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  1. - Top - End - #901
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019

    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk

    Polari Human Sorcerer 3 / Warlock 1 AC: 15 (MA) | HP: 27/27 | HD: 1/3d6 1/1d8
    PP: 12 PInv: 12 PIns: 12 Spell Slots, 1st: 3/5 2nd: 1/2
    Sorcery Points: 5/5 Restore Balance: 2/2 Healing Light: 2/2 Conditions: none


    Polari looks at Grastic and Nodgate,

    "It looks like we won't have wait. Places, Everyone! Hades, how about a little mood music?"

    He moves to the opposite side of the room and prepares his crossbow.

    Spoiler: OOC
    Show
    Ready action to shoot a poison bolt if anything dangerous opens the door.

    Possible Reactions:
    1. If Polari is hit and the roll is 19 or less, he will cast shield with his reaction.
    2. If he is hit by 10 or more elemental damage, he will cast absorb elements.
    3. If one of the players is attacked with advantage or has to attack at disadvantage, I can use a reaction to make it a normal roll.

    Spoiler: Caverns Map
    Show


    Spoiler: Notes
    Show
    Geronimo, goblin bard
    Professor Melange, Mentaujit
    Pelonia, Abracio fleet - Rik and Oren
    Sister Spinozo, Longwands - Polari and Geronimo
    Heir Ermans, Sister Spinoza's boss
    Rincip 'Cottonpads' - Allisog and Sakuya
    Hopalloz, lost 150 years ago
    Chexxa, Hopalloz outpost for arcane research
    Captain Gomyabber, scouts found tunnels to Chexxa
    Soulcrystal and ritual book, for collecting energy from Chexxa's forge - Polari gave them up
    Nodovico, gnoll guide RIP
    Namera and Pandinho, rescued Mraow (stayed behind)
    Remilia, betrayed others with gnolls (all dead now)
    Nyokawamtoto, dragon-thing stuck in the forge
    Danifae, oracle and spear wielder
    The Nip, or Disciples of Danifae have SS in a building in the territory of Affios 'Pinnails'
    Doctor Coccyx and Bellatrice
    Affios, stole dragon money from Pozernoa, runs Nips
    Jaere'e, from Pozernoa, lives in Substratum, leader of the scions of shadow dragons.
    Lola (candle) and Lalo (bell)
    Orderly Principality - Aven and bard Coco, looking for Polari.

    Spoiler: wizard
    Show
    Suddenly Polari remembers a magical fight. A wizard cast an ice storm that pummeled five young sorcerers in front of Polari. He was about to then cast phantasmal killer on Polari when he was stopped by a friend of Polari's. Someone else then came and dragged Polari away. You remember the wizard with his ritual dagger that was a meat-carving knife. His bones shone through his face at spots where he had eaten a part of his own face.


    Spoiler: Polari's Cloud in Temple
    Show

    You move within the cloud and it seems the cloud is quite deep.

    Lola starts speaking in her normal whispery monotonous voice
    Haems is the name of the mountain behind the temple. This a temple of Fate, the final state of every machine, the value of the function, the inevitable end result of everything.

    A huge pendulum swings by you in the cloud.

    This temple is quite powerful. It can actually transport us to the the center of the inevitable machine. This is Mechanus as much as this is the temple at Haems

    A series of balls rolls by you at intervals that seem like a combination of regular and irregular. You seem to remember that there's a code in them.

    The pole of a meromorphic complex function is a point on the complex plane on which the function is undefined or approaches infinity. Your existence in Mechanus was about research. Research requires growth. Mechanus is complex enough to allow growth but growth can only exist in areas that are not normally covered. Your inability to adapt is what sheltered you when many other pieces were destroyed by Orcus. Orcus killed most of you. That was fate... but not the end. You're still here, you and your infinite potential.

    A series of lightning bolts flashes by you.

    You're not the only one with infinite potential to grow and define Mechanus. Other pieces of you are looking for you. By the end there can be only one. All uncertainty will be removed.

    You keep walking and the cloud seems to go on and on.

    None of the others are here. It's just you. The others are somewhere else.

    You move further inside the cloud.

    Lola keeps talking
    Your memory is strange partially because Orcus severed you from the rest of your memories... partially because you wanted to experiment with your own antithesis, chaos. It's one of the reasons that Orcus couldn't find you and why I too had trouble finding you. ... It won't save you from you though.

    At this point you notice that the cloud is not just some kind of watermist. The particles in the cloud are modrons, particularly monodrones. So many monodrones...

    Lola continues
    You notice them, yes. They are your servants and creations. They love you as I do. This is your world. You are the Prince of this land. Orcus took a part of your power and divinity but he had no interest in Mechanus itself. The realm is hurt but unspoiled...

    For a moment, all the monodrones turn to you and bow. Then they continue their curious dance in the emptiness.

    The mortals call this part of Mechanus the cloud calculator. This is what you used to solve the fates of people and things. You tried to make sure that all mortals are a part of the cloud but the Chaosfox foiled you again...

    Lola's sound starts to crackle a bit.

    Oh... The monodrones' reaction to you will be noticed. Other versions of you might notice and find you quicker now. Coco and the Flesheater are not the only ones still alive. Many others would like to gain the power inside of you by killing you. The same is true the other way around. If you destroy the other vestiges of you, you will get more of your memories back. You might become lawful again.


    Spoiler: Luracidon
    Show
    There's a sea under the world, the Subhadal, also called the Shining Sea. The sea is not a normal sea of water, it is full of small mycoid intelligent organisms called endzymes. These creatures claim to be everywhere in the world, among other creatures and to suffuse them with the ability of psionics.
    On this sea of psionic beings sail the mraow pirates. They protect their boats with soul crystals and build cities on islands that stand out of the sea. . The greatest of these cities is Luracidon.
    The mraow also protect themselves through the path of Rose Madder Eye. Rose madder is the name they give the divine force that allowed the creation of other gods to balance out the lawful good gods of the catfolk. To balance Eboncrystal, the god of law and loyalty was formed the Choice. The Choice, also called Starlight-spear is a god of nobility and leadership. Howlingstorm, the good god of artifice and toil was balanced by The Plot. The Plot is also called Twilightspider, the god of artifice and traps. To balance the Crimson Eagle, the god of strength and resolve was formed The Act. The Act is also called the Vengeful-Hand the god of war and tactics. To balance Crying Hawk, the god of Healing and Medicine was formed The Loser. The Loser, also called Soulreaper is a god of death and murder. Finally Burning-Hunter, the god of good and redemption, was balanced by The Eternal. The Eternal, also called Shadowscorpion, is the god of Glory and Legend.

    The mraow gods are gods of nihilism. They enhance the real, the materialistic, the present. They help their followers focus on what the faith's adherents know is important, survival in particular.

    The mraow of Luracidon are primarily followers of the Twilightspider. Their city is in the middle of things because they have planned to build a city into a place where they could achieve this. The primary force the mraow of Luracidon use is intimidation. This they do to impose their plans on each other. They play power games.

    There's no particular sex discrimination among the mraow. Those who are intimidating, those with the best plots, they rule. The mraow would accept a ruler of another race. Submitting to force is just natural. Other races don't really arise to power within Luracidon because the mraow find racism useful.

    The mraow dislike the show of magic. They know that magic, once spent, is lost. Therefore the mraow support implied capability of magic but consider actual use of it vulgar and stupid. The wizardly school in Luracidon is powerful and focuses on spells of divination. The schools of enchantment and abjuration are also considered acceptable while other schools of magic are scorned.

    The most blessed individuals within the mraow are considered the Destined sorcerers, closely followed by the psionic soul sorcerers. Many of the best plotters in the city, those who rule cabals of one kind or another, are destined.

    Sorcerer: Destined
    1st level You can cast your spells without visible spell effects. If the spell's description has no visible effects, you can cast the spell without verbal or somatic (but not without material) components.
    6th level You gain the lucky feat.
    14th level You gain advantage to initiative rolls and you are never surprised.
    18th level You gain advantage to any saving throw to avoid being blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, restrained or stunned. If the spell or outher cause that would cause this condition is tied to other effects such as damage, this advantage does not help you avoid the other effects.

    Plotting is the driving force in Luracidon. Plots put things and people to their place. For individuals that do not plot there are four main paths. The first and the one that surprisingly is the weakest is that of the skilled individual. Many think that great skill increases their worth. Yet for the one who plots the skilled individual is a circumstantial tool of little worth. The skilled individual is given the difficult tasks and the minor rewards. The loyal servant gets the easy path. For the plotter, the enthousiastic loyal servant is the one who has the most value. Bards are common in the loyalists. The College of eloquence is supreme and gives basic teaching to the children of the powerful.

    The third path is the one of the survivor. Some learn to avoid the plots, make themselves look unattractive as a target. Plotters don't see such people as threats, for few of them think of the survivors at all. The main paths of power for this group are to become clerics or druids of spores.

    The fourth path is the one most hated by plotters. It is the path of the trader and mercenary. Plotters actively aim to rid the city of them yet there is always natural demand for traders. The few traders that do survive, tend to have their efforts helped by the lack of competition. The traders employ most of the rogues in Luracidon for rogues are also hated by the people in power.

    For the ones who wield power and plot, the most respectable paths to might are those of paladin of conquest, wizard, battle master or PSI knight.

    For the commoner, the adventurer's path that is most supported by those in power is that of the samurai fighter. Warlocks are also plentiful, though the more powerful plotters see them as individuals of divided loyalties and hence expendable.

    The powerful in Luracidon hold no slaves. The concept of ownership is in general annoying to those who plot. The idea that ownership is a higher law than the will of the plotter is repugnant. Those in power take what they choose to require. Hence, no one is slave, but everybody is expected to serve the ones more powerful than they. This service, if sufficiently good, may also be rewarded out of generosity. Slaves do exist in name as well, for the few traders that have power enough to thrive, use slaves.

    The city is home to 60 000 individuals. Half of them mraow and others of subservient races. The island which holds the city would not support many more. Already the city is built in many layers over each other.

    The waves of the Shining sea give a rhytm and a pulse to sea. The psionic pressure all around them is felt by perceptive and intelligent individuals. The day is divided into six sessions based on the surrounding atmosphere. The sessions are in order: Surprise, Happiness, Fear, Anger, Disgust, Sadness. Most prefer to be awake during surprise and happiness.

    Most of the food of the realm is either brought in from other territories or fished in the Shining sea. The druids of spore circle also grow fungus in their gardens and teach the commoners to do similar in smaller scale.
    The city is built on grounds of reason and necessity. Things of beauty are reserved for those in power. The construction is powerful and everything is built to intimidate. High walls, tough forms. There are few windows in buildings. The buildings of the powerful and in the middle of the city, built on those of lesser importance. Any signs of magic have been hid when possible.

    The Mentaujit is the main place for studies of younger individuals. Mentats teach the young and between the lessons the young measure each other. The stronger pupils draw the weaker ones into gangs as is proper. Of course, to get in, one already has to have parents with a certain amount of power. The young with no parental support end up in workshops or as houseservants.

    The Substratum is the lowest part of the town. It's the place of the powerless and the outsiders. The houses are small, catacomblike. The houses have low ceilings and their very existence is more for support of the upper layers than for the ones living inside. Fires are forbidden in these narrow tunnels and magical lights are frowned upon. Everything is done with the visibility given by darkvision. The substratum continues underground and some of the deeper tunnels fill with water. The only powerful organization that prefers the substratum are the druids of the circle of spores. They have barricaded a large section of the tunnelnetwork for their fungus farms.

    The Web makes up the central layers of Luracidon. These layers have the attention of those in power while they don't reside there themselves. Continual light spell have been cast in many areas in this section of the city. To cover up that magic was used the lights are covered by metal grills, as if a flame was inside.

    Most buildings have insignia of them. These markers imply who the building owns allegiance to - whose plot are they in on. Lines and crowds are typical sights in this layer. Instead of trading, the individuals in power just give out what they want. Their troops show their support by gathering into groups and behaving like the crowd. The powers that be don't want these crowds of their to fight for that would create loss of resource. Rather they want constant visual signs of their power on the streets.

    War is the major trade of the mraow. Luracidon seeks to develop generals and strategists in particular, but they don't want war on the streets. Rather the atmosphere is that of constant preparation for war. Releasing tension is equally important to avoid conflagrations of hostilities. It's common to see groups that have opposing loyalties engaging in ritualized half-hearted sports events, dances and similar events. The most important festival is that of Repeating Drummings or just Redrum. Half the citizens may engage in simultaneous beating of drums making the whole city sway with the sound waves.
    One thing of interest in the Web is the roads. The large roads go straight from ports to the towers owned by the most powerful. These roads have a network of supporting paths in the area local to the tower. Only small narrow paths unite the network of roads around one tower to that of another.

    The plotters live in towers above the Web. Collectively these towers are sometimes called the Twilight zone. The name implies something that's between things. The reference is to place that's between dreams and reality, between the divine Twilight spider and servants. Even the most powerful plotters in the city see themselves as weak in comparison to how powerful their dreams can be. Even more so, they live in fear of loss, which is why they abhor change.
    In the towers of the Twilight zone very little ever happens. What does, is ritualized to a level it lacks all efficiency. Even small things are accompanied by as much spectacle as possible.

    Each tower defines a territory and a plot. The nature of the plots is usually best understood as a protection scheme though others might argue for the legality and justification of taxation. The nature of the person on top is rarely an issue for they are separated from all below and cloaked in idolatry and extravagance.

    Some of the more powerful plotters in town are

    Rincip 'Cottonpads'
    The territory of Rincip has the Circle of spores, food and herbal market, the largest port as well as the Mentaujit.

    Marisuale 'Saltytips'
    The territory of Marisuale has a warlock pairing academy where they subordinate youngsters to various patrons [usually these are celestial, fiend, lurker in the deep, raven queen, undead or undying]. There's also a military academy for most fighter types. There's armourers, bowyers, smiths and other artisans related to military professions. The cartographer's academy is also here.

    Carnacio 'Cleverone'
    This territory has temples for the god of War and Tactics. Carnacio is considered by many a falling plotter. His extreme longevity and the rising violence in his territory, including the presence of the undead are all suggesting to others that Carnacio is losing the Plot. Forces outside the city keep propping him up though. This region has an active street life fuelled by the dispensation of alcohol. There's also a bardic college of valor and swords in the territory.

    Erarqa 'Highpyre'
    This territory has the temples for the god of Plotting. Most clerics, paladins and monks of the city live here at one point or another. This area also has colleges for city-planning, engineering, agriculture, fishing and history.

    Rupacio 'Sugarskin'
    This territory functions as a sanctuary for traders, at least up to a point. The temple of the God of murder resides here as well. The area is considered trashy by other plotters but so dangerous that it can't be removed.

    Affios 'Pinnails'
    A victorious general who returned with glorious spoils created this territory. This area is more luxurious than most, a guarded territory where many pleasures are easily available. There's a shrine for the god of Legends in this area. Affios has allowed monk orders to set up in his territory, raising general interest in becoming a monk in the city.

    Enyor 'Happypaws'
    A territory where wizard colleges reside. Enyor's territory also has many storehouses. The territory is at the very center of the city and has many structural supports for the city's towers. There's also a bardic college of glamour and satire.

    Bernadora 'Whiskers'
    Her territory is the most open to outsiders. Least courtesy is demanded and creatures of other races are accepted somewhat easily. There's a port of significant size. Many industries that are considered uncomfortable, such as dyeing are practiced here. Waste disposal is also a feature of this territory as is animal-keeping.

    The power in the city is divided between plotters who generally maintain the status quo of power, the gangs which seek power through cleverness or forceful action and the traders who openly challenge the status quo.

    Gangs are lower in the ranks of power than the true plotters. Yet their actions are more visible for they aim to act. In the city of plots the people with real power aim to threaten but never act. So one is much more likely to run into gangs engaged in interesting activity.

    Many major gangs of the city recruit from and fight for influence in the Substratum.

    The first mentionworthy gang is that of the Iron chain, a gang of heavy armor fighters and warlocks.

    The second of the larger gangs is The Plagues. They seek druidic and bardic members, seemingly making them less dangerous to the city while still gaining power.

    The gang called Darkweb is a religious cult, seeking purity of plotting on clerical grounds. Clerics and paladins form the main adherents.

    These three are called high gangs. They exist as extensions of the ruling power block, but are viewed as corrupt in one way or another by the true powers. They are usually opposed by the low gangs that seek to challenge or even supplant the ones in power.

    The fourth gang is the Hypothalassians. They are a gang of wanderers, rangers and barbarians. They aim to seize independence and to hold power in the regions surrounding Luracidon.

    The gang called Impossible rise is largely made of bloodhunters and rogues. They aim to be seen as the most dangerous gang in the city with no other concerns.

    The gang called Longwands is primarily a solace for wizards and sorcerers who use the more unacceptable colleges of magic.

    Law is enforced variably. Each territory has their own laws. If a law is broken, the lawbreaker is expected to make good their actions of their own volition. The powers that be don't want to have to bother to actually uphold the laws. But if a lawbreaker is so obvious about how they flaunt the law, the plotters have no choice to utterly and completely destroy the lawbreaker. Such acts are plotted with the care of a dangerous military campaign. But when victory is certain, these events are turned into triumphal celebrations on the broken corpses of the guilty.

    The merchant princes
    There are few who dare to openly stand against the plot. Philosophically the merchant princes may see themselves as either opponents or misunderstood patrons of the city and society.

    The merchant princes who see themselves as opposing the plotters are usually adherents to the cult of the Loser, the god of death and murder. With their trading they seek to create chaos and destruction in the realm. They are usually purged from the city even though they are accepted by society. Hence, the successful merchant princes of this type act beyond city walls. They're pirates and trade ship runners. They create purposeful shortages and gouge prices. They import cursed, faulty or subversive items to the city and they leave orders unfilled, anything to destroy the powers of plotting.

    The other merchant princes pay homage to either the god of Nobility and leadership or the god of Legends or both. They frame themselves above and beyond plotting. They engage in trade while doing their business in ways that seem like they fit the city's standards. They call themselves the Cornecopia.

    The borders of the town are the shores. Beyond the shores is the navy. The navy is large and is primarily martial in nature.

    Spoiler: Sphinx
    Show
    You were hired to cause problems for the ghoul-king Tereus. You've seen the most powerful thing in this temple, the entrance to the Cloud of Fate. That is what Tereus wants to control. That is what the aven are looking for though they haven't found it. That is what the dwarves are seeking to find as well.

    You could seize control of Mechanus and remove the Cloud's entrance from here.

    You could collapse the dungeon so none can get to the Cloud.

    Tereus' real interest on the cloud is related to his dwarven allies' interest. If the dwarves could reach a connection with the Cloud without Tereus being involved, that would remove the basis of their alliance.

    But is the mission really your mission? In your heart there's good. Yet you serve a master who is not good. While I see reason in your desire to harm the ghoul-king, maybe you'd like to see forces of virtue rule this dungeon. Seek the minotaur-chief. Completion is just another word for an end. When you stop doing what another tells you, your mission is over.



  2. - Top - End - #902
    Barbarian in the Playground
     
    SwashbucklerGuy

    Join Date
    Jun 2010
    Location
    Brazil
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    Male

    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik positions himself by side of the door, ready to attack whoever moves in from behind.

  3. - Top - End - #903
    Bugbear in the Playground
     
    sandmote's Avatar

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    Oct 2017
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    US
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    "Well, we're on the right track, I think." Theria positions herself opposite Rik.

  4. - Top - End - #904
    Ettin in the Playground
     
    Zhentarim's Avatar

    Join Date
    Dec 2012
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    Shreveport, Louisiana, US
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    Male

    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    "If its not hostile, we can grab it, but given what I've seen in this temple so far, it may be like the other statue. I'll cast a dissonant whispers as soon as it opens the door."

    Hades takes out his violin and readies a Dissonant Whispers spell, raised to 3rd level. This is his final 3rd level slot. His spell will let fly as soon as the door opens and there is a visible target.

    Spoiler: Dissonant Whispers
    Show
    (4d6)[14]

    0/3 2nd level spells
    4/4 1st level spells
    Last edited by Zhentarim; 2021-03-03 at 12:57 AM.

  5. - Top - End - #905
    Ogre in the Playground
     
    Smilex's Avatar

    Join Date
    Apr 2019
    Location
    Finland
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC



    Grastic casts a spell and a dark blade appears in his hand...

    The eastern bronze doors open. Behind the doors is an nine foot dark grey statue depicting a very old, shrivelled man. In the room behind the statue the floor has rows of ancient corpses lying on the ground.

    Nodgate casts a readied sacred flame which seems to do some very minor damage.

    Oren shoots a readied arrow at the statue and hits it. It's difficult to gage how much the statue is hurt but at least the arrow sticks.

    Then Hades casts dissonant whispers on the creature. It's questionable if the spell does anything to the creature.

    Spoiler: Initiative queue
    Show

    Readied actions trigger... Polari, Rik and THeria get an attack,


    Actual round 1
    23 Nodgate
    22 Oren
    18 Hades
    15 Polari
    15 Theria
    13 Rik
    6 Statue
    5 ?
    1 Grastic


  6. - Top - End - #906
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019

    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk

    Polari Human Sorcerer 3 / Warlock 1 AC: 15 (MA) | HP: 27/27 | HD: 1/3d6 1/1d8
    PP: 12 PInv: 12 PIns: 12 Spell Slots, 1st: 3/5 2nd: 1/2
    Sorcery Points: 5/5 Restore Balance: 2/2 Healing Light: 2/2 Conditions: none


    Polari fires his readied crossbow bolt at the statue, quickly reloads, and fires again.

    "Look out everyone! He's giant."

    He makes sure he is still far away form any melee.

    Spoiler: OOC
    Show
    Readied crossbow attack: (1d20+4)[19], Damage: (1d8+2)[3], Poison: (1d3)[2]

    Regular crossbow attack: (1d20+4)[19], Damage: (1d8+2)[8] (out of poison bolts)

    Possible Reactions:
    1. If Polari is hit and the roll is 19 or less, he will cast shield with his reaction.
    2. If he is hit by 10 or more elemental damage, he will cast absorb elements.
    3. If one of the players is attacked with advantage or has to attack at disadvantage, I can use a reaction to make it a normal roll.

    Spoiler: Caverns Map
    Show


    Spoiler: Notes
    Show
    Geronimo, goblin bard
    Professor Melange, Mentaujit
    Pelonia, Abracio fleet - Rik and Oren
    Sister Spinozo, Longwands - Polari and Geronimo
    Heir Ermans, Sister Spinoza's boss
    Rincip 'Cottonpads' - Allisog and Sakuya
    Hopalloz, lost 150 years ago
    Chexxa, Hopalloz outpost for arcane research
    Captain Gomyabber, scouts found tunnels to Chexxa
    Soulcrystal and ritual book, for collecting energy from Chexxa's forge - Polari gave them up
    Nodovico, gnoll guide RIP
    Namera and Pandinho, rescued Mraow (stayed behind)
    Remilia, betrayed others with gnolls (all dead now)
    Nyokawamtoto, dragon-thing stuck in the forge
    Danifae, oracle and spear wielder
    The Nip, or Disciples of Danifae have SS in a building in the territory of Affios 'Pinnails'
    Doctor Coccyx and Bellatrice
    Affios, stole dragon money from Pozernoa, runs Nips
    Jaere'e, from Pozernoa, lives in Substratum, leader of the scions of shadow dragons.
    Lola (candle) and Lalo (bell)
    Orderly Principality - Aven and bard Coco, looking for Polari.

    Spoiler: wizard
    Show
    Suddenly Polari remembers a magical fight. A wizard cast an ice storm that pummeled five young sorcerers in front of Polari. He was about to then cast phantasmal killer on Polari when he was stopped by a friend of Polari's. Someone else then came and dragged Polari away. You remember the wizard with his ritual dagger that was a meat-carving knife. His bones shone through his face at spots where he had eaten a part of his own face.


    Spoiler: Polari's Cloud in Temple
    Show

    You move within the cloud and it seems the cloud is quite deep.

    Lola starts speaking in her normal whispery monotonous voice
    Haems is the name of the mountain behind the temple. This a temple of Fate, the final state of every machine, the value of the function, the inevitable end result of everything.

    A huge pendulum swings by you in the cloud.

    This temple is quite powerful. It can actually transport us to the the center of the inevitable machine. This is Mechanus as much as this is the temple at Haems

    A series of balls rolls by you at intervals that seem like a combination of regular and irregular. You seem to remember that there's a code in them.

    The pole of a meromorphic complex function is a point on the complex plane on which the function is undefined or approaches infinity. Your existence in Mechanus was about research. Research requires growth. Mechanus is complex enough to allow growth but growth can only exist in areas that are not normally covered. Your inability to adapt is what sheltered you when many other pieces were destroyed by Orcus. Orcus killed most of you. That was fate... but not the end. You're still here, you and your infinite potential.

    A series of lightning bolts flashes by you.

    You're not the only one with infinite potential to grow and define Mechanus. Other pieces of you are looking for you. By the end there can be only one. All uncertainty will be removed.

    You keep walking and the cloud seems to go on and on.

    None of the others are here. It's just you. The others are somewhere else.

    You move further inside the cloud.

    Lola keeps talking
    Your memory is strange partially because Orcus severed you from the rest of your memories... partially because you wanted to experiment with your own antithesis, chaos. It's one of the reasons that Orcus couldn't find you and why I too had trouble finding you. ... It won't save you from you though.

    At this point you notice that the cloud is not just some kind of watermist. The particles in the cloud are modrons, particularly monodrones. So many monodrones...

    Lola continues
    You notice them, yes. They are your servants and creations. They love you as I do. This is your world. You are the Prince of this land. Orcus took a part of your power and divinity but he had no interest in Mechanus itself. The realm is hurt but unspoiled...

    For a moment, all the monodrones turn to you and bow. Then they continue their curious dance in the emptiness.

    The mortals call this part of Mechanus the cloud calculator. This is what you used to solve the fates of people and things. You tried to make sure that all mortals are a part of the cloud but the Chaosfox foiled you again...

    Lola's sound starts to crackle a bit.

    Oh... The monodrones' reaction to you will be noticed. Other versions of you might notice and find you quicker now. Coco and the Flesheater are not the only ones still alive. Many others would like to gain the power inside of you by killing you. The same is true the other way around. If you destroy the other vestiges of you, you will get more of your memories back. You might become lawful again.


    Spoiler: Luracidon
    Show
    There's a sea under the world, the Subhadal, also called the Shining Sea. The sea is not a normal sea of water, it is full of small mycoid intelligent organisms called endzymes. These creatures claim to be everywhere in the world, among other creatures and to suffuse them with the ability of psionics.
    On this sea of psionic beings sail the mraow pirates. They protect their boats with soul crystals and build cities on islands that stand out of the sea. . The greatest of these cities is Luracidon.
    The mraow also protect themselves through the path of Rose Madder Eye. Rose madder is the name they give the divine force that allowed the creation of other gods to balance out the lawful good gods of the catfolk. To balance Eboncrystal, the god of law and loyalty was formed the Choice. The Choice, also called Starlight-spear is a god of nobility and leadership. Howlingstorm, the good god of artifice and toil was balanced by The Plot. The Plot is also called Twilightspider, the god of artifice and traps. To balance the Crimson Eagle, the god of strength and resolve was formed The Act. The Act is also called the Vengeful-Hand the god of war and tactics. To balance Crying Hawk, the god of Healing and Medicine was formed The Loser. The Loser, also called Soulreaper is a god of death and murder. Finally Burning-Hunter, the god of good and redemption, was balanced by The Eternal. The Eternal, also called Shadowscorpion, is the god of Glory and Legend.

    The mraow gods are gods of nihilism. They enhance the real, the materialistic, the present. They help their followers focus on what the faith's adherents know is important, survival in particular.

    The mraow of Luracidon are primarily followers of the Twilightspider. Their city is in the middle of things because they have planned to build a city into a place where they could achieve this. The primary force the mraow of Luracidon use is intimidation. This they do to impose their plans on each other. They play power games.

    There's no particular sex discrimination among the mraow. Those who are intimidating, those with the best plots, they rule. The mraow would accept a ruler of another race. Submitting to force is just natural. Other races don't really arise to power within Luracidon because the mraow find racism useful.

    The mraow dislike the show of magic. They know that magic, once spent, is lost. Therefore the mraow support implied capability of magic but consider actual use of it vulgar and stupid. The wizardly school in Luracidon is powerful and focuses on spells of divination. The schools of enchantment and abjuration are also considered acceptable while other schools of magic are scorned.

    The most blessed individuals within the mraow are considered the Destined sorcerers, closely followed by the psionic soul sorcerers. Many of the best plotters in the city, those who rule cabals of one kind or another, are destined.

    Sorcerer: Destined
    1st level You can cast your spells without visible spell effects. If the spell's description has no visible effects, you can cast the spell without verbal or somatic (but not without material) components.
    6th level You gain the lucky feat.
    14th level You gain advantage to initiative rolls and you are never surprised.
    18th level You gain advantage to any saving throw to avoid being blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, restrained or stunned. If the spell or outher cause that would cause this condition is tied to other effects such as damage, this advantage does not help you avoid the other effects.

    Plotting is the driving force in Luracidon. Plots put things and people to their place. For individuals that do not plot there are four main paths. The first and the one that surprisingly is the weakest is that of the skilled individual. Many think that great skill increases their worth. Yet for the one who plots the skilled individual is a circumstantial tool of little worth. The skilled individual is given the difficult tasks and the minor rewards. The loyal servant gets the easy path. For the plotter, the enthousiastic loyal servant is the one who has the most value. Bards are common in the loyalists. The College of eloquence is supreme and gives basic teaching to the children of the powerful.

    The third path is the one of the survivor. Some learn to avoid the plots, make themselves look unattractive as a target. Plotters don't see such people as threats, for few of them think of the survivors at all. The main paths of power for this group are to become clerics or druids of spores.

    The fourth path is the one most hated by plotters. It is the path of the trader and mercenary. Plotters actively aim to rid the city of them yet there is always natural demand for traders. The few traders that do survive, tend to have their efforts helped by the lack of competition. The traders employ most of the rogues in Luracidon for rogues are also hated by the people in power.

    For the ones who wield power and plot, the most respectable paths to might are those of paladin of conquest, wizard, battle master or PSI knight.

    For the commoner, the adventurer's path that is most supported by those in power is that of the samurai fighter. Warlocks are also plentiful, though the more powerful plotters see them as individuals of divided loyalties and hence expendable.

    The powerful in Luracidon hold no slaves. The concept of ownership is in general annoying to those who plot. The idea that ownership is a higher law than the will of the plotter is repugnant. Those in power take what they choose to require. Hence, no one is slave, but everybody is expected to serve the ones more powerful than they. This service, if sufficiently good, may also be rewarded out of generosity. Slaves do exist in name as well, for the few traders that have power enough to thrive, use slaves.

    The city is home to 60 000 individuals. Half of them mraow and others of subservient races. The island which holds the city would not support many more. Already the city is built in many layers over each other.

    The waves of the Shining sea give a rhytm and a pulse to sea. The psionic pressure all around them is felt by perceptive and intelligent individuals. The day is divided into six sessions based on the surrounding atmosphere. The sessions are in order: Surprise, Happiness, Fear, Anger, Disgust, Sadness. Most prefer to be awake during surprise and happiness.

    Most of the food of the realm is either brought in from other territories or fished in the Shining sea. The druids of spore circle also grow fungus in their gardens and teach the commoners to do similar in smaller scale.
    The city is built on grounds of reason and necessity. Things of beauty are reserved for those in power. The construction is powerful and everything is built to intimidate. High walls, tough forms. There are few windows in buildings. The buildings of the powerful and in the middle of the city, built on those of lesser importance. Any signs of magic have been hid when possible.

    The Mentaujit is the main place for studies of younger individuals. Mentats teach the young and between the lessons the young measure each other. The stronger pupils draw the weaker ones into gangs as is proper. Of course, to get in, one already has to have parents with a certain amount of power. The young with no parental support end up in workshops or as houseservants.

    The Substratum is the lowest part of the town. It's the place of the powerless and the outsiders. The houses are small, catacomblike. The houses have low ceilings and their very existence is more for support of the upper layers than for the ones living inside. Fires are forbidden in these narrow tunnels and magical lights are frowned upon. Everything is done with the visibility given by darkvision. The substratum continues underground and some of the deeper tunnels fill with water. The only powerful organization that prefers the substratum are the druids of the circle of spores. They have barricaded a large section of the tunnelnetwork for their fungus farms.

    The Web makes up the central layers of Luracidon. These layers have the attention of those in power while they don't reside there themselves. Continual light spell have been cast in many areas in this section of the city. To cover up that magic was used the lights are covered by metal grills, as if a flame was inside.

    Most buildings have insignia of them. These markers imply who the building owns allegiance to - whose plot are they in on. Lines and crowds are typical sights in this layer. Instead of trading, the individuals in power just give out what they want. Their troops show their support by gathering into groups and behaving like the crowd. The powers that be don't want these crowds of their to fight for that would create loss of resource. Rather they want constant visual signs of their power on the streets.

    War is the major trade of the mraow. Luracidon seeks to develop generals and strategists in particular, but they don't want war on the streets. Rather the atmosphere is that of constant preparation for war. Releasing tension is equally important to avoid conflagrations of hostilities. It's common to see groups that have opposing loyalties engaging in ritualized half-hearted sports events, dances and similar events. The most important festival is that of Repeating Drummings or just Redrum. Half the citizens may engage in simultaneous beating of drums making the whole city sway with the sound waves.
    One thing of interest in the Web is the roads. The large roads go straight from ports to the towers owned by the most powerful. These roads have a network of supporting paths in the area local to the tower. Only small narrow paths unite the network of roads around one tower to that of another.

    The plotters live in towers above the Web. Collectively these towers are sometimes called the Twilight zone. The name implies something that's between things. The reference is to place that's between dreams and reality, between the divine Twilight spider and servants. Even the most powerful plotters in the city see themselves as weak in comparison to how powerful their dreams can be. Even more so, they live in fear of loss, which is why they abhor change.
    In the towers of the Twilight zone very little ever happens. What does, is ritualized to a level it lacks all efficiency. Even small things are accompanied by as much spectacle as possible.

    Each tower defines a territory and a plot. The nature of the plots is usually best understood as a protection scheme though others might argue for the legality and justification of taxation. The nature of the person on top is rarely an issue for they are separated from all below and cloaked in idolatry and extravagance.

    Some of the more powerful plotters in town are

    Rincip 'Cottonpads'
    The territory of Rincip has the Circle of spores, food and herbal market, the largest port as well as the Mentaujit.

    Marisuale 'Saltytips'
    The territory of Marisuale has a warlock pairing academy where they subordinate youngsters to various patrons [usually these are celestial, fiend, lurker in the deep, raven queen, undead or undying]. There's also a military academy for most fighter types. There's armourers, bowyers, smiths and other artisans related to military professions. The cartographer's academy is also here.

    Carnacio 'Cleverone'
    This territory has temples for the god of War and Tactics. Carnacio is considered by many a falling plotter. His extreme longevity and the rising violence in his territory, including the presence of the undead are all suggesting to others that Carnacio is losing the Plot. Forces outside the city keep propping him up though. This region has an active street life fuelled by the dispensation of alcohol. There's also a bardic college of valor and swords in the territory.

    Erarqa 'Highpyre'
    This territory has the temples for the god of Plotting. Most clerics, paladins and monks of the city live here at one point or another. This area also has colleges for city-planning, engineering, agriculture, fishing and history.

    Rupacio 'Sugarskin'
    This territory functions as a sanctuary for traders, at least up to a point. The temple of the God of murder resides here as well. The area is considered trashy by other plotters but so dangerous that it can't be removed.

    Affios 'Pinnails'
    A victorious general who returned with glorious spoils created this territory. This area is more luxurious than most, a guarded territory where many pleasures are easily available. There's a shrine for the god of Legends in this area. Affios has allowed monk orders to set up in his territory, raising general interest in becoming a monk in the city.

    Enyor 'Happypaws'
    A territory where wizard colleges reside. Enyor's territory also has many storehouses. The territory is at the very center of the city and has many structural supports for the city's towers. There's also a bardic college of glamour and satire.

    Bernadora 'Whiskers'
    Her territory is the most open to outsiders. Least courtesy is demanded and creatures of other races are accepted somewhat easily. There's a port of significant size. Many industries that are considered uncomfortable, such as dyeing are practiced here. Waste disposal is also a feature of this territory as is animal-keeping.

    The power in the city is divided between plotters who generally maintain the status quo of power, the gangs which seek power through cleverness or forceful action and the traders who openly challenge the status quo.

    Gangs are lower in the ranks of power than the true plotters. Yet their actions are more visible for they aim to act. In the city of plots the people with real power aim to threaten but never act. So one is much more likely to run into gangs engaged in interesting activity.

    Many major gangs of the city recruit from and fight for influence in the Substratum.

    The first mentionworthy gang is that of the Iron chain, a gang of heavy armor fighters and warlocks.

    The second of the larger gangs is The Plagues. They seek druidic and bardic members, seemingly making them less dangerous to the city while still gaining power.

    The gang called Darkweb is a religious cult, seeking purity of plotting on clerical grounds. Clerics and paladins form the main adherents.

    These three are called high gangs. They exist as extensions of the ruling power block, but are viewed as corrupt in one way or another by the true powers. They are usually opposed by the low gangs that seek to challenge or even supplant the ones in power.

    The fourth gang is the Hypothalassians. They are a gang of wanderers, rangers and barbarians. They aim to seize independence and to hold power in the regions surrounding Luracidon.

    The gang called Impossible rise is largely made of bloodhunters and rogues. They aim to be seen as the most dangerous gang in the city with no other concerns.

    The gang called Longwands is primarily a solace for wizards and sorcerers who use the more unacceptable colleges of magic.

    Law is enforced variably. Each territory has their own laws. If a law is broken, the lawbreaker is expected to make good their actions of their own volition. The powers that be don't want to have to bother to actually uphold the laws. But if a lawbreaker is so obvious about how they flaunt the law, the plotters have no choice to utterly and completely destroy the lawbreaker. Such acts are plotted with the care of a dangerous military campaign. But when victory is certain, these events are turned into triumphal celebrations on the broken corpses of the guilty.

    The merchant princes
    There are few who dare to openly stand against the plot. Philosophically the merchant princes may see themselves as either opponents or misunderstood patrons of the city and society.

    The merchant princes who see themselves as opposing the plotters are usually adherents to the cult of the Loser, the god of death and murder. With their trading they seek to create chaos and destruction in the realm. They are usually purged from the city even though they are accepted by society. Hence, the successful merchant princes of this type act beyond city walls. They're pirates and trade ship runners. They create purposeful shortages and gouge prices. They import cursed, faulty or subversive items to the city and they leave orders unfilled, anything to destroy the powers of plotting.

    The other merchant princes pay homage to either the god of Nobility and leadership or the god of Legends or both. They frame themselves above and beyond plotting. They engage in trade while doing their business in ways that seem like they fit the city's standards. They call themselves the Cornecopia.

    The borders of the town are the shores. Beyond the shores is the navy. The navy is large and is primarily martial in nature.

    Spoiler: Sphinx
    Show
    You were hired to cause problems for the ghoul-king Tereus. You've seen the most powerful thing in this temple, the entrance to the Cloud of Fate. That is what Tereus wants to control. That is what the aven are looking for though they haven't found it. That is what the dwarves are seeking to find as well.

    You could seize control of Mechanus and remove the Cloud's entrance from here.

    You could collapse the dungeon so none can get to the Cloud.

    Tereus' real interest on the cloud is related to his dwarven allies' interest. If the dwarves could reach a connection with the Cloud without Tereus being involved, that would remove the basis of their alliance.

    But is the mission really your mission? In your heart there's good. Yet you serve a master who is not good. While I see reason in your desire to harm the ghoul-king, maybe you'd like to see forces of virtue rule this dungeon. Seek the minotaur-chief. Completion is just another word for an end. When you stop doing what another tells you, your mission is over.



  7. - Top - End - #907
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    SwashbucklerGuy

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik Silverfang
    Ratfolk Monk 4
    AC: 17 | HP: 31/31 | HD: 3/4d8
    Javelins: 5/5 | Darts: 10/10
    Ki: 4/4
    PP: 15 PInv: 10 PIns: 13
    Conditions: none

    Rik does not make sure to stay far away from melee. He lives in melee.

    He feels like he only has one chance to knock the statue down and give his team some advantage.

    Spoiler: OOC
    Show
    Since, you know, my turn is right before the statue's in initiative so after this turn knocking prone becomes pointless.

    Spear: (1d20+6)[19]
    Damage: (1d8+4)[11]

    Flurry of Blows:

    Unarmed Strike 1: (1d20+6)[9]
    Damage: (1d4+4)[6]
    Knock Prone (DEX Save, DC 13)

    Unarmed Strike 2: (1d20+6)[17]
    Damage: (1d4+4)[8]
    If the enemy didn't get knocked prone, try again. If they did, block reactions.

  8. - Top - End - #908
    Ettin in the Playground
     
    Zhentarim's Avatar

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Not sure if the spell even worked or not, Hades almost switches to his crossbow in order to attack using ranged weaponry. However Hades remembers what Ontussa said about the last statue, and hesitates.

    "We should use blunt weaponry. Maybe I can freeze this stone to make it brittle!"

    Spoiler: Interesting science behind this
    Show
    https://sciencing.com/weathering-temperature-affect-rocks-4733.html


    Hades plays "The Cold Open", hoping to freeze the rock at range.

    Spoiler: rolls
    Show
    I will roll in the OOC thread. I'm on a school computer that blocks mythweavers.

  9. - Top - End - #909
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Polari's crossbow bolt hits and the statue seems to crack the statue somewhat...

    Rik's spear hits the statue. Lightning playes on the statue's surface and it's surface breaks. THe many hits start having more of a visible effect...
    And then Rik kicks the statue's legs. The second sweep manages to make the statue fall.

    Nodgate tries to sacred flame the statue again, unsuccessfully...

    Oren picks out his swords and attacks the statue. One of his stabs misses, the other strikes the statue on the foot with the magical blade.

    Hades triggers the Cold Open.

    Polari's second bolt hits the statue as well. The statue is starting to look pretty cracked...

    Spoiler: OOC
    Show

    Theria's readied strike is still available...

    Round 1
    15 Theria
    13 Rik
    6 Statue
    5 ?
    1 Grastic

    Actual round 2
    23 Nodgate
    22 Oren
    18 Hades
    15 Polari


  10. - Top - End - #910
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Hades blows the cold open on the skeleton, regretting he didn't wait and just stick with the crossbow. Regardless, Hades hopes this attack or the next one kills the statue.

    Spoiler: 3d6 cold damage
    Show
    (3d6)[13]

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Theria wails on the statue with her magic warhammer. After seeing everyone else's attacks seem to do little the guardian, she redoubles her efforts as she circles around the statue to guard Oren.

    Spoiler: OOC
    Show
    Readied action: (1d20+6)[7] for (1d8+4)[7]

    This turn: (1d20+6)[17] for (1d8+4)[7]
    Action Surge: (1d20+6)[19] for (1d8+4)[9]
    Reaction: Intercept for (1d10+2)[3] (Rik was at the opposite wall, so I assume this applies to someone in the middle in melee.

  12. - Top - End - #912
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Theria's last blow is enough to crush the statue into pieces.
    To which Grastic reacts by saying
    My, that was a lot easier than I thought.

    Spoiler: OOC
    Show
    Pretty lucky the creature didn't get a turn in. That thing had something real nasty in its attack arsenal. Initiative rolls have been kind to the party.
    We're still in initiative order though. ... Hades didn't yet do his cold-blowing thing, that would have been next round. Maybe change the action when things unfold?


    Rik rejoices for a moment seeing the enemy crushed, but he notices some of the corpses in the next room twitch.
    They're about to rise... There's at least twenty of the corpses. No telling yet how many of them are undead...

  13. - Top - End - #913
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Spoiler: partial retcon
    Show
    Quote Originally Posted by Smilex View Post
    Theria's last blow is enough to crush the statue into pieces.
    To which Grastic reacts by saying
    My, that was a lot easier than I thought.

    Spoiler: OOC
    Show
    Pretty lucky the creature didn't get a turn in. That thing had something real nasty in its attack arsenal. Initiative rolls have been kind to the party.
    We're still in initiative order though. ... Hades didn't yet do his cold-blowing thing, that would have been next round. Maybe change the action when things unfold?


    Rik rejoices for a moment seeing the enemy crushed, but he notices some of the corpses in the next room twitch.
    They're about to rise... There's at least twenty of the corpses. No telling yet how many of them are undead...


    Geronimo directs "The Cold Open" towards the corpses, attempting to freeze the soon-to-rise undead solid.

    Spoiler: 3d6 cold damage. Round 1/10
    Show
    (3d6)[11]

  14. - Top - End - #914
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    SwashbucklerGuy

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik Silverfang
    Ratfolk Monk 4
    AC: 17 | HP: 31/31 | HD: 3/4d8
    Javelins: 5/5 | Darts: 10/10
    Ki: 3/4
    PP: 15 PInv: 10 PIns: 13
    Conditions: none

    Rik looks at Theria and Oren, then points them to the narrow passage between rooms 118 and 120.

    "Guys, let's block that passage""

    He will then move to the passage, positioning himself so that any undead who tries to get past it will enter his attacking range, but far enough so that the other melee attackers can position themselves beside him and attack the undead too.

    If there are any undead close enough to the passage for him to attack, he will. Otherwise, he will stand guard in front of it and Dodge.

    Spoiler: OOC
    Show
    Only use these dice if I can attack without entering room 120:

    Spear: (1d20+6)[18]
    Damage: (1d8+4)[6]
    Unarmed Strike: (1d20+6)[18]
    Damage: (1d4+4)[6]
    Last edited by Ninja Dragon; 2021-03-04 at 06:04 AM.

  15. - Top - End - #915
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    GnomeWizardGuy

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk

    Polari Human Sorcerer 3 / Warlock 1 AC: 15 (MA) | HP: 27/27 | HD: 1/3d6 1/1d8
    PP: 12 PInv: 12 PIns: 12 Spell Slots, 1st: 2/5 2nd: 1/2
    Sorcery Points: 5/5 Restore Balance: 2/2 Healing Light: 2/2 Conditions: none


    When Rik warns of the passage, Polari steps forward to help. When he gets there and sees the corpses start to rise, he tries to crush them before they can animate. He lowers his crossbow and touches his pocket watch. Everyone hears a loud ticking as the undead creatures are pushed back down to the floor.

    "Everyone look out! We aren't done here."

    Spoiler: OOC
    Show
    Casts Magnify Gravity 20' diameter sphere takes (2d8)[9] DC13 CON save for half. Speed halved on failed save.

    Possible Reactions:
    1. If Polari is hit and the roll is 19 or less, he will cast shield with his reaction.
    2. If he is hit by 10 or more elemental damage, he will cast absorb elements.
    3. If one of the players is attacked with advantage or has to attack at disadvantage, I can use a reaction to make it a normal roll.

    Spoiler: Caverns Map
    Show


    Spoiler: Notes
    Show
    Geronimo, goblin bard
    Professor Melange, Mentaujit
    Pelonia, Abracio fleet - Rik and Oren
    Sister Spinozo, Longwands - Polari and Geronimo
    Heir Ermans, Sister Spinoza's boss
    Rincip 'Cottonpads' - Allisog and Sakuya
    Hopalloz, lost 150 years ago
    Chexxa, Hopalloz outpost for arcane research
    Captain Gomyabber, scouts found tunnels to Chexxa
    Soulcrystal and ritual book, for collecting energy from Chexxa's forge - Polari gave them up
    Nodovico, gnoll guide RIP
    Namera and Pandinho, rescued Mraow (stayed behind)
    Remilia, betrayed others with gnolls (all dead now)
    Nyokawamtoto, dragon-thing stuck in the forge
    Danifae, oracle and spear wielder
    The Nip, or Disciples of Danifae have SS in a building in the territory of Affios 'Pinnails'
    Doctor Coccyx and Bellatrice
    Affios, stole dragon money from Pozernoa, runs Nips
    Jaere'e, from Pozernoa, lives in Substratum, leader of the scions of shadow dragons.
    Lola (candle) and Lalo (bell)
    Orderly Principality - Aven and bard Coco, looking for Polari.

    Spoiler: wizard
    Show
    Suddenly Polari remembers a magical fight. A wizard cast an ice storm that pummeled five young sorcerers in front of Polari. He was about to then cast phantasmal killer on Polari when he was stopped by a friend of Polari's. Someone else then came and dragged Polari away. You remember the wizard with his ritual dagger that was a meat-carving knife. His bones shone through his face at spots where he had eaten a part of his own face.


    Spoiler: Polari's Cloud in Temple
    Show

    You move within the cloud and it seems the cloud is quite deep.

    Lola starts speaking in her normal whispery monotonous voice
    Haems is the name of the mountain behind the temple. This a temple of Fate, the final state of every machine, the value of the function, the inevitable end result of everything.

    A huge pendulum swings by you in the cloud.

    This temple is quite powerful. It can actually transport us to the the center of the inevitable machine. This is Mechanus as much as this is the temple at Haems

    A series of balls rolls by you at intervals that seem like a combination of regular and irregular. You seem to remember that there's a code in them.

    The pole of a meromorphic complex function is a point on the complex plane on which the function is undefined or approaches infinity. Your existence in Mechanus was about research. Research requires growth. Mechanus is complex enough to allow growth but growth can only exist in areas that are not normally covered. Your inability to adapt is what sheltered you when many other pieces were destroyed by Orcus. Orcus killed most of you. That was fate... but not the end. You're still here, you and your infinite potential.

    A series of lightning bolts flashes by you.

    You're not the only one with infinite potential to grow and define Mechanus. Other pieces of you are looking for you. By the end there can be only one. All uncertainty will be removed.

    You keep walking and the cloud seems to go on and on.

    None of the others are here. It's just you. The others are somewhere else.

    You move further inside the cloud.

    Lola keeps talking
    Your memory is strange partially because Orcus severed you from the rest of your memories... partially because you wanted to experiment with your own antithesis, chaos. It's one of the reasons that Orcus couldn't find you and why I too had trouble finding you. ... It won't save you from you though.

    At this point you notice that the cloud is not just some kind of watermist. The particles in the cloud are modrons, particularly monodrones. So many monodrones...

    Lola continues
    You notice them, yes. They are your servants and creations. They love you as I do. This is your world. You are the Prince of this land. Orcus took a part of your power and divinity but he had no interest in Mechanus itself. The realm is hurt but unspoiled...

    For a moment, all the monodrones turn to you and bow. Then they continue their curious dance in the emptiness.

    The mortals call this part of Mechanus the cloud calculator. This is what you used to solve the fates of people and things. You tried to make sure that all mortals are a part of the cloud but the Chaosfox foiled you again...

    Lola's sound starts to crackle a bit.

    Oh... The monodrones' reaction to you will be noticed. Other versions of you might notice and find you quicker now. Coco and the Flesheater are not the only ones still alive. Many others would like to gain the power inside of you by killing you. The same is true the other way around. If you destroy the other vestiges of you, you will get more of your memories back. You might become lawful again.


    Spoiler: Luracidon
    Show
    There's a sea under the world, the Subhadal, also called the Shining Sea. The sea is not a normal sea of water, it is full of small mycoid intelligent organisms called endzymes. These creatures claim to be everywhere in the world, among other creatures and to suffuse them with the ability of psionics.
    On this sea of psionic beings sail the mraow pirates. They protect their boats with soul crystals and build cities on islands that stand out of the sea. . The greatest of these cities is Luracidon.
    The mraow also protect themselves through the path of Rose Madder Eye. Rose madder is the name they give the divine force that allowed the creation of other gods to balance out the lawful good gods of the catfolk. To balance Eboncrystal, the god of law and loyalty was formed the Choice. The Choice, also called Starlight-spear is a god of nobility and leadership. Howlingstorm, the good god of artifice and toil was balanced by The Plot. The Plot is also called Twilightspider, the god of artifice and traps. To balance the Crimson Eagle, the god of strength and resolve was formed The Act. The Act is also called the Vengeful-Hand the god of war and tactics. To balance Crying Hawk, the god of Healing and Medicine was formed The Loser. The Loser, also called Soulreaper is a god of death and murder. Finally Burning-Hunter, the god of good and redemption, was balanced by The Eternal. The Eternal, also called Shadowscorpion, is the god of Glory and Legend.

    The mraow gods are gods of nihilism. They enhance the real, the materialistic, the present. They help their followers focus on what the faith's adherents know is important, survival in particular.

    The mraow of Luracidon are primarily followers of the Twilightspider. Their city is in the middle of things because they have planned to build a city into a place where they could achieve this. The primary force the mraow of Luracidon use is intimidation. This they do to impose their plans on each other. They play power games.

    There's no particular sex discrimination among the mraow. Those who are intimidating, those with the best plots, they rule. The mraow would accept a ruler of another race. Submitting to force is just natural. Other races don't really arise to power within Luracidon because the mraow find racism useful.

    The mraow dislike the show of magic. They know that magic, once spent, is lost. Therefore the mraow support implied capability of magic but consider actual use of it vulgar and stupid. The wizardly school in Luracidon is powerful and focuses on spells of divination. The schools of enchantment and abjuration are also considered acceptable while other schools of magic are scorned.

    The most blessed individuals within the mraow are considered the Destined sorcerers, closely followed by the psionic soul sorcerers. Many of the best plotters in the city, those who rule cabals of one kind or another, are destined.

    Sorcerer: Destined
    1st level You can cast your spells without visible spell effects. If the spell's description has no visible effects, you can cast the spell without verbal or somatic (but not without material) components.
    6th level You gain the lucky feat.
    14th level You gain advantage to initiative rolls and you are never surprised.
    18th level You gain advantage to any saving throw to avoid being blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, restrained or stunned. If the spell or outher cause that would cause this condition is tied to other effects such as damage, this advantage does not help you avoid the other effects.

    Plotting is the driving force in Luracidon. Plots put things and people to their place. For individuals that do not plot there are four main paths. The first and the one that surprisingly is the weakest is that of the skilled individual. Many think that great skill increases their worth. Yet for the one who plots the skilled individual is a circumstantial tool of little worth. The skilled individual is given the difficult tasks and the minor rewards. The loyal servant gets the easy path. For the plotter, the enthousiastic loyal servant is the one who has the most value. Bards are common in the loyalists. The College of eloquence is supreme and gives basic teaching to the children of the powerful.

    The third path is the one of the survivor. Some learn to avoid the plots, make themselves look unattractive as a target. Plotters don't see such people as threats, for few of them think of the survivors at all. The main paths of power for this group are to become clerics or druids of spores.

    The fourth path is the one most hated by plotters. It is the path of the trader and mercenary. Plotters actively aim to rid the city of them yet there is always natural demand for traders. The few traders that do survive, tend to have their efforts helped by the lack of competition. The traders employ most of the rogues in Luracidon for rogues are also hated by the people in power.

    For the ones who wield power and plot, the most respectable paths to might are those of paladin of conquest, wizard, battle master or PSI knight.

    For the commoner, the adventurer's path that is most supported by those in power is that of the samurai fighter. Warlocks are also plentiful, though the more powerful plotters see them as individuals of divided loyalties and hence expendable.

    The powerful in Luracidon hold no slaves. The concept of ownership is in general annoying to those who plot. The idea that ownership is a higher law than the will of the plotter is repugnant. Those in power take what they choose to require. Hence, no one is slave, but everybody is expected to serve the ones more powerful than they. This service, if sufficiently good, may also be rewarded out of generosity. Slaves do exist in name as well, for the few traders that have power enough to thrive, use slaves.

    The city is home to 60 000 individuals. Half of them mraow and others of subservient races. The island which holds the city would not support many more. Already the city is built in many layers over each other.

    The waves of the Shining sea give a rhytm and a pulse to sea. The psionic pressure all around them is felt by perceptive and intelligent individuals. The day is divided into six sessions based on the surrounding atmosphere. The sessions are in order: Surprise, Happiness, Fear, Anger, Disgust, Sadness. Most prefer to be awake during surprise and happiness.

    Most of the food of the realm is either brought in from other territories or fished in the Shining sea. The druids of spore circle also grow fungus in their gardens and teach the commoners to do similar in smaller scale.
    The city is built on grounds of reason and necessity. Things of beauty are reserved for those in power. The construction is powerful and everything is built to intimidate. High walls, tough forms. There are few windows in buildings. The buildings of the powerful and in the middle of the city, built on those of lesser importance. Any signs of magic have been hid when possible.

    The Mentaujit is the main place for studies of younger individuals. Mentats teach the young and between the lessons the young measure each other. The stronger pupils draw the weaker ones into gangs as is proper. Of course, to get in, one already has to have parents with a certain amount of power. The young with no parental support end up in workshops or as houseservants.

    The Substratum is the lowest part of the town. It's the place of the powerless and the outsiders. The houses are small, catacomblike. The houses have low ceilings and their very existence is more for support of the upper layers than for the ones living inside. Fires are forbidden in these narrow tunnels and magical lights are frowned upon. Everything is done with the visibility given by darkvision. The substratum continues underground and some of the deeper tunnels fill with water. The only powerful organization that prefers the substratum are the druids of the circle of spores. They have barricaded a large section of the tunnelnetwork for their fungus farms.

    The Web makes up the central layers of Luracidon. These layers have the attention of those in power while they don't reside there themselves. Continual light spell have been cast in many areas in this section of the city. To cover up that magic was used the lights are covered by metal grills, as if a flame was inside.

    Most buildings have insignia of them. These markers imply who the building owns allegiance to - whose plot are they in on. Lines and crowds are typical sights in this layer. Instead of trading, the individuals in power just give out what they want. Their troops show their support by gathering into groups and behaving like the crowd. The powers that be don't want these crowds of their to fight for that would create loss of resource. Rather they want constant visual signs of their power on the streets.

    War is the major trade of the mraow. Luracidon seeks to develop generals and strategists in particular, but they don't want war on the streets. Rather the atmosphere is that of constant preparation for war. Releasing tension is equally important to avoid conflagrations of hostilities. It's common to see groups that have opposing loyalties engaging in ritualized half-hearted sports events, dances and similar events. The most important festival is that of Repeating Drummings or just Redrum. Half the citizens may engage in simultaneous beating of drums making the whole city sway with the sound waves.
    One thing of interest in the Web is the roads. The large roads go straight from ports to the towers owned by the most powerful. These roads have a network of supporting paths in the area local to the tower. Only small narrow paths unite the network of roads around one tower to that of another.

    The plotters live in towers above the Web. Collectively these towers are sometimes called the Twilight zone. The name implies something that's between things. The reference is to place that's between dreams and reality, between the divine Twilight spider and servants. Even the most powerful plotters in the city see themselves as weak in comparison to how powerful their dreams can be. Even more so, they live in fear of loss, which is why they abhor change.
    In the towers of the Twilight zone very little ever happens. What does, is ritualized to a level it lacks all efficiency. Even small things are accompanied by as much spectacle as possible.

    Each tower defines a territory and a plot. The nature of the plots is usually best understood as a protection scheme though others might argue for the legality and justification of taxation. The nature of the person on top is rarely an issue for they are separated from all below and cloaked in idolatry and extravagance.

    Some of the more powerful plotters in town are

    Rincip 'Cottonpads'
    The territory of Rincip has the Circle of spores, food and herbal market, the largest port as well as the Mentaujit.

    Marisuale 'Saltytips'
    The territory of Marisuale has a warlock pairing academy where they subordinate youngsters to various patrons [usually these are celestial, fiend, lurker in the deep, raven queen, undead or undying]. There's also a military academy for most fighter types. There's armourers, bowyers, smiths and other artisans related to military professions. The cartographer's academy is also here.

    Carnacio 'Cleverone'
    This territory has temples for the god of War and Tactics. Carnacio is considered by many a falling plotter. His extreme longevity and the rising violence in his territory, including the presence of the undead are all suggesting to others that Carnacio is losing the Plot. Forces outside the city keep propping him up though. This region has an active street life fuelled by the dispensation of alcohol. There's also a bardic college of valor and swords in the territory.

    Erarqa 'Highpyre'
    This territory has the temples for the god of Plotting. Most clerics, paladins and monks of the city live here at one point or another. This area also has colleges for city-planning, engineering, agriculture, fishing and history.

    Rupacio 'Sugarskin'
    This territory functions as a sanctuary for traders, at least up to a point. The temple of the God of murder resides here as well. The area is considered trashy by other plotters but so dangerous that it can't be removed.

    Affios 'Pinnails'
    A victorious general who returned with glorious spoils created this territory. This area is more luxurious than most, a guarded territory where many pleasures are easily available. There's a shrine for the god of Legends in this area. Affios has allowed monk orders to set up in his territory, raising general interest in becoming a monk in the city.

    Enyor 'Happypaws'
    A territory where wizard colleges reside. Enyor's territory also has many storehouses. The territory is at the very center of the city and has many structural supports for the city's towers. There's also a bardic college of glamour and satire.

    Bernadora 'Whiskers'
    Her territory is the most open to outsiders. Least courtesy is demanded and creatures of other races are accepted somewhat easily. There's a port of significant size. Many industries that are considered uncomfortable, such as dyeing are practiced here. Waste disposal is also a feature of this territory as is animal-keeping.

    The power in the city is divided between plotters who generally maintain the status quo of power, the gangs which seek power through cleverness or forceful action and the traders who openly challenge the status quo.

    Gangs are lower in the ranks of power than the true plotters. Yet their actions are more visible for they aim to act. In the city of plots the people with real power aim to threaten but never act. So one is much more likely to run into gangs engaged in interesting activity.

    Many major gangs of the city recruit from and fight for influence in the Substratum.

    The first mentionworthy gang is that of the Iron chain, a gang of heavy armor fighters and warlocks.

    The second of the larger gangs is The Plagues. They seek druidic and bardic members, seemingly making them less dangerous to the city while still gaining power.

    The gang called Darkweb is a religious cult, seeking purity of plotting on clerical grounds. Clerics and paladins form the main adherents.

    These three are called high gangs. They exist as extensions of the ruling power block, but are viewed as corrupt in one way or another by the true powers. They are usually opposed by the low gangs that seek to challenge or even supplant the ones in power.

    The fourth gang is the Hypothalassians. They are a gang of wanderers, rangers and barbarians. They aim to seize independence and to hold power in the regions surrounding Luracidon.

    The gang called Impossible rise is largely made of bloodhunters and rogues. They aim to be seen as the most dangerous gang in the city with no other concerns.

    The gang called Longwands is primarily a solace for wizards and sorcerers who use the more unacceptable colleges of magic.

    Law is enforced variably. Each territory has their own laws. If a law is broken, the lawbreaker is expected to make good their actions of their own volition. The powers that be don't want to have to bother to actually uphold the laws. But if a lawbreaker is so obvious about how they flaunt the law, the plotters have no choice to utterly and completely destroy the lawbreaker. Such acts are plotted with the care of a dangerous military campaign. But when victory is certain, these events are turned into triumphal celebrations on the broken corpses of the guilty.

    The merchant princes
    There are few who dare to openly stand against the plot. Philosophically the merchant princes may see themselves as either opponents or misunderstood patrons of the city and society.

    The merchant princes who see themselves as opposing the plotters are usually adherents to the cult of the Loser, the god of death and murder. With their trading they seek to create chaos and destruction in the realm. They are usually purged from the city even though they are accepted by society. Hence, the successful merchant princes of this type act beyond city walls. They're pirates and trade ship runners. They create purposeful shortages and gouge prices. They import cursed, faulty or subversive items to the city and they leave orders unfilled, anything to destroy the powers of plotting.

    The other merchant princes pay homage to either the god of Nobility and leadership or the god of Legends or both. They frame themselves above and beyond plotting. They engage in trade while doing their business in ways that seem like they fit the city's standards. They call themselves the Cornecopia.

    The borders of the town are the shores. Beyond the shores is the navy. The navy is large and is primarily martial in nature.

    Spoiler: Sphinx
    Show
    You were hired to cause problems for the ghoul-king Tereus. You've seen the most powerful thing in this temple, the entrance to the Cloud of Fate. That is what Tereus wants to control. That is what the aven are looking for though they haven't found it. That is what the dwarves are seeking to find as well.

    You could seize control of Mechanus and remove the Cloud's entrance from here.

    You could collapse the dungeon so none can get to the Cloud.

    Tereus' real interest on the cloud is related to his dwarven allies' interest. If the dwarves could reach a connection with the Cloud without Tereus being involved, that would remove the basis of their alliance.

    But is the mission really your mission? In your heart there's good. Yet you serve a master who is not good. While I see reason in your desire to harm the ghoul-king, maybe you'd like to see forces of virtue rule this dungeon. Seek the minotaur-chief. Completion is just another word for an end. When you stop doing what another tells you, your mission is over.



  16. - Top - End - #916
    Ogre in the Playground
     
    Smilex's Avatar

    Join Date
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik moves to defend the group, but he doesn't enter the next room. He's ready to dodge...

    Six skeletons rise up and shamble toward Rik, Theria and Oren. Four of them strike at Rik with maces, one of them hitting, but Theria blocks the blow partially. Three damage goes through.

    One of the skeletons seeks to strike Theria and another goes for Oren but they both miss.

    Three more corpses rise up and draw bows which they use to rapidly loose arrows at Theria and Oren. Their speed suggests they're more advanced creatures, possibly similar to the wight you fought earlier...
    One arrow hits Theria, doing 5 damage. Another arrow strikes Oren doing 8 piercing damage.

    Grastic throws his shadowblade at the nearest skeleton, the one that's attacking Oren. The black particle causes the skeleton to collapse.

    Nodgate casts sacred flame once more, the radiant light causes the skeleton that was attacking Theria to crumble

    Positioning himself well Hades advances and is able to catch three of the skeletons around Rik with the cold breath. The cold destroys the skeletons, shattering age-weakened bones.

    At this point two wisp-like black things push through the southeastern wall. They fly toward Oren and try to envelop him in black smoke. You can see Oren's face shrivelling as the necrotic touch sucks life out of him...

    Spoiler: wraiths
    Show


    Spoiler: Initiative queue
    Show

    Polari can hit eithe both wraiths or the three wights with the gravity spell but not both. The last skeleton is between Oren, Theria, Rik and Hades and not a reasonable target for area of effect spells.

    Polari, Grastic and Nodgate are at a good distance from all the enemies. The melee fighters + Hades are at the doorway as are the skeletons and wraiths. The three wights are still in room 120.

    round 2
    15 Polari
    15 Theria
    13 Rik
    5 Skeleton and wights
    1 Grastic

    Round 3
    23 Nodgate
    22 Oren
    18 Hades
    17 Wraiths

  17. - Top - End - #917
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk

    Polari Human Sorcerer 3 / Warlock 1 AC: 15 (MA) | HP: 27/27 | HD: 1/3d6 1/1d8
    PP: 12 PInv: 12 PIns: 12 Spell Slots, 1st: 2/5 2nd: 0/2
    Sorcery Points: 5/5 Restore Balance: 2/2 Healing Light: 2/2 Conditions: none


    After crushing the wights in the other room, Polari decides to just cut them off. The other room fills with sticky webs all the way from the wights to the doorway.

    "Everyone focus on the wraiths. I'll try to hold off the wights."

    Spoiler: OOC
    Show
    Casts web to keep the wights away for now.

    Possible Reactions:
    1. If Polari is hit and the roll is 19 or less, he will cast shield with his reaction.
    2. If he is hit by 10 or more elemental damage, he will cast absorb elements.
    3. If one of the players is attacked with advantage or has to attack at disadvantage, I can use a reaction to make it a normal roll.

    Spoiler: Caverns Map
    Show


    Spoiler: Notes
    Show
    Geronimo, goblin bard
    Professor Melange, Mentaujit
    Pelonia, Abracio fleet - Rik and Oren
    Sister Spinozo, Longwands - Polari and Geronimo
    Heir Ermans, Sister Spinoza's boss
    Rincip 'Cottonpads' - Allisog and Sakuya
    Hopalloz, lost 150 years ago
    Chexxa, Hopalloz outpost for arcane research
    Captain Gomyabber, scouts found tunnels to Chexxa
    Soulcrystal and ritual book, for collecting energy from Chexxa's forge - Polari gave them up
    Nodovico, gnoll guide RIP
    Namera and Pandinho, rescued Mraow (stayed behind)
    Remilia, betrayed others with gnolls (all dead now)
    Nyokawamtoto, dragon-thing stuck in the forge
    Danifae, oracle and spear wielder
    The Nip, or Disciples of Danifae have SS in a building in the territory of Affios 'Pinnails'
    Doctor Coccyx and Bellatrice
    Affios, stole dragon money from Pozernoa, runs Nips
    Jaere'e, from Pozernoa, lives in Substratum, leader of the scions of shadow dragons.
    Lola (candle) and Lalo (bell)
    Orderly Principality - Aven and bard Coco, looking for Polari.

    Spoiler: wizard
    Show
    Suddenly Polari remembers a magical fight. A wizard cast an ice storm that pummeled five young sorcerers in front of Polari. He was about to then cast phantasmal killer on Polari when he was stopped by a friend of Polari's. Someone else then came and dragged Polari away. You remember the wizard with his ritual dagger that was a meat-carving knife. His bones shone through his face at spots where he had eaten a part of his own face.


    Spoiler: Polari's Cloud in Temple
    Show

    You move within the cloud and it seems the cloud is quite deep.

    Lola starts speaking in her normal whispery monotonous voice
    Haems is the name of the mountain behind the temple. This a temple of Fate, the final state of every machine, the value of the function, the inevitable end result of everything.

    A huge pendulum swings by you in the cloud.

    This temple is quite powerful. It can actually transport us to the the center of the inevitable machine. This is Mechanus as much as this is the temple at Haems

    A series of balls rolls by you at intervals that seem like a combination of regular and irregular. You seem to remember that there's a code in them.

    The pole of a meromorphic complex function is a point on the complex plane on which the function is undefined or approaches infinity. Your existence in Mechanus was about research. Research requires growth. Mechanus is complex enough to allow growth but growth can only exist in areas that are not normally covered. Your inability to adapt is what sheltered you when many other pieces were destroyed by Orcus. Orcus killed most of you. That was fate... but not the end. You're still here, you and your infinite potential.

    A series of lightning bolts flashes by you.

    You're not the only one with infinite potential to grow and define Mechanus. Other pieces of you are looking for you. By the end there can be only one. All uncertainty will be removed.

    You keep walking and the cloud seems to go on and on.

    None of the others are here. It's just you. The others are somewhere else.

    You move further inside the cloud.

    Lola keeps talking
    Your memory is strange partially because Orcus severed you from the rest of your memories... partially because you wanted to experiment with your own antithesis, chaos. It's one of the reasons that Orcus couldn't find you and why I too had trouble finding you. ... It won't save you from you though.

    At this point you notice that the cloud is not just some kind of watermist. The particles in the cloud are modrons, particularly monodrones. So many monodrones...

    Lola continues
    You notice them, yes. They are your servants and creations. They love you as I do. This is your world. You are the Prince of this land. Orcus took a part of your power and divinity but he had no interest in Mechanus itself. The realm is hurt but unspoiled...

    For a moment, all the monodrones turn to you and bow. Then they continue their curious dance in the emptiness.

    The mortals call this part of Mechanus the cloud calculator. This is what you used to solve the fates of people and things. You tried to make sure that all mortals are a part of the cloud but the Chaosfox foiled you again...

    Lola's sound starts to crackle a bit.

    Oh... The monodrones' reaction to you will be noticed. Other versions of you might notice and find you quicker now. Coco and the Flesheater are not the only ones still alive. Many others would like to gain the power inside of you by killing you. The same is true the other way around. If you destroy the other vestiges of you, you will get more of your memories back. You might become lawful again.


    Spoiler: Luracidon
    Show
    There's a sea under the world, the Subhadal, also called the Shining Sea. The sea is not a normal sea of water, it is full of small mycoid intelligent organisms called endzymes. These creatures claim to be everywhere in the world, among other creatures and to suffuse them with the ability of psionics.
    On this sea of psionic beings sail the mraow pirates. They protect their boats with soul crystals and build cities on islands that stand out of the sea. . The greatest of these cities is Luracidon.
    The mraow also protect themselves through the path of Rose Madder Eye. Rose madder is the name they give the divine force that allowed the creation of other gods to balance out the lawful good gods of the catfolk. To balance Eboncrystal, the god of law and loyalty was formed the Choice. The Choice, also called Starlight-spear is a god of nobility and leadership. Howlingstorm, the good god of artifice and toil was balanced by The Plot. The Plot is also called Twilightspider, the god of artifice and traps. To balance the Crimson Eagle, the god of strength and resolve was formed The Act. The Act is also called the Vengeful-Hand the god of war and tactics. To balance Crying Hawk, the god of Healing and Medicine was formed The Loser. The Loser, also called Soulreaper is a god of death and murder. Finally Burning-Hunter, the god of good and redemption, was balanced by The Eternal. The Eternal, also called Shadowscorpion, is the god of Glory and Legend.

    The mraow gods are gods of nihilism. They enhance the real, the materialistic, the present. They help their followers focus on what the faith's adherents know is important, survival in particular.

    The mraow of Luracidon are primarily followers of the Twilightspider. Their city is in the middle of things because they have planned to build a city into a place where they could achieve this. The primary force the mraow of Luracidon use is intimidation. This they do to impose their plans on each other. They play power games.

    There's no particular sex discrimination among the mraow. Those who are intimidating, those with the best plots, they rule. The mraow would accept a ruler of another race. Submitting to force is just natural. Other races don't really arise to power within Luracidon because the mraow find racism useful.

    The mraow dislike the show of magic. They know that magic, once spent, is lost. Therefore the mraow support implied capability of magic but consider actual use of it vulgar and stupid. The wizardly school in Luracidon is powerful and focuses on spells of divination. The schools of enchantment and abjuration are also considered acceptable while other schools of magic are scorned.

    The most blessed individuals within the mraow are considered the Destined sorcerers, closely followed by the psionic soul sorcerers. Many of the best plotters in the city, those who rule cabals of one kind or another, are destined.

    Sorcerer: Destined
    1st level You can cast your spells without visible spell effects. If the spell's description has no visible effects, you can cast the spell without verbal or somatic (but not without material) components.
    6th level You gain the lucky feat.
    14th level You gain advantage to initiative rolls and you are never surprised.
    18th level You gain advantage to any saving throw to avoid being blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, restrained or stunned. If the spell or outher cause that would cause this condition is tied to other effects such as damage, this advantage does not help you avoid the other effects.

    Plotting is the driving force in Luracidon. Plots put things and people to their place. For individuals that do not plot there are four main paths. The first and the one that surprisingly is the weakest is that of the skilled individual. Many think that great skill increases their worth. Yet for the one who plots the skilled individual is a circumstantial tool of little worth. The skilled individual is given the difficult tasks and the minor rewards. The loyal servant gets the easy path. For the plotter, the enthousiastic loyal servant is the one who has the most value. Bards are common in the loyalists. The College of eloquence is supreme and gives basic teaching to the children of the powerful.

    The third path is the one of the survivor. Some learn to avoid the plots, make themselves look unattractive as a target. Plotters don't see such people as threats, for few of them think of the survivors at all. The main paths of power for this group are to become clerics or druids of spores.

    The fourth path is the one most hated by plotters. It is the path of the trader and mercenary. Plotters actively aim to rid the city of them yet there is always natural demand for traders. The few traders that do survive, tend to have their efforts helped by the lack of competition. The traders employ most of the rogues in Luracidon for rogues are also hated by the people in power.

    For the ones who wield power and plot, the most respectable paths to might are those of paladin of conquest, wizard, battle master or PSI knight.

    For the commoner, the adventurer's path that is most supported by those in power is that of the samurai fighter. Warlocks are also plentiful, though the more powerful plotters see them as individuals of divided loyalties and hence expendable.

    The powerful in Luracidon hold no slaves. The concept of ownership is in general annoying to those who plot. The idea that ownership is a higher law than the will of the plotter is repugnant. Those in power take what they choose to require. Hence, no one is slave, but everybody is expected to serve the ones more powerful than they. This service, if sufficiently good, may also be rewarded out of generosity. Slaves do exist in name as well, for the few traders that have power enough to thrive, use slaves.

    The city is home to 60 000 individuals. Half of them mraow and others of subservient races. The island which holds the city would not support many more. Already the city is built in many layers over each other.

    The waves of the Shining sea give a rhytm and a pulse to sea. The psionic pressure all around them is felt by perceptive and intelligent individuals. The day is divided into six sessions based on the surrounding atmosphere. The sessions are in order: Surprise, Happiness, Fear, Anger, Disgust, Sadness. Most prefer to be awake during surprise and happiness.

    Most of the food of the realm is either brought in from other territories or fished in the Shining sea. The druids of spore circle also grow fungus in their gardens and teach the commoners to do similar in smaller scale.
    The city is built on grounds of reason and necessity. Things of beauty are reserved for those in power. The construction is powerful and everything is built to intimidate. High walls, tough forms. There are few windows in buildings. The buildings of the powerful and in the middle of the city, built on those of lesser importance. Any signs of magic have been hid when possible.

    The Mentaujit is the main place for studies of younger individuals. Mentats teach the young and between the lessons the young measure each other. The stronger pupils draw the weaker ones into gangs as is proper. Of course, to get in, one already has to have parents with a certain amount of power. The young with no parental support end up in workshops or as houseservants.

    The Substratum is the lowest part of the town. It's the place of the powerless and the outsiders. The houses are small, catacomblike. The houses have low ceilings and their very existence is more for support of the upper layers than for the ones living inside. Fires are forbidden in these narrow tunnels and magical lights are frowned upon. Everything is done with the visibility given by darkvision. The substratum continues underground and some of the deeper tunnels fill with water. The only powerful organization that prefers the substratum are the druids of the circle of spores. They have barricaded a large section of the tunnelnetwork for their fungus farms.

    The Web makes up the central layers of Luracidon. These layers have the attention of those in power while they don't reside there themselves. Continual light spell have been cast in many areas in this section of the city. To cover up that magic was used the lights are covered by metal grills, as if a flame was inside.

    Most buildings have insignia of them. These markers imply who the building owns allegiance to - whose plot are they in on. Lines and crowds are typical sights in this layer. Instead of trading, the individuals in power just give out what they want. Their troops show their support by gathering into groups and behaving like the crowd. The powers that be don't want these crowds of their to fight for that would create loss of resource. Rather they want constant visual signs of their power on the streets.

    War is the major trade of the mraow. Luracidon seeks to develop generals and strategists in particular, but they don't want war on the streets. Rather the atmosphere is that of constant preparation for war. Releasing tension is equally important to avoid conflagrations of hostilities. It's common to see groups that have opposing loyalties engaging in ritualized half-hearted sports events, dances and similar events. The most important festival is that of Repeating Drummings or just Redrum. Half the citizens may engage in simultaneous beating of drums making the whole city sway with the sound waves.
    One thing of interest in the Web is the roads. The large roads go straight from ports to the towers owned by the most powerful. These roads have a network of supporting paths in the area local to the tower. Only small narrow paths unite the network of roads around one tower to that of another.

    The plotters live in towers above the Web. Collectively these towers are sometimes called the Twilight zone. The name implies something that's between things. The reference is to place that's between dreams and reality, between the divine Twilight spider and servants. Even the most powerful plotters in the city see themselves as weak in comparison to how powerful their dreams can be. Even more so, they live in fear of loss, which is why they abhor change.
    In the towers of the Twilight zone very little ever happens. What does, is ritualized to a level it lacks all efficiency. Even small things are accompanied by as much spectacle as possible.

    Each tower defines a territory and a plot. The nature of the plots is usually best understood as a protection scheme though others might argue for the legality and justification of taxation. The nature of the person on top is rarely an issue for they are separated from all below and cloaked in idolatry and extravagance.

    Some of the more powerful plotters in town are

    Rincip 'Cottonpads'
    The territory of Rincip has the Circle of spores, food and herbal market, the largest port as well as the Mentaujit.

    Marisuale 'Saltytips'
    The territory of Marisuale has a warlock pairing academy where they subordinate youngsters to various patrons [usually these are celestial, fiend, lurker in the deep, raven queen, undead or undying]. There's also a military academy for most fighter types. There's armourers, bowyers, smiths and other artisans related to military professions. The cartographer's academy is also here.

    Carnacio 'Cleverone'
    This territory has temples for the god of War and Tactics. Carnacio is considered by many a falling plotter. His extreme longevity and the rising violence in his territory, including the presence of the undead are all suggesting to others that Carnacio is losing the Plot. Forces outside the city keep propping him up though. This region has an active street life fuelled by the dispensation of alcohol. There's also a bardic college of valor and swords in the territory.

    Erarqa 'Highpyre'
    This territory has the temples for the god of Plotting. Most clerics, paladins and monks of the city live here at one point or another. This area also has colleges for city-planning, engineering, agriculture, fishing and history.

    Rupacio 'Sugarskin'
    This territory functions as a sanctuary for traders, at least up to a point. The temple of the God of murder resides here as well. The area is considered trashy by other plotters but so dangerous that it can't be removed.

    Affios 'Pinnails'
    A victorious general who returned with glorious spoils created this territory. This area is more luxurious than most, a guarded territory where many pleasures are easily available. There's a shrine for the god of Legends in this area. Affios has allowed monk orders to set up in his territory, raising general interest in becoming a monk in the city.

    Enyor 'Happypaws'
    A territory where wizard colleges reside. Enyor's territory also has many storehouses. The territory is at the very center of the city and has many structural supports for the city's towers. There's also a bardic college of glamour and satire.

    Bernadora 'Whiskers'
    Her territory is the most open to outsiders. Least courtesy is demanded and creatures of other races are accepted somewhat easily. There's a port of significant size. Many industries that are considered uncomfortable, such as dyeing are practiced here. Waste disposal is also a feature of this territory as is animal-keeping.

    The power in the city is divided between plotters who generally maintain the status quo of power, the gangs which seek power through cleverness or forceful action and the traders who openly challenge the status quo.

    Gangs are lower in the ranks of power than the true plotters. Yet their actions are more visible for they aim to act. In the city of plots the people with real power aim to threaten but never act. So one is much more likely to run into gangs engaged in interesting activity.

    Many major gangs of the city recruit from and fight for influence in the Substratum.

    The first mentionworthy gang is that of the Iron chain, a gang of heavy armor fighters and warlocks.

    The second of the larger gangs is The Plagues. They seek druidic and bardic members, seemingly making them less dangerous to the city while still gaining power.

    The gang called Darkweb is a religious cult, seeking purity of plotting on clerical grounds. Clerics and paladins form the main adherents.

    These three are called high gangs. They exist as extensions of the ruling power block, but are viewed as corrupt in one way or another by the true powers. They are usually opposed by the low gangs that seek to challenge or even supplant the ones in power.

    The fourth gang is the Hypothalassians. They are a gang of wanderers, rangers and barbarians. They aim to seize independence and to hold power in the regions surrounding Luracidon.

    The gang called Impossible rise is largely made of bloodhunters and rogues. They aim to be seen as the most dangerous gang in the city with no other concerns.

    The gang called Longwands is primarily a solace for wizards and sorcerers who use the more unacceptable colleges of magic.

    Law is enforced variably. Each territory has their own laws. If a law is broken, the lawbreaker is expected to make good their actions of their own volition. The powers that be don't want to have to bother to actually uphold the laws. But if a lawbreaker is so obvious about how they flaunt the law, the plotters have no choice to utterly and completely destroy the lawbreaker. Such acts are plotted with the care of a dangerous military campaign. But when victory is certain, these events are turned into triumphal celebrations on the broken corpses of the guilty.

    The merchant princes
    There are few who dare to openly stand against the plot. Philosophically the merchant princes may see themselves as either opponents or misunderstood patrons of the city and society.

    The merchant princes who see themselves as opposing the plotters are usually adherents to the cult of the Loser, the god of death and murder. With their trading they seek to create chaos and destruction in the realm. They are usually purged from the city even though they are accepted by society. Hence, the successful merchant princes of this type act beyond city walls. They're pirates and trade ship runners. They create purposeful shortages and gouge prices. They import cursed, faulty or subversive items to the city and they leave orders unfilled, anything to destroy the powers of plotting.

    The other merchant princes pay homage to either the god of Nobility and leadership or the god of Legends or both. They frame themselves above and beyond plotting. They engage in trade while doing their business in ways that seem like they fit the city's standards. They call themselves the Cornecopia.

    The borders of the town are the shores. Beyond the shores is the navy. The navy is large and is primarily martial in nature.

    Spoiler: Sphinx
    Show
    You were hired to cause problems for the ghoul-king Tereus. You've seen the most powerful thing in this temple, the entrance to the Cloud of Fate. That is what Tereus wants to control. That is what the aven are looking for though they haven't found it. That is what the dwarves are seeking to find as well.

    You could seize control of Mechanus and remove the Cloud's entrance from here.

    You could collapse the dungeon so none can get to the Cloud.

    Tereus' real interest on the cloud is related to his dwarven allies' interest. If the dwarves could reach a connection with the Cloud without Tereus being involved, that would remove the basis of their alliance.

    But is the mission really your mission? In your heart there's good. Yet you serve a master who is not good. While I see reason in your desire to harm the ghoul-king, maybe you'd like to see forces of virtue rule this dungeon. Seek the minotaur-chief. Completion is just another word for an end. When you stop doing what another tells you, your mission is over.



  18. - Top - End - #918
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    SwashbucklerGuy

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik Silverfang
    Ratfolk Monk 4
    AC: 17 | HP: 28/31 | HD: 3/4d8
    Javelins: 5/5 | Darts: 10/10
    Ki: 3/4
    PP: 15 PInv: 10 PIns: 13
    Conditions: none

    "OREN!"

    Worried about his friend, and trusting in Polari's plan, Rik moves away from the passage and runs to where the wraiths are. He will hit the one going for Oren with his spear. However, he is not sure if his fists will be able to touch the creature. He decides not to risk it, and focuses his ki to defend himself instead, hoping the creature lets go of Oren and wastes time trying to him instead.

    Spoiler: OOC
    Show

    Spear: (1d20+6)[22]
    Damage: (1d8+4)[8]

    Bonus Action: Patient Defense

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    The three wights are dragged down by Polari's spell...
    One of them, an older female wight seems to take less damage than the two male wights.

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Hades tries to blast the wraiths with cold, without hitting his allies. Hades also says a few inspiring words to Rik to help him (bardic inspiration).

    Spoiler: Cold Damage
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    (3d6)[9]

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Theria, low on options at the moment, does her best to block any more undead from approaching Oren. Her runes shine slightly as she strikes at a wraith. "Will their attacks harm each other?"

    Spoiler: OOC
    Show
    Action: (1d20+6)[16] for (1d8+4)[6]
    On a hit against the wraith, she'll use her fire rune: (2d6)[5] extra fire damage and it must make a DC 13 Str save or be restrained + take the same damage at the start of its turns.
    If she hits any ally for some reason, she will not use the fire rune (Oren is enveloped?)

    Reaction: not sure about the wraith's damage type, so if anyone is struck by an arrow this round she'll use the cloud rune to redirect the damage.
    • A restrained wraith is a lower target than a not-restrained wraith.
    • Otherwise a wraith to have taken fewer hits has the highest priority.
    • On the off chance all wraiths are already dead she'll redirect the arrow at the wight that loosed it.


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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Theria's strike hits one of the wraiths and fiery chains appear around the wraith to burn it. The fire seems to do less damage than expected and the chains fall on the floor finding nothing to attach to.

  23. - Top - End - #923
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Hades uses the Cold Open once more to try to freeze enemies, without catching his allies in cross-fire.

    (3d6)[6]

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik stabs one of the wraiths with the lightning spear but surprisingly the lightning seems to be not that effective against the spectral creature.

    The skeleton aims for Theria but misses with it's mace.

    The Wights shoot four arrows toward Rik, all of which miss, one toward Theria which misses and the last one would have hit Oren, but Theria's rune magic carries the arrow to hit the non-wounded wraith instead.

    Grastic throws his shadowblade at one of the wraiths and that one seems to significant damage...

    Nodgate moves closer to the fight and casts aura of vitality, healing Oren significantly. The arrow wound is healed but the necrotic damage of the wraith remains.
    Rik, hit them with the blunt end,

    Oren surges into action and hits one of the wraiths three times.
    One of the wraiths is starting to look like it's dissipating out of all the damage it's received. Oren also uses a distracting strike to hit the more wounded wraith to allow the next attacker to have advantage against the wraith.

    Hades blows a wind of cold on the wraiths that harms them a little more, though they appear quite resistant to the cold.

    One of the wraiths turns it's attentions to Theria but misses. The other strikes at Oren again. Once more Oren is severely hurt by the necrotic damage.
    Spoiler: OOC
    Show
    Oren failed both his con saves so far. His hp max is 9 until the next long rest.


    Spoiler: Initiative queue
    Show

    Very much the same setup as last turn.
    The last skeleton is between Oren, Theria, Rik and Hades and not a reasonable target for area of effect spells.

    Polari, Grastic and Nodgate are at a good distance from all the enemies. The melee fighters + Hades are at the doorway as are the skeletons and wraiths. The three wights are still in room 120.

    round 3
    15 Polari
    15 Theria
    13 Rik
    5 Skeleton and wights
    1 Grastic

    Round 4
    23 Nodgate
    22 Oren
    18 Hades
    17 Wraiths

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Hades blows "the cold open" once more.

    "Rik, remember what I told you"

    Spoiler: To Rik
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    Remember I did bardic inspiration a couple turns ago?


    Spoiler: Cold Open
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    (3d6)[11]

  26. - Top - End - #926
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Polari casts a web in the area where the wights are.
    Spoiler: OOC
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    I would expect it to cover all the area east of where Rik is standing so that if the wights move closer they're still in the web. The wights roll their saves on their turn.

  27. - Top - End - #927
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    SwashbucklerGuy

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Rik Silverfang
    Ratfolk Monk 4
    AC: 17 | HP: 28/31 | HD: 3/4d8
    Javelins: 5/5 | Darts: 10/10
    Ki: 2/4
    PP: 15 PInv: 10 PIns: 13
    Conditions: none

    "Why do you keep attacking only him?" - the rat yells at the wraith, before remembering the creature either doesn't understand him or doesn't care. His first instinct is to try to mow it down with the spear, but there are two of them, and he remembers what he heard before about how Oren cannot be revived due to the skull's curse. He can't take any risks.

    Rik knows what he has to do. He was prepared for something like this. He imagined he would be using it in a less dire situation, though.

    The rat quickly grabs the Potion of Heroism he has in his bag, hands it to Oren and says: DRINK!

    He then turns back to the wraiths and resumes the punishment. This time, he will try to hit the creature with the opposite end of the spear, while holding it in two hands, since lightning doesn't seem to work well.

    Spoiler: OOC
    Show

    Aim at the wraith who has taken the most damage so far.

    Spear: (1d20+6)[10]
    Damage: (1d8+4)[8]

    Unarmed Strike: (1d20+6)[21]
    Damage: [roll]1d4+4[/roll

  28. - Top - End - #928
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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Spoiler: More dice
    Show

    Adding inspiration to the spear attack: (1d6)[1]

    Also I broke the coding for the unarmed damage. Rerolling:

    (1d4+4)[6]

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    "Hold on Oren!" Theria moves in as close as she can safely manage to guard him as she swings at the dissipating wraith.

    Spoiler: OOC
    Show
    Action: (1d20+6)[8] for [roll]1d8+4/roll] with the magic warhammer
    Reaction: Intercept for [roll]1d10+2[roll] damage.

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    Default Re: Council of spiders-Caverns of Thracia-Rappan Athuk IC

    Theria takes a swing at one of the wraiths but misses.

    Rik gives Oren a bottle and punches a wraith. It feels strange, like punching at a spider's web. Hardly any resistance except an awful feeling.

    The skeleton keeps trying to swing his mace. This time he misses Theria.

    One of the wights is completely stuck on the web.
    The two other wights move near Rik while drawing large swords. One of them remains in the area of the web and the other moves to Rik's side right out of the web's area.
    The wights swing their swords at Rik. One of the blows connects but Theria intercepts it partially. 4 damage gets through.

    Grastic throws his shadowblade again but misses. He keeps as distant from the fight as he can while continuing to throw the blade.

    Nodgate moves yet a little bit closer to the fight. She casts a streak of light into the more wounded wraith. The guiding bolt dissipates the black whispy creature and the room feels a little bit lighter after the fact. Her aura of vitality heals Rik to full capacity.
    You shtupid shpectresh should jusht go away.

    Oren drinks the potion of heroism
    Thanks, mate. Best drink I ever had. Please, you've got to tell me the recipe!

    Hades has to pick between two wight or one wraith as a target for the cold breath. The cone of freezing air envelops the two wights and they seem to take full damage..

    The second wraith keeps striking at Oren and hits once more... Oren falls unconcious.
    Spoiler: OOC
    Show
    Without the potion this would have been double his hit points and instant death. Now he's just doing death saves normally. He made his con save this time.


    Spoiler: Initiative queue
    Show

    There's now one restrained wight in room 120
    Most of the melee is happening in one big pile at the doorway. The only two bad guys that you can catch in the same area of effect attack without catching friedlies are two of the wights.
    Nodgate is pretty close to the fight but not in melee range. Grastic and Polari remain distant.

    round 4
    15 Polari
    15 Theria
    13 Rik
    5 Skeleton and wights
    1 Grastic

    Round 5
    23 Nodgate
    22 Oren
    18 Hades
    17 Wraiths


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