appear in a scintillating flash, and the rilmani achieve with violence
what words failed to accomplish. In addition to Rilmani, Common, and Undercommon, aurumachs speak Abyssal, Celestial, Draconic, Infernal,
and Sylvan.

Combat
An aurumach rarely initiates combat, since it prefers to use
physical confrontation as a last resort. When it does enter
melee, it is a formidable foe that is capable of dealing great
damage with each deadly swing of its halberd. An aurumach
often flies above a foe and makes trip attempts, and it withholds
the use of its antithesis ability and the full fury of its
attacks until it becomes clear the foe won’t relent.

Antithesis (Su): Any creature that is hit by the aurumach’s
melee attack or that touches it with a natural
weapon or unarmed attack takes a certain kind of damage
depending on how its alignment varies from neutral.
Chaotic creatures take 2d6 points of lawful damage. Lawful
creatures take 2d6 points of chaotic damage. Evil creatures
take 2d6 points of holy damage. Good creatures take 2d6
points of unholy damage. Thus, a creature of chaotic good
alignment would take an extra 4d6 points of damage (2d6
lawful, 2d6 unholy) each time it was struck by the aurumach.
An aurumach can suppress or resume the use of this
ability as a free action.

Spell-Like Abilities: At will—charm monster, cone of cold,
greater dispelling, magic circle against chaos, magic circle against
evil, magic circle against good, magic circle against law, magic missile,
mass suggestion, teleport without error (self plus maximum
load of objects only); 3/day—dismissal, fly, forbiddance, heal,
mind blank, prismatic spray, true seeing. Caster level 17th; save
DC 18 + spell level.

Summon Rilmani (Sp): Once per day, an aurumach can
automatically summon 2d4 ferrumachs or 1d2 cuprilachs
(aurumach’s choice).

Fast Healing (Ex): An aurumach regains lost hit points at
the rate of 5 per round as long as it has at least 1 hit point.
Fast healing does not restore hit points lost from starvation,
thirst, or suffocation, and it does not allow an aurumach to
regrow or reattach lost body parts.

Summon Armor (Su): An aurumach rilmani wears no
armor, but when threatened by any attack, a semitranslucent
suit of golden +4 full plate appears on its body just in
time to help defend against the attack and then vanishes
immediately after. The appearance of this armor cannot be
prevented, but it can be suppressed in an antimagic field.
The armor never affects an aurumach’s speed, weight carried,
or skill checks.

Summon Weapon (Su): An aurumach can be armed in
an instant by magically summoning a golden Huge +3 halberd.
When separated from the aurumach, the weapon
vanishes. An aurumach can summon or dispel its own
weapon as a free action.

Wilhelm is a Neutral-minded character. From his studies he has learned that the path to 'power', such as it were, is balance in all things. Knowledge itself is power. Not the evil or good or law or chaos that is promoted with it. Those are "fancies" that people indulge.

"The lords Oghma and Boccob have no true champion for the cause of Neutrality. They have no Elminster or Simbul. While agents such as these freely roam the world and influence events for good, there are no such agents that strive for balance. I seek to become an agent of Knowledge and Balance, but one that takes an active role in the shaping of the world."

That's how he would start off with the Aurumach. We can go from there, if you like.



7am: Wilhelm casts "Analyze Portal" spell
-- 14 hours remaining on clones, refreshed with all metamagic uses

7am: after analyzing the portal, they enter: Grotha, Jacob, Wilhelm, Helmut, Simon, Jack


************

After completing his studies, the robed man known as Wilhelm rises and stands before the portal. "My brothers and my friends, we embark today on a grand and glorious quest. For each of us, the goal may be different, but let us do our best to help each other to the utmost of our abilities. It is the only way that we shall survive this, I assure you."

"Here here!" the cry goes up from the five other men, their comaraderie obvious.

"And let's not forget about the rest of us, should one of us suceed, eh?" Jack says, grinning.

The nods of agreement make the rounds followed with "Of course not." or "Absolutely."

********

ready when you are....

Sxoa
2008-03-17, 10:35 PM
Analyze Portal reveals a glimpse of impenetrable blackness on the other side of the one way portal. After 6 seconds you see only the swirling colors once more.

MrScary
2008-03-18, 06:41 AM
(anything else about the portal? one way, i assume?)

"Well, lads...there isn't much for it now. Looks like we'll have to see for ourselves what awaits us on the other side." Wilhelm says.

"After you, dear brother." he stretches out his hand.

The huge Jacob dons his helmet, draws his large greatsword, and sets his shield to floating next to him. He positions his body into the Dancing Blade Form stance.

Simon and Jack both close their eyes briefly, focusing their concentration.
(psionic focus)

After doing so, they nod at Jacob and draw their weapons. Helmut draws forth his large hammer and also sets a shield to float next to him.

Grotha merely smiles, dons his helmet, and sets his own shield floating next to him, readying his arm spikes.

The group enters the portal and disappears.

(marching order as they enter the portal)
Jacob
*Rilmani Aurumach
Grotha
Helmut
Wilhelm
Simon
Jack

Sxoa
2008-03-19, 11:15 PM
As you appear on the other side of the portal a number of things become immediately apparent.

It is completely dark. Even your ebon eyes cannot pierce the murky gloom.
You are underwater.
The water is boiling hot.
There is a crushing pressure pushing in at you from all sides, as if the water itself was trying to squeeze the very life out of you.


Following these rapid revelations your magical senses (blindsight) begin to fill in the details that your eyes and ears do not. There is something gargantuan with many limbs above you, writhing about. The chamber you are in is cylindrical, approximately 30 feet across. The thing above you is backed up against some sort of ceiling, about 40 feet above the center of your entourage. Below, perhaps another 20 feet, you can sense thrashing water, stirred up by the rapid movement of many blades slicing through it.

The water tastes thick and gritty, sort of slime and generally vile.

Everyone who only breathes air is now holding their breath (I think you've got that covered).
Everyone takes 1d6 points of fire damage from the boiling water on their turn (you can roll this yourself if you're not immune.)
Everyone needs to make a fort save DC 15 (even if you're immune to poison and the like).
[/list]

Roll for initiative too.

MrScary
2008-03-20, 07:51 AM
[roll0]

[roll1]

[roll2]

[roll3]

[roll4]

[roll5]

[roll6]

MrScary
2008-03-20, 08:22 AM
[roll1]

[roll=Simon fort]1d20=30 << i screwed his up :smallyuk:

[roll2]

[roll3]

[roll4]

MrScary
2008-03-20, 08:25 AM
[roll0]

[roll1] (almost forgot him)

MrScary
2008-03-20, 09:21 AM
Lads, join me on my charge and we shall deal with this monstrosity. Jacob projects to the group.

I shall be with you, Master Jacob Grotha replies.

And I, brother. adds Helmut.

A mental *sigh* from JackI guess I shouldn't stay behind, eh? he says, hefting his crystal sword and exerting his will upon it (investing 2 PP as free action to charge it).

Count me in as well. notes the Rilmani.

Simon and I shall move away, allowing you to do your work.

Jacob swiftly moves from the Hearing the Air stance into the Leading The Charge stance.

Now!

Jacob performs an amazingly complex and confidence boosting maneuver with his greatsword, culminating in the tip being pointed straight at the huge creature.

He, the three other men, and the golden skinned Rilmani charge upward(?) with their weapons held high.


this is going to be messy...in many, many ways :smallyuk:
i'm going to use invisible castle for some of the rolls, because typing out so many duplicates is quite a lot of work. plus, i'll know if i crit right away or not so there won't be editing necessary, etc.

Jacob
Attack

Attack & Crit check together (1d20+38=46, 1d20+38=39) (http://invisiblecastle.com/roller/view/1532980/) add +8 for War Master's Charge forgot that in the roll results = 54, 47

Damage
normal damage + sonic and (fire, acid, cold, electricity) + warmaster (3d6+25+1d6+1d6+1d6+1d6+50=104) (http://invisiblecastle.com/roller/view/1532982/)

Fell the Greatest Foe:
if Large, add [roll0]
if huge, add another [roll1]
if gargantuan, add another [roll2]



Helmut


Attack:
Attack and crit confirm: normal (+) +8 (wmc) and +2 (charge) (1d20+40=50, 1d20+40=44) (http://invisiblecastle.com/roller/view/1532986/)

Damage:
Colossal size (wallop)+ normal + wmc + fire, acid, elec, cold + initiator level (leading charge stance) (8d6+23+25+1d6+1d6+1d6+1d6+18=112) (http://invisiblecastle.com/roller/view/1532991/)

Fell the Greatest Foe:
if Large, add [roll3]
if huge, add another [roll4]
if gargantuan, add another [roll5]



Jack:


Attack:
Attack and crit check (1d20+38=41, 1d20+38=57) (http://invisiblecastle.com/roller/view/1532998/)

Damage:
normal + stance + fire, cold, elec, acid + wmc (1d10+13+18+4d6+25=72) (http://invisiblecastle.com/roller/view/1533002/)

Deep Crystal Damage:
[roll6]

Fell the Greatest Foe:
if Large, add [roll7]
if huge, add another [roll8]
if gargantuan, add another [roll9]



Grotha:


Attack:
attack and crit check (1d20+40=49, 1d20+40=48) (http://invisiblecastle.com/roller/view/1533008/)

Damage:
normal + vampiric + wmc + stance + fire, cold, elec, acid (1d8+20+1d6+25+18+4d6=82) (http://invisiblecastle.com/roller/view/1533011/)

Fell the Greatest Foe:
if Large, add [roll10]
if huge, add another [roll11]
if gargantuan, add another [roll12]



Aurumach Rilmani


Attack:
attack and crit check (1d20+35=55, 1d20+35=43) (http://invisiblecastle.com/roller/view/1533016/)

Regular Damage:
regular damage + stance + wmc + energies (2d6+12+18+25+4d6=71) (http://invisiblecastle.com/roller/view/1533018/)

Crit Damage (no extras)
additional crit damage (2d6+12=21, 2d6+12=19) (http://invisiblecastle.com/roller/view/1533020/)

Fell the Greatest Foe:
if Large, add [roll13]
if huge, add another [roll14]
if gargantuan, add another [roll15]



If Jacob and one other charger hit (which the Rilmini did, guaranteed), the creature is stunned for 1 round.

Total: 414 Physical Damage (without fire/cole/elec/acid, and without Fell the Greatest Foe)

Sxoa
2008-03-21, 12:08 AM
Though the creatures woody stony flesh seems to resist damage, stunning and critical hits the beast is battered down by the charge. No longer supporting its prodigious weight itself it begins to sink downward onto the party.

MrScary
2008-03-21, 12:54 PM
I constantly marvel at your martial prowess, brother Jacob. You truly are a leader of men. Wilhelm thinks to the group.

Well, if someone would be so kind to get this thing out of our way.... Jacob thinks back as he spends a moment to restore his maneuver. We could properly investigate this place.

Not to worry, gents. Simon interjects. Please step to the side, my lads.

With but a thought, the powerful psion psychically disintegrates a great portion of the corpse of the creature.


manifest 11 pp (-1 for torc)
spending 10 power points to manifest Psionic Disintegration
spending psionic focus to add Twinned Power (6 pp)

Total: 16 PP spent to disintegrate 20 cubic feet of the creature (let's say both ends, leaving the middle to fall down)

PP in reserve: 307

Sxoa
2008-03-21, 11:49 PM
The remaining mass of the great beast sinks down into the churning water below. You hear through the intervening water a grinding sound akin to many fast moving saws pulverizing wood with the occasional crack of something much harder, like a stone or some such, getting shattered. A foul ichor spreads through the water, and while not overtly toxic it gives fouled water and even more revolting taste.

MrScary
2008-03-22, 09:35 AM
Thank you, Simon. Wilhelm projects. Now let us examine this strange occurrence.

Wilhelm floats down to within a few feet of the whirring gnashing area.

He searches the recesses of his knowledge, hoping to find a clue to identify what this..field...is and how much of an area it occupies vertically and horizontally.

[roll0]

[roll1]

[roll2]

[roll3]

Sxoa
2008-03-22, 05:18 PM
The blades slicing through the water are definitely some sort of blade barrier effect. It spans the entirety of the tube and is 10 feet thick.
You still can't see per say so you're limited on what the architecture check is going to tell you

MrScary
2008-03-24, 05:04 PM
[I]Well, line up, my friends, and we'll see if we can skirt around this barrier. Jack, if you would be so kind as to use your minor teleporting spell, that should do the trick.

Jack nods and then begins the casting of his spell.

casting: Dimension Step

Allies can immediately teleport a distance equal to their speed.


two people per 10' square, i think

so those with 30' will teleport to the 20' past the barrier
those with 20' movement will teleport to 10' past the barrier
etc.

make sense?

Sxoa
2008-03-24, 08:11 PM
As you pop into existence on the opposite side of the whirling blades a strong current suddenly grips you and begin yanking you downward.
Everybody make swim checks and wisdom checks.
Freedom of Movement does not protect you from a current any more than it protects you from the wind

MrScary
2008-03-25, 06:51 AM
question: would Foresight be working to warn us of the current on the other side, perhaps preventing us from popping over?

[roll0]

[roll1]

[roll2]

[roll3]

[roll4]

[roll5]

Sxoa
2008-03-25, 09:19 AM
The mental claxon of foresight screams out moments before the group teleports across the blade barrier.
Sorry, I forgot you had that. Good catch. Who has is cast on them?

MrScary
2008-03-25, 10:52 AM
The mental claxon of foresight screams out moments before the group teleports across the blade barrier.
Sorry, I forgot you had that. Good catch. Who has is cast on them?

ooc:

Helmut cast it, and then it was chained/persisted, so everyone has it, actually.


ic:

Thank the lady Mystra for her warning, my friends. Helmut projects. It is fortunate we did not pursue that course of action to its fullness.

Wilhelm rubs his chin for a moment.

Well, let me take a look at the other side for a moment. Meantime, how about you examine these walls? See if there is a way through them? he says, and then shifts his form into that of a translucent version of himself.

[ooc]

Wilhelm is using Shapechange to change into the form of a Ghost.

he moves over to the right side of the hole, and descends down through the wall. He goes down 20', and then comes out the side into the passageway.

in the meantime, Jack and the Aurumach will determine what kind of structure this thing is made of.

what kind of rolls do you want?

Sxoa
2008-03-25, 08:24 PM
Using arcane reach or the like to make it into a ray so that you could chain it I presume?

Below the tube is as above. There are small jets of water blasting in from the sides in a number of places. Perhaps another 30 or 40 feet below the walls begin slanting inwards in a conical fashion.

Above the barrier, as you touch the walls, you determine that they are definitely some sort of metal. What kind, you're not sure since you can't see it. The walls are perfectly smooth, without rivet, weld, or seam.
Architecture and Engineering would be a good start, but you can't actually see anything so the amount you can determine is somewhat limited. What exactly are you trying to determine?

Make a wisdom check with Wilhelm

MrScary
2008-03-25, 08:38 PM
(yes, you presume correctly :smallsmile: )
(just trying to determine the material, for starters)

Wilhelm, the walls are metallic. I can't tell you more than that, not without getting the water cleared. Jack projects to the group.


[roll0]

Wilhelm glides to the closest spot where the water seems to be emanating from.

Using his unearthly senses, he tries to determine the source of the rushing water.


Incorporeal Creatures: (http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype)
can sense the presence of creatures or objects within a square adjacent to its current location.

anything around?

Sxoa
2008-03-25, 11:41 PM
Wilhelm senses the presence of objects within the wall.

Below him, Wilhelm detects something different about a 10 foot wide circle on the wall. It seems to indent about an inch.

MrScary
2008-03-26, 09:12 AM
One moment, my friends. Wilhelm says to the group.

He changes shape once more, this time assuming the form of a bizarre, slug-like creature.

If one were to see him in the darkness, they would glimpse a powerful, muscular humanoid torso and arms. Upon its head is a large, toothy maw and two massive black horns sprout from his forehead. His hands have large, hooked claws, and on his back are giant blue bat wings.

His skin is a near-translucent, sickly blue. Running all over his body, and vividly visible beneath the skin, are massive veins that pulse red the color of blood.

http://www.wizards.com/dnd/images/designdev_styx.jpg



Wilhelm uses Shapechange to change into the form of a devilish XERFILSTYX.

- Fiend Folio p. 59

they get a +8 racial bonus to Swim checks

Xerfilstyx strength is 29 base, add in +16 from Bite of Werebear for a Strength of 45. Making an ability bonus to Swim of +17.

17+8=25

[roll0]



Holding himself in position, with a clawed hand he examines one of the objects in the wall. If possible, he will attempt to...dig..into the wall with his great strength, attempting to pry one of the objects loose.

[roll1]

[roll2]

MrScary
2008-03-26, 09:16 AM
ok the dice must hate me quite a bit today

He attempts to claw at the metal around the item a couple more times in an effort to dig the item out.

[roll0]
[roll1]
[roll2]

Sxoa
2008-03-26, 11:08 PM
Wilhelm shifts back the crushing pressure of the water threatens to squeeze the life out of him once more.
I'm presuming that as you try to claw your way in, you're avoiding getting directly in the stream of water. The opening is about 1 inch wide. You need to make another fort save
Wilhelm's claws scrabble at the metal, whatever it is, it is extremely hard. Initially he gains no purchase whatsoever, but then his nails catch and he begins taking off small bits of metal as tries to rend his way forward. He thinks he may be at this for quite some time...

MrScary
2008-03-27, 11:47 AM
"Gentlemen, how about you all come down here." Wilhelm projects.

"Helmut, you'll need to use your spell, but I think it will be worthwhile at this time to do so. Descend down the right side thirty feet and then come out of the wall."


[roll0]

Helmut casts Etherealness on the group members.



Everyone up here, join hands. he instructs his companions.

Forming a circle, the men all link hands.

"Etherealate Primae!" he intones, the holy symbol around his neck glowing for the briefest of seconds as Mystra's holy power fuels the powerful spell, turning its subjects ethereal for a time.

As instructed, the questing companions descend down through the metal wall and then emerge out the other side.

Sxoa
2008-03-27, 01:32 PM
If you're remaining ethereal then you're fine, but when you materialize you're going to have to make swim checks. Nothing happens to you on the ethereal plane en route so you arrive without incident where Wilhelm is. Your blindsight does not extend onto the material plane (I don't think so anyways) however so you have limited vision

MrScary
2008-03-27, 03:06 PM
We can always investigate your...toys...later, Wilhelm. Jack thinks, projecting a mental smirk.

Very well. Let us proceed forward then with caution. There may be other inhabitants.

Wilhelm shifts once again into his ghostly form.

Lead the way. Rule of rights. he projects.

Slowly the group moves down the tunnel, their ethereal "hands" upon the wall to the right of them.


marching order, following the "rule of right"..if there is a bend or break, the group sticks close to the right-hand wall. Wilhelm is using his 'ghost sight' to watch for any more objects in the walls as they pass by.

Jack
Jacob
Rilmani
Grotha
Wilhelm
Helmut
Simon

Sxoa
2008-03-29, 12:11 AM
There are numerous small jets of water scattered about the cylinder's surface, each one having a detectable object (or objects, you can't differentiate), buried in the metal wall.

Recall too that below you in the wall, before it begins to slope inward into a cone there is a small indentation, perhaps only an inch in. A lesser mortal would not have even noticed it but Wilhelm has a keen mind and managed to detect the slight discrepancy in the otherwise relatively uniform sheet.

MrScary
2008-03-29, 08:51 AM
(we'll come back to investigate that, and the jets, in awhile. would like to see what else is lurking around the corner)

After exiting the tunnel (if there is an exit) the group maintains their 'rule of right' in exploring the Grinder.

Sxoa
2008-03-29, 04:49 PM
The tube goes straight without anything going off the sides besides the afore mentioned anomalies.

As you swim down the current becomes increasingly more powerful, dragging you down with ever greater force. The cone becomes narrower and narrower as you go down it. Your blindsight does not extend into the very bottom tip of the cone for unknown reasons. If anything lies beyond that point it looks like you'll have to check it out in another fashion.
Make swim check

MrScary
2008-03-29, 09:54 PM
This blindness just simply will not do. Wilhelm mentally mutters.

Simon, I will need your skills once more in a moment or two, good sir. If there is another layer or rooms beyond this, we should try to seek them. Jack, take a few moments and see how far these walls extend.

Joy. the young man sarcastically replies.

The ethereal man moves to the wall, just where the bend starts to slope, and moves first into it, and then continues moving.



we're all still ethereal (http://www.d20srd.org/srd/spells/etherealness.htm)so no swim check needed, spell lasts 20 minutes...does it really take 20+ minutes to move down the tunnel?

if it did, say, get to 15 minutes time, then the above exchange would take place before the spell wore out.

Sxoa
2008-03-30, 01:35 PM
I thought Wilhelm was still in devil slug form, hence the swim check. Since he's got a swim speed he can just take 10, but if you're doing that give me a heads up.
The walls are perhaps 15 feet thick, and made of solid metal. Once you get to the other side, looking on from the prime material plane it seems like the tube is buried in sand, at least this far down it is.

MrScary
2008-03-30, 02:01 PM
Jack ascends up through the sand until his feet are level with the ground, and then re-enters the Grinder, passing through the wall until he re-enters the tunnel/tube.



yes, he reverted back to his ghost form, 6th post up :smallsmile:

Sxoa
2008-03-30, 08:23 PM
The sky is occupied fully a third by an enormous multicolored striped moon. Smaller moons appear here and there and the sun is also much bigger in than back on your home plane.

For those versed in astronomy and the natural sciences this world would be appear to be a moon orbiting a large gas giant and a close orbit to the sun.

This close orbit would explain the landscape around you. An endless sand desert unbroken by anything but the towering column of black iron spiked into the sand right next to you.

The mental claxon of foresight screams out warning as you attempt to reenter the grinder.
Ah, ok.

MrScary
2008-03-31, 02:38 PM
Oh, for crying out loud... Simon thinks as the spell Helmut had cast alerts him to the danger of moving any further forward.

He withdraws from the structure, and floats around to the other side.

I am fine.

Simon touches his feet down onto the ground and mentally dismisses the spell upon him.

I shall wait for you here. he says as he looks around at the strange world he finds himself on. Quite the view, you'll have to see it.

We shall, but I want this dark water to be gone in its entirety...it is quite annoying. There must be an exit point for it, somewhere, because even with the thickness of these walls, at some point the metal would need to give in to the tremendous pressure. The exit wouldn't need to be too big or too fast to maintain the pressure level in here. But if my guess is right, deactivating the source of the water long enough will allow the existing water to escape. Wilhelm thinks to the group.

He moves into the right hand wall (the wall he descended down through) and ascends upwards to the 'main chamber'. He then positions himself above the tunnel and the barrier of blades.

Please back into the far wall, everyone that is down there. I will tell you when it's safe to come out. The ethereal men do as instructed, merging into the far metal wall.

Wilhelm's flesh melts, morphs, and expands.*

In a brief moment, a ten-foot high tunnel appears in the structure.

Just outside, Simon finds himself looking in the tunnel at an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Sprouting from the top of the orb are ten small fleshy stalks, ending in eyes.



*the action that Wilhelm is taking is to shift into the form of a Beholder (MM 1, 120' anti-magic cone). when he assumes the form, he is assuming it to orient his central eye facing down toward the barrier/objects.

he will be using his central anti-magic eye to suppress the magical barrier of blades and any other magical effects that may be in its range.

while the magical effects are suppressed, he uses his eye of disintegration to tunnel through the wall of the structure, releasing the water contained in this part of the grinder.

a bit of guessing here that the water jets are magical objects of some kind, not sure what they'd be, though...

if it gets to be too long before the water is drained out--or if it doesn't appear to be draining at all--the ethereal men will exit into the sand/ground, move up to the surface, and then enter at the spot that Wilhelm the Beholder has made.

Sxoa
2008-03-31, 07:43 PM
I'm guessing that when Wilhelm is becoming a beholder he's not casting etherealness or the like in which case he'll need to make a fort save when he goes solid.

Spellcraft or Knowledge Arcana check: You pass. The items are probably decanters of endless water set to geyser. If they're recessed into the wall the AMF doesn't hit them.

The following post presumes Wilhelm makes his save, if he doesn't I'll retcon it.

After Wilhelm cuts a hole through the iron walls with his eye beam a great blast of inky black water shoots out the side of the column, spilling onto the sand below.
Make a swim check for our beholder friend, and a survival check for anyone outside.

MrScary
2008-03-31, 10:45 PM
assuming a swim check to not be carried out?

Beholders have natural levitation/fllight...if that counts for anything :smallsmile:

[roll0]

fort save

have to laugh. beholder has the same CON score as Wilhelm does, unmodified :smallbiggrin:

makes things easy to calculate

[roll1]

here are the base-rolls for Survival without knowing the ranks. sheets won't come up on this pc for some reason.

[roll2]

[roll3]

[roll4]

[roll5]

[roll6]

Sxoa
2008-04-01, 08:39 PM
Wilhelm manages to resist the crushing pressure yet again and goes about his actions with skill and efficiency. Once he has cut a hole through the wall there is a great whooshing as the current inside the cylinder reverses for a moment as the massively pressurized water seeks to escape through the newly formed exit. The great current sweeps Wilhelm along, try as he might to resist it and he is ejected out into the glaring sun without any other mishaps.
Simon is the only one on the surface right?

MrScary
2008-04-03, 06:55 PM
(you are correct, sir. only Simon and Wilhelm are the ones that are on the surface now.)

Sxoa
2008-04-03, 09:07 PM
The inky black water continues to spill out onto the hot sand underneath the glaring heat of the sun.

ok Wilhelm needs to make a survival check too.

MrScary
2008-04-03, 09:14 PM
one Survival roll, coming up :smallsmile:

[roll0]

I'm going to see what was in that area at the bottom. Be right back, guys. Jack projects, and moves down to the 'point' of the structure, staying inside the wall until he gets to within a five feet of the 'tip'.

Sxoa
2008-04-03, 10:35 PM
As he is about to leave the safety of the wall, the alarms in his head go off. It occurs to him that truly this is a dangerous place.

MrScary
2008-04-06, 04:20 PM
(i apologize for the absence, it seemed as if my video card decided to die on me this weekend. but now today it seems fine. quite odd)

Maybe that was not a good idea, Master Jack. Grotha projects upon sensing the mystical warning.

You think? Jack thinks back sardonically. He movs up a little further than the five feet he originally intended, and then attempts to exit the wall to examine whatever may be down here.


can he determine why it would be unsafe to exit? is there a creature or something dangerous lurking just outside the wall?

instead of being 5' away from the center, jack moves incrementally away, until he can sense that it is safe to exit. when it is safe, he relies on his blindsight to "see" if there is something down there.

Sxoa
2008-04-06, 08:54 PM
Blindsight doesn't extend across planes so if he's ethereal vis a vis the spell I don't think he can use it to see things on the material plane

MrScary
2008-04-08, 10:23 AM
Hey, Wil...can you come down here when you get the chance? I can't see what's down here, but there's something...nasty...I suspect. That spell of Helmuts is telling me not to go any further. And I didn't bring any extra clothes to go swimming in. Jack projects to the group. He returns to the spot where his companions are still at, and then leaves the wall, floating ethereally in the water.

Very well. Wilhelm says, assuming his ghostly form and re-entering the hole he just made. He slips down into the wall, moving past the decanters. He moves within the wall until he reaches a the very tip of the structure.

If there is indeed anything down here, I should be able to sense it. he projects to Jack.

Meanwhile...

Simon, still ethereal outside of the structure, uses the time to "fly" a few hundred feet directly up. Wherever they were, it would be good to know if there was civilization nearby, or if this was just in a desert by itself.



Wilhelm will be using the ghosts sensing ability to see if there is indeed anything just outside/adjacent to the wall(s) at the bottom of the tip.

Sxoa
2008-04-08, 09:53 PM
I made an error earlier. If you're ethereal as per the spell then the alarm wouldn't go off upon your first exiting from the wall. I'm going to retcon it back to there if you have no issue with that.

I'm going to see what was in that area at the bottom. Be right back, guys. Jack projects, and moves down to the 'point' of the structure, staying inside the wall until he gets to within a five feet of the 'tip'.

Jack exits and sees only darkness through the misty curtain separating the two planes. In the ubiquitous but wan light of the ethereal plane, he can't really tell what he's looking at, and can only just barely distinguish between the walls and the black water.

Hey, Wil...can you come down here when you get the chance? I can't see what's down here Jack projects to the group. He returns to the spot where his companions are still at, and then leaves the wall, floating ethereally in the water.


Very well. Wilhelm says, assuming his ghostly form and re-entering the hole he just made. He slips down into the wall, moving past the decanters. He moves within the wall until he reaches a the very tip of the structure.

If there is indeed anything down here, I should be able to sense it. he projects to Jack.


Curiously enough he does not detect any objects on the outside of the wall, but any movements to exit into the point result in dire warnings from foresight

Meanwhile...

Simon, still ethereal outside of the structure, uses the time to "fly" a few hundred feet directly up. Wherever they were, it would be good to know if there was civilization nearby, or if this was just in a desert by itself.

Simon can only see a short distance in each direction while on the ehtereal plane and quickly loses sight of the iron structure a hundred feet below let alone any civilizations in the distance. From the top of the structure he can't even see the desert floor.
ethereal is not incorporeal and has a very limited range of vision onto the material plane

MrScary
2008-04-09, 09:38 AM
Hmm...yes...well... Wilhelm ponders a moment. Simon, would you be so kind to do us a favor?

Of course, what do you require? the psion projects back.

I seem to recall you taking the form of a shadow once, when we wrestled away the last clue to this place from that lich.

Aye...I can turn into a shadow, it's not, well, a shadow shadow, but it is a shadow. he projects back, adding a mental chuckle.

Whatever is coloring this water is proving to be more troublesome than I desire. But those jets of water will just keep filling the water back in as well. If you would be so kind, please dispose of them.

Will do. Simon sighs loudly and descends. He hadn't experienced this etherealness before, so not being able to see was annoying.

When he reaches the entrance to the Grinder complex, he steps inside the opening that Wilhelm had made and mentally dismisses the etherealness spell Helmut had cast upon him.

Summoning his mental power, he focuses on extending his ability to transform himself into a living shadow. In an instant, his shadowy body seems to merge with the darkness.

Taking a moment to refocus his mental acuity, Simon then unleashes a barrage of mental energy against the wall containing the gushing water jets.


Simon uses his Shadow Body (http://www.d20srd.org/srd/psionic/powers/shadowBody.htm) power, and extends it with his Psionic Focus (17 PP total used)

Regains Psionic focus, then uses Twin Power to manifest 2x Psionic Disintegrate on the wall containing the jets, making sure to maneuver/position his disintegration effect to stop short of the "odd" indentation/area that Wilhelm discovered on the left hand wall.

(17 PP used for twinning)

34 PP total used + 17 previously for disintegration = 51
323-51=272 remaining

Sxoa
2008-04-10, 12:32 AM
There is really only one wall (no corners since it's round) and the jets are all over the place, so I presume you're just targeting an area with jets and blast your through. Interestingly enough shadow body does not protect against pressure damage but you've already opened up an pressure release valve of sorts so he's fine. As I understand it no one is on the surface right now? Simon is in the water column, everyone else but Wilhelm is in the wall and Wilhelm is just above the "point." I think Simon needs to make Swim check as well. The Shadow body lets him move up the surface of a waterfall but not up through a waterfall without impediment. He is completely submerged in liquid and so is affected by it in full

MrScary
2008-04-10, 06:47 AM
how is he completely submerged in liquid? there is a 10' /tunnelhole in the side of the structure that just drained the entire "top" layer out...the layer above the jets.

edit: i'll also point out:


You can move at your normal speed, on any surface, including walls and ceilings,as well as across the surfaces of liquids




--------|
dry |
|
hole
blades |
/
/ <-jets

Sxoa
2008-04-10, 12:19 PM
Ah, sorry I misunderstood. There is actually a significant portion of vertical walls below the blades before it starts to go inward. There are jets set into both the vertical wall below the blades and the slope of the cone below that.

Simon finds himself sitting on the surface of the roiling black water. It is too dark to see even a few inches into but it is in a constant state of turbulence. The water surface provides a barrier to the line of effect, and below that the blades also can potentially get in the way of any shots at the jet laden walls down below.
The water surface is easily overcome by just sticking your hand or whatever underwater. The blade barrier is going to force a to hit roll.

MrScary
2008-04-10, 01:36 PM
ok, if you say so :smallwink:

two ranged touch attacks, coming up

[roll0]
[roll1]

do you want spell resistances in case i hit the barrier?

[roll2]
[roll3]

Sxoa
2008-04-10, 04:18 PM
The spell would vaporize whichever individual blade it hits, no spell resistance roll required but it wouldn't have much effect.
The spells fly true which is pretty remarkable considering you can't actually see anything where you're aiming. The first spell turns a ten foot cube of wall around one of the jets into dust, but the second seems to have no effect on the iron. The water rapidly fills the now vacant space.
Between the party as a whole you're able to figure out that the iron is probably magical/enchanted and thus gets a saving throw. It seems to have passed the second one
A small object, no longer anchored in place by the iron jets out into the main column of water. The undertow rapidly drags it down and Wilhelm "sees" it vanish once it reaches the "tip" of the cone.

MrScary
2008-04-10, 04:35 PM
Moving up the wall about ten feet away from the tip, Wilhelm exits the wall and manifests himself into the physical world. He focuses his senses on the area that the magical water jet 'disappeared' into, trying to sense how and why it disappeared.

Meanwhile...

Simon repeats the disintegration process once again.


being in ghost form, Wilhelm can manifest to become incorporeal (http://www.d20srd.org/srd/specialAbilities.htm#incorporeality), and should be able to use blindsight, I believe.

can he sense/see what the decanter went into?

Simon repeats the twinning/etc.
[roll0]
[roll1]

Sxoa
2008-04-10, 11:55 PM
I thought Wilhelm already was incorporeal. If he wasn't then he didn't sense the object disappear (we'll assume he was since its better for you). Is Simmon trying to blast a hole through the wall to the outside or is he just targeting areas with jets?
Wilhelm's blindsight does not detect anything in the tip. The rushing water seems to simply vanish once it gets there and judging from the object other things do too.

Both of Simon's bolts strike true and the iron fails to resist his awesome mental onslaught.

MrScary
2008-04-16, 07:09 AM
(this is a bit of a sticky wicket...you've got me stumped a bit...)

[roll0]
[roll1]


Wilhelm tries connecting to the deepest recesses of his memory to discern what sort of anomaly would simply make matter vanish...

Sxoa
2008-04-16, 11:09 PM
He remembers on a previous adventure looting a dead liche's library. The monumental horde of knowledge contained references to a mighty "object" known as a sphere of annihilation. Wilhelm figures that his blindsight isn't detecting it because it isn't really an object, but a hole in the continuity of the multiverse. That would explain why his alarm was going off when he tried to enter at the tip. Merely touching a sphere is enough to destroy any matter (or force effects) it touches. Perhaps not technically destroy as it in actuality falls out of the multiverse, but near enough for his sake.
Its also technically an airless space so blindsight doesn't work in it.

MrScary
2008-04-17, 10:54 AM
Ahhh... Wilhelm thinks to himself.

He expands his consciousness to try and 'tap' into the sphere. It could make a useful tool in dealing with the walls and the water.


all that makes complete sense now :smallsmile:

[roll0]

Sxoa
2008-04-17, 09:56 PM
Wilhelm feels the threads of reality shift subtly around him as he prods the hole in creation with mind. His staggering intellect easily controls the sphere.

MrScary
2008-04-18, 03:42 PM
With the odd artifact under his control, Wilhelm projects to his brothers and friends.

Meet me in the upper chamber, avoid the force blades.

The other men do as instructed, floating ethereally through the sand and the metal of the tower.

While they do so, Wilhelm directs the sphere upward into the 'corridor' where the water jets are.

He then continues to move the sphere upward toward the force blade barrier, touching the sphere to one of the blades.


1. if the blade is destroyed, he will proceed to annihilate a path through the blades that is equal to the width of the opening--10' or so?

-- sucks, but since i didn't prepare the simplest Identify spell..grr!

Phenomenal Cosmic Power!!!!!! but can't identify an item :P

unless you'd allow a roll to determine the command word:

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#commandWord)

[roll0]
[roll1]

Sxoa
2008-04-19, 11:14 AM
Sorry, I'm a little confused as to what you're trying to do. What are you trying to identify? You're referring to the openings you created to the outside? Regardless the sphere whatever force blades it hits but the spell just creates more after it passes. It doesn't create a permanent hole through the barrier.
How many holes have you punched through the side of this thing now?

MrScary
2008-04-19, 03:28 PM
there is 1 hole. it is 10' x 10' x whatever thickness the wall is/was. that's the only hole.

what Wilhelm was attempting to discern is the command word to turn off the decanters of endless water.

no sense destroying them if it can be avoided.

Sxoa
2008-04-19, 03:44 PM
Wilhelm thinks he can figure out how to turn off the jets but he has to get to them first. They have to be in hand, he can't just shout at them.

MrScary
2008-04-23, 10:29 AM
Realizing that he will need to actually touch the items in order to turn them off, Wilhelm mentally directs the sphere to enter the metallic wall just above the top of the first decanter. He 'tunnels' into the wall slightly beyond the length of the magical decanter. He then directs the orb to 'carve' out a ten-foot-long/wide chamber behind the decanter. He pulls the sphere back through the wall and has it rest in front of the decanter, sucking up the water that it is spewing forth.

Incorporeal, Wilhelm enters the wall (avoiding his sphere) and posits himself in the chamber he created. He then shape-shifts into the form of an iron-muscled great cat, though its head is smooth and long. He places his claws around the spot where the decanter is located, then uses his powerful bite to chew through the magically enhanced metal.


assuming the form of a Steel Predator (Fiend Folio page 163/164).

these creatures thrive on eating magical metal.

Attack: Bite +19 melee
Damage: Bite 2d6+7/19–20
Sundering Bite (Ex): When it uses its bite to attack a weapon, shield, or other held item, the steel predator gains a +4 bonus on the opposed attack roll and deals double normal damage.

i, for one, can't see any reason why a Steel Predator couldn't use its sundering bite against a magical metal wall, do you?

Sxoa
2008-04-24, 01:26 AM
No of course it applies to the iron wall as well. You're leaving the decanter embedded in metal right and just creating a space for you behind it? I think that's what you're saying but I'm just making sure. You'll need to role for damage as it is extremely resilient metal (it was hardened to make it withstand the internal pressure equivalent of several miles of water depth). As said though, you do do double damage. Is the rest of the crew just waiting up above the water line ethereally?

MrScary
2008-04-24, 08:56 AM
yes, you've got it exactly right. carving out a spot to cozy-up in, then biting the heck out of the wall to expose the rear-end of the decanter so that I can touch it to turn it off (and eventually withdraw it).

yes, the rest of the crew is hanging out in the above chamber, picking their noses :smallwink:


Wilhelm bites at the wall, his powerful jaws savoring the magically enhanced metal.

[roll0]

Sxoa
2008-04-24, 03:16 PM
Wilhelm's jaws barely scratch the metal. They do scratch it. But only just.

Meanwhile up above, a cloud of dust and sand billows into the room from outside. It seems the pillar of iron is enshrouded in a sandstorm that has gained entrance to the interior through the hole you carved. The already poor visibility of the ethereal is certainly not helped by the driving grit, though it is not as hindering as if you were actually on the prime.
Make spot checks for everyone up there.

MrScary
2008-04-24, 04:31 PM
the thickness of the metal holding the decanter should only be about an inch, if Wilhelm was able to judge the depth correctly. at least, that is what he was 'shooting' for.

Spot Checks:
Helmut, Simon, Grotha, Jacob, Jack (1d20 24=43, 1d20 20=35, 1d20 14=19, 1d20 8=11, 1d20 25=44) (http://invisiblecastle.com/roller/view/1576412/)

do i see anything?:smallwink:

more bite damage (4d6 14=28, 4d6 14=31) (http://invisiblecastle.com/roller/view/1576423/)



Wilhelm bites another time, or two, at the metallic wall.

Sxoa
2008-04-24, 09:21 PM
Wilhelm continues chewing away at the absurdly strong metal. Scratches and rents appear little by little.
We can fast forward if you want but an inch of metal still has a lot of hit points and this stuff is magically reinforced to have a high hardness (extremely high for iron). Remember too that etherealness has a limited duration and you've been running around quite a bit.

Up above the crew notices across the planar divide and through swirling grit that the water appears to have begun steaming furiously. The steam is almost instantly blown away by the high velocity winds but the surface is positively effervescent with rising bubbles.

MrScary
2008-04-24, 10:25 PM
can i use the sphere as i described, to get within even 1" of the decanter?

Sxoa
2008-04-26, 10:38 AM
You can definitely do it as described, the thing is controlled essentially through telekinesis

MrScary
2008-04-27, 08:13 AM
excellent, that's exactly what i was attempting to do in the first place :)

knowing that, would that alter the results of my 'work' given the damage done?

one inch of metal should not be THAT tough...:smallbiggrin:

Sxoa
2008-04-27, 05:43 PM
As a powerful spellcaster Wilhelm knows that a standard wall of iron has 30 hp per inch and hardness 10. The wall here is definitely magically enhanced, seemingly on par with the strength of adamantine.

MrScary
2008-04-30, 03:21 PM
ahh..yes...i realize now the folly of my ways. 40 hp / inch with hardness 20...quite tough.

well then, there's nothing left but to burn through them, perhaps saving 1, if possible (can we go ahead and do that without needing to make all the necessary rolls?)

if you want rolls, tho, i will indulge you :smallwink:

[roll0]
[roll1]
[roll2]
[roll3] = 41 damage
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]

Sxoa
2008-05-01, 05:44 PM
The important thing has to do with how much you went over by. A mighty when it had 1 hp left for example might have destroyed the item too.
Wilhelm manages to chew through the magically enhanced iron. The jetting decanter rockets back through the hole created smacking him in the face.
Presumably you're grabbing for it so make a Dex check and then a Strength check to hold onto it. DC for both is 12.

MrScary
2008-05-02, 09:54 AM
my strength is 41, that's a bonus of +15
-- 25 in this form, +16 for Bite of Werebear
my dex is 31, that's a bonus of +10
-- 21 in this form, +10 for divine agility spell

[roll0]
[roll1]



Once he has grasped the object, Wilhelm attempts to turn it from its geyser mode to 'off' mode.

Sxoa
2008-05-03, 01:19 AM
Wilhelm finds himself holding a ceramic jug.

MrScary
2008-05-03, 02:15 PM
Wilhelm attempts to determine (and speak!) the command word for deactivating the magical water jug.


want me to roll again, or use the rolls i already made?

Sxoa
2008-05-03, 08:11 PM
My bad for miscommunicating. I used your previous rolls, which is why you're holding a ceramic jug and not a ceramic jug spewing water.

MrScary
2008-05-09, 09:39 PM
(been away from home on a trip, sorry for the long delay)

Wilhelm places the ceramic jug on the floor of the 'hovel' he hollowed out.

Sticking his odd, metallic-like head out the entrance he created with the sphere of annhilation, he unleashes a mighty roar with concussive effects in the direction of the remaining jugs.


30' cone dealing 12d6 of Sonic Damage to creatures or "exposed" crystelline or brittle objects.

i would submit that having a hole large enough to shoot a geyser of water out of means that *some* part of the jugs are exposed. as a comparison, if the jugs were inside a closed box, then the sound/roar would not affect them (because it's blocked on all 6 sides by the box). but in this instance, each item has one 'face' open to being exposed.

it's an easy way to eliminate them all at once (save for the one he just procured)

otherwise, i suppose i could use the sphere to destroy them all...it'd just be more...time consuming (and less "cool") to do it that way :smallsmile:

Sxoa
2008-05-10, 11:06 AM
As a spread affect the jugs technically have total cover due to the orientation of the holes (it's not a straight shot), however I agree with your cooler statement so we'll let it slide. Next time just give me a heads up if you're going to be away for a while if you can.

Wilhelm releases a mighty roar through the water, the liquid carrying the sound exceptionally well. Most of the remaining jets go silent though there are still some that were out side the area of effect of the blast.

The jugs above Wilhelms current position are destroyed and no longer replenishing the water. The water level begins sinking down to the level of Wilhelm's "hovel" as the sphere sucks up the liquid.

MrScary
2008-05-13, 08:44 AM
Wilhelm mentally commands the sphere to push further down the tunnel, annihilating the water with the opaque sphere.

With one of the decanters usable, he decides that taking time to save the others wasn't worth it.

He re-positions himself to ensure that any remaining decanters are within range of his roar, and then once again unleashes his furious sound, shattering the few remaining decanters.

Come down, everyone. he mentally commands his companions.

The (presumably) still ethereal men descend down through the walls and into the main chamber below.

All the while, Wilhelm continues to move the sphere down, destroying the remaining water and 'drying out' the structure.

Sxoa
2008-05-16, 01:27 AM
Sorry, difficulty posting on top of end of the academic year hassle has kept me away. I'll try and make a post tomorrow.

lies!
I'm going through graduation and moving out and all that so I won't be able to post for a little bit.

Sxoa
2008-05-29, 01:59 PM
Ok, I'm back and ready to rumble
The water level descends down along with the sphere.
Does Wilhelm stay above or below the water level?

MrScary
2008-05-29, 09:23 PM
glad to see you back!

Wilhelm will stay above the water, draining it until it's gone.

Sxoa
2008-06-01, 04:40 PM
As the surface of the water drops around Wilhelm his metalic catlike body is suddenly assaulted by the horrific environment above. Scorching air and driving dust both blast into his frame.
Fort save and Reflex save

MrScary
2008-06-02, 01:16 PM
any particular effects that i'm saving vs.?
i have several immunities going at the moment.

[roll0]
[roll1]

Sxoa
2008-06-02, 01:38 PM
Wilhelm manages to hold his breath before dust fills his lungs.
Fort is for suffocation (from dust) and the reflex was for fire. You're immune to fire I know, but I its there anyways.

MrScary
2008-06-02, 02:15 PM
i believe the Filter spell should take care of that dust, since it is a "noxious" or "toxic" element in the air..wouldn't you think?

http://www.merriam-webster.com/dictionary/noxious

http://www.merriam-webster.com/dictionary/toxic

Filter
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Duration: 10 minutes/level
Range:Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell creates an invisible bubble of protection
around the recipient’s body that filters out all noxious
and toxic elements in the air. The warded creature
takes no damage and no penalties from inhaled natural
or alchemical poisons. It is likewise protected against
magical poisons created by spells of 4th level or lower
(such as stinking cloud) cast by creatures of 8 or fewer
Hit Dice. Against more powerful affects, the creature
receives a +2 circumstance modifier on any saving throw
allowed.
Arcane Material Component: A strand of spider web and
a scrap of cotton cloth.

Sxoa
2008-06-04, 06:52 PM
It's moon dust, so its not actually poisonous. While it certainly fits that definition of noxious, being harmful to living beings, so do swords, fire, and magic missiles. I think what the spell is going for is filtering out toxic, i.e. poisonous things from the air. The moon dust isn't poisonous, it chokes by physically occupying space in your throat and lungs and preventing you from breathing. Its as inert as sand (which it is a very tiny form of essentially).

MrScary
2008-06-05, 09:54 AM
moon dust? never heard of it.

we could get into the science of the molecular size of poisonous gases vs. the size of this "moon dust", but that could get ridiculous :smallsmile:

we will just agree to disagree about this issue, and move forward



Wilhelm chokes a bit, noting a fine dust in the air.

He changes back into his ghostly shape. Helmut, can you handle closing that opening, to keep out the dust?

Aye, I can do that.

Good, just be sure to hold your breath, my brother.

Helmut floats down to the wall just above the opening created by Wilhelm in his beholder form.

He resumes his material form, and places his hand against the metal of the cylinder. His holy symbol glows briefly, and then his hand seems to meld into the metal.

The metal seems to shift and slide downward, forming a thin (2") covering over the gap.


casting Shape Metal (Races of Faerun page 191)

it works just like Stone Shape, but affects metal, so he can affect up to 10x20 Square Feet of metal

Fort Save and Reflex Save (1d20+30=40, 1d20+31=51) (http://invisiblecastle.com/roller/view/1616844/)

Sxoa
2008-06-08, 06:39 AM
Moon dust is a substance from the book sandstorm. Its essentially very fine dust (still macroscopic though) that has sharp edges.
The opening is closed without incident and the howling wind is cut off. There still is a sizeable volume of cloying dust in the chamber and it stays readily suspended in the air due to its extremely small size and lightness. However much of it gets cleared whenever it touches the still wet with ink walls or the actual (falling) surface of the water.

As the water level drops, a side tunnel becomes apparent. Your arcane sight indicates that the entrance to tunnel is a portal. The tunnel is well lit, and dry looking. The walls are masonry of some kind and the tunnel extends 150-200 feet before it looks like it makes a sharp right. The lights are recessed into the ceiling (you can't see them directly) and are probably magical in nature due to the fact that they are not flickering at all.

Noticable the dust does not seem to be crossing the portal, likely kept out by the same filter that stopped the water.

MrScary
2008-06-16, 08:40 AM
I don't know about you, but that looks entirely too good to be true. Jack says to the group. Maybe I'm just being paranoid.

Probably with good cause. Wilhelm responds. But don't discount your "paranoia", Jack. It's saved us more than a time or two in the past.

Wilhelm mentally summons the sphere of annihilation to him. He directs it to "cut" a circle into a wall, leaving a cylinder of metal about two-feet in length behind.


essentially, he is going to make a doughnut in the wall, but instead of cutting out the center and having a ring, he's going to cut out a ring and leave the center.

btw: everyone is material now, assuming that the dust has settled



Jacob, if you and Grotha would be so kind, how about we roll that down the hallway.


The two strong warriors slide the cylinder out and heft it up toward the portal. They position it level with the floor of the hallway, and then start the cylinder rolling along.....


assuming a 6" diameter and 2' length, this thing should weight at least 100 pounds, given how strong the metal is, i would suspect.

if there are any traps on the floor, or movement-activated traps, i would hope this would trigger them :smallbiggrin:

Sxoa
2008-06-16, 10:32 AM
the enhanced strength of the iron is magical in nature and doesn't add weight, still its a cylinder of iron and given your measurements and a density of 7.87 g/cm^3 it weighs 771.744946 pounds. Easy lifting for your strong men.

The slight breeze going into the sphere helps clear out the air quickly. I mean that both ways of course.

As the two slide the cylinder through the portal the metal pulls away from them with a quick jerk yanked down by the force of gravity. The cylinder drops like the piece of metal it is tumbling through the air (and given the supposed orientation of the architecture this is somewhat disorienting to look at). The metal slams into the far "wall" (actually the floor of the pit), the surface seems to be built on some sort of hinge, because it suddenly rotates around carrying the metal with it. You are left looking at an exact copy, as if nothing had happened.
Spot checks please

MrScary
2008-06-16, 06:02 PM
Wilhelm, Helmut, Simon, Jack, Grotha, Jacob (1d20+18=28, 1d20+24=27, 1d20+20=37, 1d20+25=37, 1d20+14=34, 1d20+8=15) (http://invisiblecastle.com/roller/view/1629922/)

Sxoa
2008-06-17, 12:21 PM
You notice just before the pillar hits the far wall it appears to be pierced in several spots by something sharp and invisible. Also interesting to note you hear no sound as would be expected from such a large crash. In the fleeting moments that wall/floor is rotating you see another room beyond, though the air is filled with something (sand?) and you can't make out anything inside of it.

MrScary
2008-06-17, 03:53 PM
There are many a raised eyebrow as the metal cylinder rushes *down* the "floor" of the hallway.

"Whoah...." Jack says, followed by an appreciative whistle.

"You sure you aren't a telepath, Jack?" Simon jokes. "Because you just read my mind."

"So, egg head." Jack chides Wilhelm. "What are we going to do about this? Why was there no sound?"

"Well, Jack" he says "most magical portals do not provide the viewer with sensory input of the place beyond the portal. On the rare occasion, a portal may provide visual sensation, like this one" he points at the portal. "However, it is quite unheard of for a portal to provide auditory sensation without other arcane means. This is something you would have learned had you devoted yourself to one particular field of study rather than spreading yourself out so 'thin'."

"Sure...uh huh...but you didn't answer my question, smart guy. What are we going to do about this?"

"Elementary, dear brother." Wilhelm smiles. "Rope, obviously, will be needed."

Jack takes a pack off his back and takes out a length of rope. "Grow" he says to it, and the rope extends, slithering its way down into the end of the cylinder, coiling up onto itself.

"Well, who's going?" Jack asks casually, assuming, though, that he'll be the first choice.

"I'll go." Jacob speaks up. "Unless you can't heft my weight?" he chuckles.

"I think between Grotha and our Auromach friend, you should be easy to lift." Wilhelm says, looking the Rilmani and Grotha up and down, grinning.

Jacob allows Jack to tie the end of the rope around him. "That's my favorite rope, you know." he grins at Jacob. "I'd prefer if you bring it back in one piece."

"Will do." Jacob says. He puts his shield upon his back. Then, he sticks his greatsword into the portal. He taps each side of the corridor, making certain the walls are solid and not either illusions or some flimsy material. "Just checking." he says.

Sxoa
2008-06-19, 02:00 PM
As the rope snakes through the portal the portion within the hall becomes limp. When retracted back to your side of the portal it becomes active and "lively" once again.

The sides react solidly, almost too solidly. They don't seem to be made of ordinary masonry. In fact you're not quite sure testing through a sword, but its not clear whether its made of masonry at all (there is no texture variation between the masonry and the mortar).

A bit of scratching with the sword and the paint comes off. A bright white orange glow shines through where you scraped, but the area is very solid. The walls are apparently only a painted facade on top of something else!

MrScary
2008-06-19, 11:03 PM
color me a bit confused.

why would my rope be going limp? it's just a rope...it's not animated, or moving or anything.

**edit: i understand now why you may be confused, i used term "slither"...when i really should have said "slides".

it has 50' of "permanent" rope, and then grows up to 300' more (which was piled up at the bottom of this grinder).

the rope was to be tied to Jacob, who was going to descend down the shaft.

i think you may have this confused with a rope of climbing.

but your description....that does make one wonder.....

Sxoa
2008-06-20, 05:41 AM
Ah my bad! You are correct, I was mistaking it for a animate rope, just presume this supersedes the previous text

As Jacob enters the space his blood begins to boil and the air rips violently from his lungs into the surrounding void. He realizes quickly as he tries to draw breath there is no air, and all his enchantments protective and otherwise are suppressed. He quickly scrambles back out into the main chamber, only slightly worse for wear with a bloody nose and mild bruising.

MrScary
2008-06-20, 06:50 AM
well, considering Jacob is a Warforged, i'm not sure how he can have those affects, well, affect him :smallsmile:

A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.

but it is good to know that it's airless in there, apparently. :smalleek:

Sxoa
2008-06-22, 06:20 AM
bah! I can't keep track of all you people's special affects! Yes he's actually fine I guess. Anyways yes, thats the situation.

MrScary
2008-06-23, 01:07 PM
Jacob sticks his head back out of the portal to report.

"There is no air down here, and it appears that magic is dead down here."

"A dead magic zone?" Wilhelm says questioningly. "Those are exceedingly rare...and even then has only been documented upon one world that I know of."

Jacob shrugs.

"Perhaps an Anti magic zone is possible."

"Also, the walls are certainly not stone, neither are they metal." he adds "They're much more secure than that."

"Fascinating...." Wilhelm muses.

"I have a way to see if it is permanent or not." Jacob says.

He descends back down into the shaft. Focusing his martial energies, he performs a series of hand motions that, to an untrained eye, would seem as if he were swatting at flies or gnats. To a martial adept, however, his kata is designed to rid his body of impurities and harmful effects.


utilizing the Iron Heart Surge maneuver to see if the Anti Magic field (what i hope is only an anti magic field)

Sxoa
2008-06-24, 02:54 PM
His gear hums back to life as the magic flows through it once again.

MrScary
2008-06-29, 11:24 AM
Jacob motions to be lowered further downward.

Sxoa
2008-07-05, 07:23 AM
sorry for the dealy! I was distracted by the real world, that cold heartless place that it is
Jacob continues to go lower, after about 20 feet his gear cuts out again as the magic is once more suppressed.