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  1. - Top - End - #1
    Barbarian in the Playground
     
    Pol Detson's Avatar

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    Aug 2016

    Default [OOC] Seven Voyages of the Fearless

    Welcome to our game of epic adventure!

    Please post your character sheet/background/picture in first post

    I ask that all of you make a commitment to post regularly. That means that people should be posting roughly every 48 hours, give or take few hours. I'll do the same! If something has come up, that's totally fine. Real life always comes first. All I ask is that you please let me know as soon as you can. Send me a message or post here in the OOC if you must, but don't just drop off the map.

    The combat in d&d is where PbP goes to die, or so I heard. To make it little faster and avoid waiting, we will be using group initative: I'll roll for you and average the results.

    IC thread


    Our heroes:


    Campaign Premise:

    Spoiler
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    Plane shift spells and spell-like abilities are all but eliminated. To cross the planes you need a stable, static portal (those are rare) or Planar-Breaching Engine which is incredibly expensive and is too big for anything but ship to carry.

    The Planar-Breaching Engine was just developed in Selcheress (a magocracy on generic Prime Material). You are the first crew from this city-state to explore Outer Realms.

    Selcheress Magocracy is often called the "the most advanced nation in the world", but it doesn't says much - this Prime is still a young world - half-wild, inhabited by monsters and barbarians alike.

    The state exists because of its Founding Mages, who forged that rarest of things -- an agreement among powerful wizards to dwell near each other in peace, without trying to control or watch over each other, trusting in common cause and skill to keep their shared demesne safe and in good order.

    It is no wonder that the ruling high mages are intensely interested in Planar Realms and the broader multiverse and what lies between them. The country won the thirty-year war with rogue arch-enchanter Wismerhill Glassstaff and his army of bonded demons, eliminated last external threat to Selcheress' existence. It allowed the mages to focus on research and development of new spells for scholarly and economic advancement.

    Scrying spells of truly awesome range and magics that can pierce planar boundaries have seen dynamic development . The mages also maintains an ever-growing collection of maps of, and items from, other planes. In the same vein, they try to keeps track of major events, both recent and from the distant past, seeking to learn which races went where and did what in the vast spaces around their Prime.

    Last year the high mages research achieved another breakthrough. The development of Planar-Breaching Engine allowed for the first time in the history to cross boundaries without static portals.

    The first of magitech wonders is deployed on the skyship ‘Fearless’ which is grounded in White Tower and outfitted for the expedition.

    Only thing that is lacking is the crew. Will you sail on planar wind abroad the ‘Fearless’?


    Setting info (WIP):

    Selcheress

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    You don't need to read it all; it's just help avoid confusion and establish few reference points, so I won't need to explain everything mid-action.

    Selcheress

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    The Selcheress Magocracy was founded four hundreds years after fall of First Empire, forging disperse city-states and petty kingdoms of White Wyrm Peninsula into unified political entity.The name belonged to mighty wizardess Selcheress, who convinced other powerful spellcasters to size political power, end constant war and forge better tomorrow for everyone.

    Seven hundreds years turned that vision into reality.

    The Selcheress territory is comprised of White Wyrm Peninsula and many islands on White Sea, the largest of which is Gruneweald. The Peninsula has majestic fjords, cold, rugged hills, and chilly moors to the north. As one travels south, the land becomes more fertile, giving way to fog shrouded lakes, vast forests, shadowy meadows, and rain drenched farmland. The White Sea compromise the natural borders north, west and east. Crowns - a mountain range spanning from shore to shore - cut the peninsula from main body of continent to the south.


    The Ninth Assembly
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    The Founding Mages decided on pragmatic qualification - any arcane spellcaster born in Selcheress, who can demonstrate knowledge of two spells of ninth circle has a seat in governing assembly and can speak, influence decision and cast a single vote when decision needs to be made. Dragon Houses have been protesting this rule for generations , saying that it favorise wizards and that only one spell of nine level, cast twice, would suffice.

    Current members - one each from every Tower with exception of Pyramid of Eyes, which possess two seats. Five from Dragon Houses.



    The Four Precepts of Selcheress
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    Precepts of Law - One Nation Under One Law. Selcheress stands as an united bulwark of Law against forces of anarchy and discord.

    Precepts of Good - Justice Reign. Salcharess nation grants all citizens rights and duties to live life in accordance with Good will.

    Precepts of Evil - Do Not Call the Devils. Salcharess citizens are forbidden from consorting with Evil outsiders.

    Precepts of Chaos- Wizards are Free. Salcharess shall make no law abridging Chaotic nature of arcane scholarship, providing none of Percept are broken by it.


    Towers

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    ‘Towers’ is a colloquial name of wizard orders of Selcheress. Orders are the living and learning communities for its students, promoting and training wizards in specialities and distinct philosophies. The uniformed says that every Tower was created by one of Founding Mages; this is not true. Towers, in time before Selcheress, were limited to defense - and the name come from practice of building heavy warded strongholds by groups of mages. The wizards quickly noticed that the strength ultimately lies in numbers and concentrating on defense of one structure while sharing the research was the most efficient way of protection against angry hordes led by barbaric warlords, powerful monsters, and, last but not least, rival spellcasters. Today they are more of institutes of higher learning and many alumni choose to leave primary stronghold and live their life outside the political institution.

    Founding Mages forged peace between the Schools and turned their resources from essentially magic cold war into cooperative nation building.

    White Tower

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    White Wizards focus on utilizing power of Good. That could be - and is - cynically derided, but only by fools. The Wise knows that Good is tangible force and celestials can be summoned, contacted and called. Their members focus on public service, altruism, fighting evil and charity as much as on research in conjuration spells. Masters openly contact powerful good outsiders for aid and advice. The results speaks for themselves - wizards of White Tower are considered first among equal, the most numerous, influential and respected of Towers and when common folks think of wizard, they image soft-spoken, wise and white-robed alumni of White Tower.

    Requirement: must be of Good Alignment, must take 4 rank in knowledge: the planes on first level.

    Specialization: Conjuration.
    .
    Special benefit: access to Sanctified Spells. Diplomacy is added to white wizard skill list.


    Citadel Mitrul

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    Tower named after legendary war wizard and dragonslayer of Fist Empire. Citadel of Mitrul is the finest military academy in the Selcheress and unparalleled in combat magic. The order is also close to the original goal of Towers - the organization of alumni is more loose today, but they still are obligated to answer call for help from all members to the best of their ability and avenge every slain comrade. Masters of Citadel are often monster-slayers, hunting the most powerful creatures like beholders, demons and evil fey.


    Requirement: sworn oath of collective defense and retribution.

    Specialization: Abjuration.

    Special benefit: access to marital wizard variant, access to Abjurant Champion prestige class.



    Pyramid of Eyes

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    Knowledge is power and diviners carve all of it. Money is money, spells are spells, but intelligence is priceless. Pyramid is the most hierarchical and disciplined of all Towers. Diviners abide to strict codes of secrecy and seniority. All secrets are shared with superiors and the lower ranks receive only the information allowed by their clearance level. By many considered necessary evil (and Pyramid tilt heavy toward Evil alignment..), yet too powerful and subtle to challenge. The masters of Pyramid are great patrons of all adventurers and they send many groups to find and retrieve magical items and artifacts or further their goals. They public image is that of ‘loyal opposition’ of White Tower and close ally of House.. And house.. , but they reputation suffers, because they remained neutral in war against Glassstaff.


    Requirement: utter loyalty to Pyramid’ hierarchy.

    Specialization: Divination

    Special benefit:. Access to Spontaneous Divination variant.


    Tower of Mists
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    The name of this order comes from two things: the stronghold located on island on Sapphire Eye - a lake that is shrouded in eternal mists - and the fact that the necromancer of Tower of Mists invented and perfected change into vampire. The spellcasters of this school are the most powerful and least numerous. It is said that every generation only one or two new apprentices are induced into their ranks and the tests and exams are stuff of legends. The masters of Tower of Mist are paranoid beyond mortal comprehension and almost never leave the Tower of Mist and are working through their apprentices charmed thralls and extensive network of secret agents.


    Requirement: Intelligence +18. Acceptance by vampire masters.

    Specialization: Necromancy

    Special benefit: immortality. Duh.


    Storm Spire

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    The Storm Spire enjoys the benefit of the safest stronghold in Selcheress - the flying fortress of First Empire was and is unconquerable. The Storm Spire become more secluded and concentrated on academic research into nature of energy and magic. Storm Spire wizards are masters of metamagic. However, power is often its own reward. Storm Spire wizards have little interest in the politics; they’re more interested in lost lore and magical discovery and secure in the knowledge that there is no-one who would try to attack them. Masters of Storm Spire know many unique spells and variants and the unofficial hierarchy is based upon created or discovered spells.

    Requirement: must take one metamagic feat before level 5.

    Specialization: Evocation

    Special benefit: Storm Spire evoker gives up only one other school.


    Circle of Nibel


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    Founded by self-though wizardess Nibel during the Breaking, the circle primary mission was teaching arcane disciplines to women as many Orders barred them from membership. Nibel promoted philosophy of active engagement with world over pursuing dusty tomes - experience foster creativity and creativity is illusionist greatest asset. Today the circle uphold the tradition, but focus more one diplomacy and politics. Mistresses of Circle are consummate political operators and are wielding considerable influence over Selcheress; the fact that Selcheress herself was alumni of Circle grants them additional prestige.

    Requirement: must be female, charisma 13+.

    Specialization: Illusions

    Special benefit: access to Social Proficiency variant: Illusionists using this variant are as proficient at manipulating others through mundane means as they are at befooling them with illusions . Add the following skills to the character's list of wizard class skills: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive. The enchanter also gains a +2 competence bonus on checks involving one of these skills (player's choice) every five levels (5th, 10th, 15th, and 20th). This bonus can only be applied once to each skill.

    An illusionist using this variant does not gain scribe scroll feat and familiar at first level.


    Fabricators Guild

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    The most recent of Towers, founded less than two hundreds years ago by splinter groups from Storm Spires and White Tower. The Fabricators Guild is dedicated to crafting magic items. They are inventors first and many most impressive wonders like skyships are effects of their work. Recently the masters of Guild achieved great breakthrough, a paradigm shift in production. The new apprentices are taught method of creating variety of enchanted items that appears neither arcane or divine and exceeding usual limits on wizard power to invest power into crafted item.

    Requirement: must take at least one item creation feat before level 5.

    Specialization: Transmutation

    Special benefit: access to artificer class and world-class crafting workshops and supplies.


    Tower of Radiant Words
    (disbanded)

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    Scholars of Power Words, telepathy and compulsion magic. Disgraced and disbanded, because they backed their last arch-master Wismerhill Glassstaff. It’s rumored that some of Radiants survived the war and hide, plotting another revolt and scheming against Selcheress with Demons. Every Radiant wizard was under effect of permanent telepathic bond with at least one member (usually their mentor) and as wizard climbed in rank he added more and more links. It was rumored that the archmaster was bound with every memeber of Tower. They could share the spells thanks to arcane spellpool, secret of which was lost with fall of Tower of Radiant Words.

    Requirement: not accessible to PCs.

    Specialization: Enchantment

    Special benefit: access to spellpool and Mage of Arcane Order prestige class.





    Dragon Houses

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    Not all men were created equal.

    A Dragon Houses were created as a recognition of obvious - that the lineal nature of sorcerous gift made certain families to become more powerful. The Dragon Houses know that their blood is the most precious thing in the world.

    Selcheress have always lived with dragons, which are rightly feared and respected.However, the pragmatic mages were aware that slaying dragons is hard, dangerous and costly, and thus he sought a peaceful coexistence. The majority of the Ninth Assembly believed that dragons could be bribe into helping defend the realm against mainland threats or at least bribed into not causing any troubles for newly-formed Magocracy. It took years for representatives of the Magocracy to treat with the most powerful dragons, but all were promised generous tributes in exchange for their allegiance. These tributes are paid annually, and the citizens of Selcheress carry the burden of paying taxes not only to fill the nation’s treasury but also to “plump up” the dragons’ hoards.

    The Dragon Houses took the pragmatic arrangement step further and offered the dragons even more riches in exchange for.. strengthening their blood.Blood is power. A great deal of gold, precious stones and magical items has been transferred to the dragons over centuries. The Dragon Houses expanded their wealth, fueled by demand, by capturing and controlling means of production and levers of power. The successful house was self-perpetuating machine - more wealth produced more sorcerous powers in next generation, which then produced more wealth.. Today the Dragon Houses fill the important roles in the Selcheress by providing generals, ministers, merchant princes, bankers and other important functionaries in economy and politics of Magocracy. The sorcerers have also five seats in Ninth Assembly and many allies in Towers.

    The Dragon Houses come and go. Currently there are twelve, but only five have seats in Assemby: Farchar, Mercier, Severian, Torduin and Varalia .


    Inhumans (WIP)

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    All races are widespread throughout Selcheress as the nation is one of the most tolerant and liberal on Prime. The human still outnumber the other races combined, save for the closes neighbors - the underground kingdom of Dwarves in Crowns.

    The Selcheress is home to large number of Ogre Magi - once the trusted advisors and the most loyal servants to Throne of First Empire the learned and powerful fled to the North after elven betrayal and Ascendancy of Lolth.

    The elves are pariahs - spread through forests and secluded in hidden palaces , the remnants of once proud race are constantly fighting the curse that turns elves into sun-hating drows.

    The dwarfs are de-facto foreigners, most often merchants and representative of Kingdom Below.



    The Fearless

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    Image + Schematics
    (views from the side and top in second and third sheet.)

    The most advanced magitech vehicle on Prime, this airship is the pride of Selcheress Magocracy and a symbol of the magical advances that many hope will become commonplace in the aftermath of the last war.

    The Fearless can reach a speed of 150 feets per round (20 miles per hour through clear skies) with good manoeuvrability but can carry only 50 tons of cargo. The Fearless can move in all three dimensions, with or without the aid of the wind. The additional sail help to steer and use winds to move faster.

    Complement
    -> 60 elite soldiers, veterans of Selcheress Fleet.
    -> 5 clerics
    -> 5 conjurers of White Tower
    -> 5 artificers of Fabricator Guild
    -> 25 experts skilled in operating magic-tech and day to day airship maintenance.

    The Fearless possess following enchantment:

    Disintegration Cannon - main weapon that function as Disintegration spell cast by level 17 wizard. It can be fired every round at any target in front of the ship.

    Force Cannon Arrays - six magitech cannon, each capable of producing Enlarged Magic Missile as 10 level spellcasters every round. Cannon can be fired at any target around the ship.

    Planar protection - the ship and everyone on it is under continuous effect of avoid planar effects spell (Spell Compendium p. 19)

    Teleportation Alarm - the airship is under continuous effect of Anticipate Teleport and any teleportation within 60 feet of it is reported to the captain bridge.

    Planar-Breaching Engine - the ship is capable of planeshifting itself and all creatures on deck (no save) to another plane. The transition take 10 minutes and can be initiated one every 24 hours.
    Last edited by Pol Detson; 2016-11-23 at 05:17 PM.
    DM: Swordpoints, Storms and Stars IC | OOC

  2. - Top - End - #2
    Ogre in the Playground
     
    dascarletm's Avatar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Sebastian Mercier will be speaking in Teal
    Spoiler: Image
    Show


    Spoiler: Backstory
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    Sebastian was once the captain of the skyship Endless Horizon, which was destroyed in the Thirty Year War against Wismerhill Glassstaff's army of demons. The ship did not always belong to Sebastian, but he was always apart of the ship. Until recently Sebastian had lived on that ship as far as he could remember. This was because his mother had to flee Selcheress due to scandal. Maria Mercier was apart of the dragon-blooded aristocracy, and though they were not as highly favored as the wizards who studied magic, one with a strong magical bloodline could find a high quality of life, if you could keep your bloodline pure. She sought to do just that, and Sebastian is the supposed offspring of her and a Crystal Dragon from beyond this plane of existence. However, Sebastian looks completely and utterly human. This scandal forced her to flee the city aboard the Endless Horizon. Her political rivals saw this opportunity to end her line, and she found that living aboard a skyship to be one of the few safe havens for her and her son.

    The captain, Gerard Dupont, saw this as a boon for his ship and crew. He would provider her with safety, and she, being a powerful sorcerer from Selcheress, would provide arcane support and firepower. It was not long that Maria and her son Sebastian were considered crew. Gerard began to look after the boy as he would his own children, and Sebastian became the son he never had.

    Sebastian learned everything there was to sky-sailing, and he rose all the way from swabbie to cabin-boy to eventually first-mate; there isn't a role on a skyship that Sebastian hasn't filled. He eventually inherited the ship from Gerard, and sailed many years with his crew. During the Thirty Year War, a free skyship could find plenty of work: smuggling, helping those needing military assistance, and he gained a reputation doing this freelance work. His reputation eventually got him a call from Selcheress to assist in the war as a privateer. The money was good, but could he help those who ruined his late mother's life? Eventually he decided to come to accept what happened, and not to blame an entire state for the actions of a few.

    The war was brutal and terrible, in a way that only demons can make manifest, but Sebastian and his crew together fought nevertheless. He gained his moniker at The Battle of Dunkier, where Sebastian's skyship held the small town from countless flying demons and their abyssal machines. The battle was hard-fought, and in it's aftermath Sebastian's ship found an end to its horizon, as did many of the crew. The remains of the ship lay there to this day, a reminder to the people of the village and a symbol of hope. It wasn't long after that battle that the war ended. The people of Dunkier say that victory ended the war, but in reality Selcheress was already on the offensive. It may have stopped a resurgence of the demonic forces, but at best the battle most likely only help hasten the end a few months.

    Sebastian traveled for some time after the war, shipless, with the memory of his crew haunting him. Had he not been so generous to his lost crew's families he could have bought another ship with the money from the war, but Sebastian is not that kind of man. He knew he would find a ship someday, and he was right when the magocracy contacted Sebastian with an offer to captain a new airship. This was a tough decision for him. Was giving up the freedom to fly where and when he wanted worth it for the chance to fly at all?
    Last edited by dascarletm; 2016-11-23 at 11:27 AM.
    Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of Puns
    Thanks to Artman77 for the avatar!
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  3. - Top - End - #3
    Ettin in the Playground
     
    Planetar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Hmm... Silver, Mousedigits and I are 3/4s of an adventuring party once again... Who wants to bet dascarletm is General Patton in disguise?

    Nev will be talking and/or making birdie noises in Dark Grey.

    Spoiler: Nev's background
    Show

    "Thirty years ago, an old human mage wanted a familiar. So he set himself up in his chambers, and he began a ritual to summon one to his side.

    Outside the tower, a pair of young ravens held onto a prime roadside nesting spot. Half-way up an old, gnarled tree, their third clutch of eggs was nearly finished incubation.

    And then the ritual completed, and I awoke.

    So, there I was, atop my two beautiful eggs. My 'faithful' mate by my side. And suddenly, my brain was working harder than any bird's mind had any right to. And beneath it all, was this compulsion.

    Go to the ritual chamber.

    And I went. Left my eggs, left my mate, and I went.

    His name, he told me, was Tavin Mercier. And he named me 'Nev', after some poem, or so he said. It's an odd tradition, I thought. We have unique identifiers as well - names, if you like, though ours are calls, not words - but they are developed by the bird, not granted by others. It's the arms, I think. It has to unbalance the brain having them instead of a proper pair of wings.

    Anyway, I was his familiar for twenty largely uneventful years. He wasn't some great adventurer or master politician, after all. Just a senior fellow in the Fabricator's Guild. Not that I minded much, mind you. Lots of shiny things in a wizard's workshop, after all. Though he was forever yelling at me for flying away with something he'd wanted...

    ...I'll be honest, it only took me the one time to work out he didn't appreciate me burying his tools. But... well, even Ravens need hobbies. And it wasn't like he was going to let me go back to my nest - and my eggs - now was it?

    Besides, it wouldn't have been the same. It's hard to sit in a tree all day when you know just how much more there is out there for you to do.

    Now, after a long, long time - twenty years, more or less - Tavin died. And I ran across... probably the only truly nice thing he did for me in those twenty years. Sure, he'd given me intelligence, access to learning materials and so on, but that was to benefit him, not to benefit me. The benefit for me was in his will. A clause that stated his familiar at the time of his final death was to be brought to a Druid, and Awakened, so as not to force them to go back to being a normal animal.

    This left me at something of a loose end, let me tell you, but it was a good loose end. As a normal Raven, I didn't have much choice in how my life would go. I found a mate, I made a nest, I started churning out eggs. Like every other Raven does. But now, I was... well, free. I had the intellect to go make something of myself. And I wasn't tied to an old Wizard anymore. Problem is... well, I had no skills, no real experience, and you'd be amazed how few 'human' jobs a Raven can actually, physically, do. I mean, imagine having *me* as your waitress. It's not going to work out, is it? Most of your dinners are bigger than I am!

    I went back to the Guild in the end. Made a deal with one of the other wizards there. That I'd sign up as his apprentice if he'd help me make my first homonculus.

    You do not want to know how long it takes to get a pint of blood out of a Raven... without killing the Raven.

    It took me the better part of a decade to 'graduate' from my apprenticeship. I'm thirty-five now, about twice the age most Ravens reach. And since the eggs back at the start of my life (with any luck, I'm at least a great grandma by now), I hadn't really done anything. Just filled out the roster in a lab that churned out magic items. Sending in an application to work as one of the ship artificers on the The Fearless was my way of remedying that. A chance to spend my last few years off doing something *exciting*, instead of churning out the equipment other people use to do so.

    Honestly, I'm not too sure why I was chosen. I've decent grades, sure, but most people expect their artificer to have arms, and not an arm replacement homonculus. My best guess is that the Sebastian Mercier is some relative of Tavin Mercier, and decided to give the old man's old familiar a chance. My second best guess is that Sebastian is suffering from a crippling shortage of shoulder-parrot, and decided that a shoulder-raven would do as a substitute, in a pinch...

    Not that I'd be complaining, mind you. I'm sure it would be a nice perch to observe the action from...
    "

  4. - Top - End - #4
    Troll in the Playground
     
    NinjaGirl

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    Default Re: [OOC] Seven Voyages of the Fearless

    Eigra will use Magenta

    Looking forward to the game, I'll edit in a bit more here when I get home from work!

    Edit:
    Spoiler: Desciption
    Show
    Towering over most humanoids (though still on the small side - and still growing - for an Ogre Mage) and built like a dwarven tank, Eigra is already quite a catch by Ogre Mage standards. Hair (and horns, and teeth) black as coal, sky-blue skin, and pupils white as snow complete the look. Aboard the ship, she often changes into humanoid for to avoid getting stuck in hallways or lodging her horns in door frames. She usually chooses the form of a middle aged woman with a solid build and pleasantly rounded features.

    When not in full plate, she usually dresses in light jewel tones, with blues and purples being favorites.


    Spoiler: Personality
    Show
    Friendly, perhaps a bit fond of the grape, and abruptly intense when matters turn to divination and scrying. One tends to see glimpses that there is a sharp mind behind the amiable exterior. Loves few things more than ferreting out secrets with magic.


    Spoiler: Backstory
    Show
    Eigra was raised in an Ogre Mage community not far from the White Tower. She traveled frequently from a young age with her father, a merchant who primarily traded raw materials (in one direction) and finished goods (in the other) between the White Tower and the Fabricator's Guild.

    Her family (on both sides) has a secret they have passed from generation to generation. They are members of a group called the First Throne. Part secret society, part cult, their goal is the restoration of the First Empire (or at least a rather idealized version of it, seen through the rose glasses of intervening centuries). Eigra's mother, in fact, disappeared on a mission for the Throne in drow lands while Eigra was still very young. (The First Throne takes a very dim view of the drow, seeing them as occupiers to be destroyed). Her father is a high ranking member and uses his position to move supplies and information between Throne cells in different places. Eigra was inducted into this secret society while hardly more than a child, and has been a loyal member since. It is where she derives her divine power from, and the reason she has taken the oracle's path.

    Since leaving home (at 37 it has only been 10 years or so, that still being quite young for an Ogre Mage) Eigra has plied her skills as a Cleric, and offered divination services to those who can't or won't deal with the Pyramid. Of course it is a fine line to walk, as it wouldn't do to attract unwanted attention from the Tower of diviners for offering competition. She hasn't had any trouble from them, though... yet. She is quite well respected in many quarters, particularly near the White Tower, where she sometimes offers her abilities at a discount or even free (for example, in the case of a missing child, who she helped to locate in a drainage tunnel). Secretly she has continued to advance the agenda of the First Throne.

    When positions became available on the Fearless, she applied for several reasons: A chance to investigate the multiverse and find out its secrets; the possibility of finding power that might be turned to her ends and the ends of the First Throne; and she had a good chance of getting on the crew, as she had both personal power and at least some connections with the White Tower (who no doubt might appreciate divining not connected to the Pyramid of Eyes). Then there is also always the possibility of the drow or their agents trying to interfere with the ship.

    Now she eagerly looks forward to her first glimpse of another plane.
    Last edited by Silver Night; 2016-11-23 at 03:12 AM.

  5. - Top - End - #5
    Ogre in the Playground
     
    dascarletm's Avatar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Quote Originally Posted by whoiam View Post
    Hmm... Silver, Mousedigits and I are 3/4s of an adventuring party once again... Who wants to bet dascarletm is General Patton in disguise?

    Nev will be talking and/or making birdie noises in Dark Grey.
    I don't know who he is, but I'm happy to fill in your ranks.

    I am pretty new to RPing by PbP, though I've played DnD for almost 15 years in person now. So, feel free to let me know if I'm stepping on toes or breaking any unwritten rules of PbP. I'm open to constructive criticism, seriously.
    Dascarletm, Spinner of Rudiplorked Tales, and Purveyor of Puns
    Thanks to Artman77 for the avatar!
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  6. - Top - End - #6
    Barbarian in the Playground
     
    Pol Detson's Avatar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Sorry, I had an introduction for Eigra and Nev, but it went missing when I posted opening. It's now posted.

    I am waiting for Taln sneakage on board.
    DM: Swordpoints, Storms and Stars IC | OOC

  7. - Top - End - #7
    Ettin in the Playground
     
    Planetar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Hmm... I may need to re-write my opening post, then. Still, no complaints about Nev getting to boss around her NPC colleagues

  8. - Top - End - #8
    Ogre in the Playground
     
    Mousedigits's Avatar

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    Default Re: [OOC] Seven Voyages of the Fearless

    Sorry, just got home from school.

    Nice to be part of this game. Also, nice to be in another game with Silver Night and whoiam.

    As a side note (probably something I should have said earlier) my schedule is kinda messy, so while 48 hours should be enough time between posts, if I suddenly drop don't be alarmed.

    Talenel Alendi will be speaking in blue, and Ayr, his psicrystal, will speak in golden rod. Telepathic communication will be underlined.
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    BACKSTORY:
    The man sits at his desk, crumpled paper strewn about him. The glowstones mounted on the walls reveal several wooden models tied to the ceiling. They differ vastly in size, shape, and color. However, they all share one common trait: They are all scale models of the man's newest, biggest project. Selcheress Planar Skyship 'Fearless'. A vessel that, provided everything went well, would be capable of jumping from plane to plane like a child from puddle to puddle on a rainy day. That is, assuming the man could figure out this last vital component: the Planar-Breaching Engine. As the best Teleportation Specialist who wasn't currently busied with running a country, he was the head engineer of the Planar-Breaching Engine. For, what is plane hopping if not teleportation on a much grander scale?

    To his right, on spindly, almost electric legs, floats his Psicrystal assistant, Ayr. Every minute or so, he requests some of the vast information she has stored for him regarding what is known of planar travel. In front of the man is a large blueprint, containing upon it drawings of the most recent version of the Engine, along with dozens of equation and an equal amount of hastily-written notations.

    The man, Taln, throws his hands up in frustration. "Ugh! Ayr, why can't I figure this out. Looking at it, all the math should check out. Yet, if it did work out, we'd be soaring through the planes right now. It's almost as though the scholars of the past were wrong. All their calculations, studies, and papers on other planes were wrong."

    Ayr, beside him, calmly responds. "Perhaps... They didn't account for something. Maybe they were wrong."

    Taln sighs. "What, Ayr, would they have missed? Everything they've found has been tested here, and has been proven true. The only way they could be false is if..."

    Taln rubs his beard in concentration for a bit, eyes widening. "Ayr, what if that's the problem? All the things we've tested, we've assumed that since they worked here, they'd work on other planes! But what if they don't? They couldn't be huge discrepancies, otherwise they'd be documented and widely known from those rare studies of planar portals formed naturally. However, there must be some discrepancy, else our machine would work. Is it possible, perhaps, that portals align those traveling through it to the laws of physics on for that plane?"

    Ayr glows brighter with excitement at this proposal. "It makes sense! So that means that, to transport from plane to plane, we need to find a way to become aligned with that plane's laws of physics?"

    Taln nods eagerly. "Yes, yes, yes! This is what we needed! Come on, we have to tell Harthe." With that, Taln leaps up from his chair. He rushes over to a separate desk with a pane of glass hanging above it, on the wall. He presses a few buttons on the table, and a man's face appears on the screen. "What is it, Taln? I'm kinda busy right now."

    Taln smiles. "I've got something you'll want to hear."

    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
    ONE YEAR LATER


    Taln walks through the pristine, white corridor. It was finished. Within the month, he'd be soaring across planes, documenting new creatures and new materials. His hypothesis had been correct, and with a year's dedicated effort, he and his team had been able to get a working Planar Breaching Engine. All that was left to do was schedule a maiden voyage.

    Taln walked into the conference room. In the front of the room sat 13 chairs with 13 people in them. The Ninth Assembly. The rulers of Selcheress. One from every tower besides the Pyramid of Eyes, who had two. And, of course, excluding the Tower of Radiant Words. In addition, there were five from the Dragon Houses. Thirteen in total.Sitting in a semicircle, they faced the public seating, where those who wished to listen in on the affairs of the Selcheress. And today, it was packed. It appeared that rumors of the Fearless' completion had spread. Taln took a seat at the front, where those with issues to be raised or things to present would sit.

    The conference began. It started with relatively mundane items: Possible tax raises, new roads, etc. However, there was an ari of anticipation in the room. Everyone was on the edges of their seats. Eventually, it was Taln's time to present. He got up and stood before the crowd, facing away from the Assembly. They already knew about the Fearless; They'd funded it. This was just a way to inform the public of the ship.

    "Ladies and gentlemen, I'm sure you've heard the rumors. The Fearless has been completed! Later today, the Assembly and I will meet to schedule its first voyage, as well as give her a crew. If you have any questions about the Fearless, please ask!" There were many questions, ranging in subject to how much it cost to what its abilities were. Afterward the conference, Taln stayed behind to discuss with the Assembly the specifics of the maiden voyage. The first subject matter was the plane it would be sent to. Next was the date. That was scheduled for two weeks from that day. When the subject of crew came up, one of the Assemblymen simply said "We've got that covered already." And handed Taln a sheet of paper with a list of crew. Under captain was written a certain Sebastian Mercier. Taln nodded in in approval. He'd heard of Sebastian, and knew he was a fine skyship pilot. looking over the paper, he realized thyat his name wasn't on the list. "I'm sorry, sirs. There appears to be something missing. My name isn't on this list."

    "You're not going, Taln. Have you any sailing knowledge? I didn't think so. You're too valuable. If this thing goes south, we need you here so you can fix your design. Everyone on that ship is expendable. If they die, the losses will be regrettable, yes, but you were lost, we wouldn't be able to reproduce the Fearless."

    Taln stutters "B-b-but, you need someone to perform maintenance on the Fearless! Someone to do repairs if it needs it mid-flight!"

    A different Assemblyman responds. "We'll send another of your team. They have enough knowledge of the device to perform repairs."

    "But-"

    "No buts, Taln. You're staying here, and that's that. Now be gone."

    Taln walked out of the Assembly building somberly. He found that it had started raining while the conference was underway. He looked over to where Ayr waited. Psicrystals weren't allowed in the Assembly building, due to an incident a few years back. "How'd it go, sir?"

    "Horribly."

    Taln told here the gritty details. By the time they got to his study, he was almost shouting in anger. When he finally got inside, he made a decision: he was going, whether the Assembly knew it or not. He'd convince the one they were sending in his place to stay in Selcheress while he'd sneak onto the Fearless with Ayr.

    The details of his sneakage upon the ship will be told in my first IC post.
    Last edited by Mousedigits; 2016-11-22 at 06:33 PM.
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    Default Re: [OOC] Seven Voyages of the Fearless

    I can already see that Taln and Nev are going to get along very nicely.
    Last edited by Mousedigits; 2016-11-25 at 03:56 PM.
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    Ettin in the Playground
     
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    Default Re: [OOC] Seven Voyages of the Fearless

    *grin* Nev'll probably agree not to call Taln a monkey anymore if he'll stop calling her a pet... or a parrot

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    Default Re: [OOC] Seven Voyages of the Fearless

    I love the role-play
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    Default Re: [OOC] Seven Voyages of the Fearless

    Away to the races on the posting already, I like it! Working on an IC post now!

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    Default Re: [OOC] Seven Voyages of the Fearless

    Sorry for delay, I'll have a new post tomorrow.
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    Default Re: [OOC] Seven Voyages of the Fearless

    All the buffs

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    Default Re: [OOC] Seven Voyages of the Fearless

    @Mousedigits, I did replay knowledge check, but instead of 'Taln' I wrote "Eigra". It's in previous post.

    @dascarletm, do you take whole ship to the temporary moat-bridge or are you and psi-crystal just flying alone? If so, what would be distance between the iron construct and the ship?
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    Default Re: [OOC] Seven Voyages of the Fearless

    I'm imagining we fly the ship decently close, but would fly ourselves down there (something within Swif Fly distance). I would have any other player that wants to accompany me come with. Taln, Egria, and Nev I would expect to come with.
    Last edited by dascarletm; 2016-12-07 at 12:38 PM.
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    Default Re: [OOC] Seven Voyages of the Fearless

    Initiative for Sebastian should it be pertinent (Posting here because I forgot to roll in the last one.)
    (1d20+2)[10]
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    Default Re: [OOC] Seven Voyages of the Fearless

    Silver Night, whoiam any IC actions before we all dive into first battle?
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    Default Re: [OOC] Seven Voyages of the Fearless

    No, just the sheet updates I keep forgetting to do (Nev's prepared spells have been filled out, and I've added in the bonuses Eigra gave her). Plus that embarrassingly low init check, but that's what happens when you let a granny into a combat zone

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    Default Re: [OOC] Seven Voyages of the Fearless

    If there is time to get off one more spell before the start of combat Iay do that (I'll update when I get home). If not then Eigra would position herself in front as the(I think) physically toughest member of the ground crew. If there isn't time to get off another spell, feel free to roll init for me in the mean time and get things rolling.

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    Default Re: [OOC] Seven Voyages of the Fearless

    *grin* With rolls like that, Nev'll be every bit as useful magically as she is in a physical fight!

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    Default Re: [OOC] Seven Voyages of the Fearless

    Just double checking: was the save for the damage from the bridge reflex for half?

    Also, did Eigra take any damage from the bolts (other than the damage from shield other)

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    Default Re: [OOC] Seven Voyages of the Fearless

    Quote Originally Posted by Silver Night View Post
    Just double checking: was the save for the damage from the bridge reflex for half?

    Also, did Eigra take any damage from the bolts (other than the damage from shield other)
    Sorry! Yes, it was reflex for half, so she did take only shield other damage. The bolts - *rolling* assuming that she went into the ship - 10 HP damage to her as well.
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    Default Re: [OOC] Seven Voyages of the Fearless

    For those wondering, no, Nev is not trying to chicken out. She's thinking more along the lines of a dungeon bypass - that is, if the actual entrance is trapped, just blast a hole in the side of the thing with the ships' guns, and go in that way. She doesn't really want to say it inside the ship, because she doesn't know how the 'owner' was listening in to the conversation with the automoton (and, by extension, if it's still listening), and she'd like this plan to be a surprise...

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    Default Re: [OOC] Seven Voyages of the Fearless

    I'm personally unsure of which option to take, going in head first, or backing out to disintegrate in. What does everyone else think? I'll put it to a vote.
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    Default Re: [OOC] Seven Voyages of the Fearless

    I will only point out that the ship crew only instruction was to attack in case of aggression, so they will continue to damage the structure unless someone tells them to stop.
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    Default Re: [OOC] Seven Voyages of the Fearless

    Personally, I'm all for Disintegrating our way in. Not only will it give us an easy way in, but it will also damage the drill, which may slow its mining.
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    Default Re: [OOC] Seven Voyages of the Fearless

    Well, we could end up witht he drill falling apart on top of gems we need. Though we could perhaps do with having the room we are in disintegrated (after we leave) to clear our first obstacle?

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    Default Re: [OOC] Seven Voyages of the Fearless

    That works for me. I will be away from my computer and internet for the weekend due to holidays. I'll be back on Monday though.
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    Default Re: [OOC] Seven Voyages of the Fearless

    Okay, then. Everyone just needs to follow Nev's suggestion of backing out, she'll explain the entry-by-disintegration plan once she things we're not being overheard, and then the captain can make an executive decision on where we make the hole

    And in other news: Merry Christmas, everyone! Unless you don't celebrate it, in which case, sorry, I'll be back to posting normally once the sugar coma wears off

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