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  1. - Top - End - #121
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Hylusi Quaternaros, Magus of Bleakpines
    Magework Necromancer
    Darkvision: 60ft
    AC: 15 HP: 32/32 THP: 11
    PP: 14 PIv: 14 PIs: 11
    Conditions:
    Concentrating on:
    3/5 d6 HD
    Arcane recovery 0/1
    Spell Slots- 4/4 1st, 3/3 2nd, 1/2 3rd
    Fingerbone staff 4/10
    Alchemical treats: 7/7 granting 3THP

    Hylusi had thought about many potential outcomes of their journey across the milky way - ending on some burning plain, assailed by beasts; in a multiplanar city amid the crowds; even in some lunar ruins abandoned by reason and dwelling-place for the mad and monstrous.

    She hadn't, admittedly, expected to be dumped into the unruly oversized ponds called an ocean. She had a brief moment to cast feather fall, but it wouldn't have helped.

    Instead she hit the water and sank briefly before she slowly clawed her way to the surface, four arms giving her enough of a breaststroke to counteract the weight of soaked robes.

    She was quietly pleased with herself for getting a resistant spell book.

    Floating on the surface like a sullen oil slick, the Magus regarded the area, spotting the distant figure. Once everyone had bobbed to the surface (or sunk eternally into the depths) she gestured to the distant figure.

    The advantage of telepathy is there wasn't a risk of water getting in your mouth when you were talking.

    <Hark, a watcher. More limbs than the average - how curious. Be wary.>

    Spoiler: OOC
    Show

    nil
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  2. - Top - End - #122
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 32/44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    Felicity was very brave. And very dedicated. And very loyal. She would walk through fire to defend someone she loved or had made a promise to.

    But she did not like the water.

    She could swim. Technically. But that's like telling an arachnophobe staring down a tarantula that they know how to roll a newspaper.

    She surfaced. And she was sort of floating(?). But she was also low key panicking.

    If you were close enough you could hear her saying, under her breath, over and over, "No no no no no no no no no no......"
    (Avatar by Cuthalion, who is great.)

  3. - Top - End - #123
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    BlueKnightGuy

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Bil
    Twilight Cleric of Damh
    AC: 18 HP: 33 / 33 THP: 11

    PP: 17 PIv: 11 PIs: 17
    Conditions:
    Concentrating on:
    3 / 5 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 1/2 3rd; channel 1/2
    Bil tucks into a dive, his ears flattening against his head as he pulls himself to the surface. In his heavy armor, he's grateful that the ocean seems as tranquil as it seems. Seeing Felicity's distress, he paddles over to her.

    "You're doing great, my friend. Trust yourself."

    Bil takes in the silhouette when Hylusi points it out. "Well, it has been that kind of day, hasn't it? I suppose we should be grateful that they didn't send a more - ahem- aggressive welcome party. Or perhaps we were blessed by this splash landing. However, I am ready to make my way to shore."

  4. - Top - End - #124
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Prince Doredan
    Human Martial Bard 5
    AC: 14 HP: 24/33
    PP: 9 PIv: 11 PIs: 9
    Conditions: ---
    Standing Reaction: Dodge Roll if critically hit or if hit while at 12 hit points or less (1/encounter)


    Crashing down in the red sea, Doredan panics at first - not from the water, he is actually quite fond of a good swim. The sudden splashdown itself was simply startling. Leisurely gliding his way to the surface, he breaches into the air and takes a breath, treading the gentle waters. The moon, if indeed this is the red moon, feels... more idyllic than he expected.

    "Everyone accounted for?" he asks before he carries on, looking around to make sure they've all surfaced and no one was concussed unconscious by the impact.

  5. - Top - End - #125
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Maker Kunnian
    AC: 15 | HP: 38/38 | HIT DICE: 5d8+10
    Speed: 25ft | Initiative: +2
    Passive Perception: 11 | Passive Insight: 11
    Conditions: ---


    Kunnian was swimming lazily near the others. She was sort of enjoying the cool waters, but she was mostly worried about her instruments... She'd probably need to prestidigitation the water out of her pan pipes, which was annoying. And she hoped the salt in the water wouldn't stiffen the strings of her bandora or her lyre... She doubted she would find new ones around here. Sure, she could always Make new ones into existence, but those would only be temporary! Her skills still only allowed her to maintain one Making at a time. All lost in her thoughts that she was, it is no surprise that she didn't notice the figure standing nearby.
    She was somewhat pulled out of her thoughts by Felicity muttering under her breathe... but she saw Bil seemed to have it covered so she went back to her thoughts. When Doredan spoke she distractedly replied: ''Yep.'' without actually taking the time to look around if everyone was indeed accounted for - she simply trusted the others to survive swimming in calm waters.
    Last edited by NiKkatsu; 2023-03-28 at 08:33 PM.

  6. - Top - End - #126
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Welcome to the Plane Breaker

    The party swims towards the causeway, easily keeping above the buoyant crimson water. The gentle sea almost aids you in your journey, periodically sending waves that spur you on as they head for the same direction. It takes some time, but after a half hour or so of paddling and swimming (made all the more excruciating for Felicity) you all find yourselves approaching dry land.

    The stone causeway is part of a spiderweb network that spans much of this red sea, criss crossing it like a splayed hand. As the party nears it, they see a four armed figure wearing greyish blue robes who comes into view for the less perceptive. The figure is back to at first, trawling a fishing net in a strange, sucking whirlpool in the water on the other side of the causeway. As the party hauls themselves out of the water, the figure gives a happy cry, hauling on the net with all four slender arms, their light blue skin bulging with muscle as they drag the net up onto the causeway, hauling up a broken piece of wooden sign. Doredan recognizes it as the wreckage of a sign from one of his favorite inns in the city down below. Speaking of down below...

    Looking up, the party sees that they are a few hundred feet above the city below, hanging upside down over it's surface. With a moment of distinct vertigo, you realize that the gravity of this place holds you all to the surface of the red meteor, while down below people look up in fear at what they do not know. The four armed figure gives a huff of disappointment, loading the sign in the shape of a stag with a crown into a small wheeled cart that is positioned nearby. It is only then that they turn to notice you, revealing an appealing (if blue) smooth face. She begins to speak in a language you don't understand, full of clucks as well as some hand motions with her delicate, sweeping arms.

    Spoiler: Comprehend Languages or Similar Magic
    Show
    "Oh. Tourists. Right... welcome to the Planebreaker." She raises two of her arms and points in a direction. "The haze is pretty bad right now, but the city of Timeborne is in that direction. Look for someone with a badge that looks like this..." She makes a symbol by bringing her fingers of two hands together in a twisted symbol that looks like a knot. "They will explain everything. Just don't do anything to piss off the Mantis and you'll be fine."

    Spoiler: Interpreter's Guild Badge Description
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    Last edited by purepolarpanzer; 2023-03-30 at 07:28 AM.
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  7. - Top - End - #127
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    Felicity was very happy to reach the shore. Easy to swim in or not, she didn't like and she was glad it was over.

    But then it turned out that inverse gravity was another thing she wasn't real fond of. Quite the brave Paladin you are today, she said to herself, Just notching up phobias like crazy.

    But she put on a brace face and was prepared to help everyone else out and soldier forward when the strange four-armed creature started talking to them.

    This was also not exactly her fort.

    "Uh, anyone got any magic for this?" she asked the group, giving the blue lady a big, friendly smile.
    (Avatar by Cuthalion, who is great.)

  8. - Top - End - #128
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    BlueKnightGuy

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Bil
    Twilight Cleric of Damh
    AC: 18 HP: 33 / 33 THP: 11

    PP: 17 PIv: 11 PIs: 17
    Conditions: Tongues
    Concentrating on:
    3 / 5 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 0/2 3rd; channel 1/2
    When the multi-armed creature speaks in a non-threatening way, Bil holds up a paw, and with quick word of ritual blessing, smooths his ears.
    "Would you mind saying that again please, now that I can understand you?"

    Assuming the creature does
    "Tourist is not quite the word for it. We are a delegation, perhaps. Tramunbil Mabovoh, and my -erm- companions." He offers a small bow. "But can you tell me more? You call this place Planebreaker? I've encountered none like it in my travels. And who or what is the Mantis?"


    Spoiler: ooc = Tongues
    Show
    Cast Tongues on himself.

    Last edited by jscape2000; 2023-04-03 at 09:41 AM.

  9. - Top - End - #129
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Welcome to the Planebreaker

    The blue skinned woman has no external ears, a flattened nose, violet eyes, and a winning smile when Bill asks her to repeat herself. "Welcome Tramunbil and friends, to the Planebreaker. It's a... well... no one really knows for sure what it is or how it does what it does, and if you asked a dozen different residents of Timeborne you'd get a dozen different answers, but as far as we know it is a vagrant moon of sorts, travelling the multiverse and leaving a Path behind it that people can follow, should they have a Path token. The entire demi-plane is made up of the Sea of Uncertainty..." she sweeps all four hands around her to indicate the immediate area. "...where wreckage of the different planes such as yourselves lands. I'm a salvager by trade, so I look for interesting finds that wash up from the planar whirlpools that form here or the stuff that gets sucked up from planes we visit."

    She gestures towards a thick haze of mist. "The city of Timeborne is in that direction. There you'll find shelter, food, and a much better explanation for everything than I could give you, even if I had the time to do so. It's run by the Mantis, who I know even less about, other than not to ask too many questions and to follow the Boss Bug's rules. I've got to go hunt for more salvage, despite how... interesting... tourists are, so head in the direction of the city and find a member of the Interpreter's Guild..." She makes the same twisted knot symbol with two of her hands. "They get paid to help people new to Planebreaker and Timeborne, but I sadly do not, so here we part ways. If you survive the big city perhaps we will see each other again. Or, as is the nature of this place, we may never see each other again, Tramunbil and friends. Either way, I wish you well and I wish you goodbye." She leans down and scoops up a basket filled with what appears to be random brickabrack dredged up out of the red water and turns to follow the causeway further out to sea.

    Spoiler: Arcana or Nature DC 15
    Show
    This woman is a Vedalken, a species virtually unknown on your home world but common enough amongst the planes and other worlds of the multiverse. They are a mutable species, sometimes found with multiple arms, sometimes not, but they are a species known for being scholarly, logical, and introspective. They are also semi-aquatic, capable of breathing underwater for short periods, and are often found in moist environments. Like any sentient species, they are a varied people, capable of good or evil just like any human, elf, or dwarf.
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  10. - Top - End - #130
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    Felicity had an idea of who this woman was. Or, rather, what she was. Which was pretty surprising, considering that she was not exactly well-read. But the knowledge didn't really help.

    Felicity bowed to the lady, thanked her, and followed the others toward the city. Her face was stern. And a little sad. Whatever was up ahead, her life had just changed. Forever. And nothing would ever be the same.
    (Avatar by Cuthalion, who is great.)

  11. - Top - End - #131
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Prince Doredan
    Human Martial Bard 5
    AC: 14 HP: 24/33
    PP: 9 PIv: 11 PIs: 9
    Conditions: ---
    Standing Reaction: Dodge Roll if critically hit or if hit while at 12 hit points or less (1/encounter)


    Pulling himself up onto the Causeway, Prince Doredan climbs to his feet and flicks the excess water from the long sleeves of his fancy shirt, then begins wringing out his cloak. "This is going to dry terribly. Wrinkles all over," he complains to himself under his breath, straightening the royal headband upon his brow.

    Once he is finished preening, the Prince turns to watch Bil speak with the local. He can understand the rabbitfolk's side of the conversation, but not the other. "Tourists?" he asks, mouth a thin line. "We are not here for something so plain. What does this woman know of the invasion, the abductions?"

  12. - Top - End - #132
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    To Timeborne

    The beachcomber gone, the party turns to the west where the vedalken had indicated and begins to follow the stone causeway. Along the way, they view whirlpools form, vomit of planar detritus, and quell, they see the haze of mist in the air pulse and flow almost like the sea had risen above the level of the water, and they hear the sound of gentle waves lapping at the worn stone walkways. All in all, despite it's violent entrance to your world, this Planebreaker seems remarkably peaceable. Or at least it does for a few moments.

    As the haze begins to part, a massive wall appears vaguely in the distance, growing closer and more defined the closer the group gets to it. Crumbling sculptures so strange it’s difficult to know what they represent stud a cyclopean wall fifty feet high. A single ominously tall statue—easily one hundred and fifty feet tall—stands astride the wall like a sentinel, vaguely humanoid, but with four arms and a grotesque, terrifying visage. A ragged cavity about forty feet across breaches the wall. Through the hole is a city of mismatched buildings, most different from its neighbor in style, age, and state of repair. It’s as if architects from hundreds of dimensions each contributed something to the city, then departed. And everything, in turn, is built on far older ruins that poke through here and there: pale stone towers with no windows, crumbling statues like those interspaced along the city walls, and free-floating stone spheres pockmarked with strange glyphs. Many of the spheres are hung with lamps of far more recent make. Lone figures and small groups of people move along the irregular lanes, far too few to match the size and number of divergent structures surrounding them.

    At the breach between the causeway and the wall there are the remains of some sort of battle. Numerous bodies of the same red, shard-like mites that you did battle with before lie dead and twitching around the entrance to this mysterious city, and a rag-tag group of defenders has begun picking up survivors, executing the last of the mites, and heading back into the strange architecture of this kaleidoscope of planar influences. One woman catches your attention, not just because she appears to have lead this defensive action, but because she bears the symbol the vedalken advised you to look for on her pauldron, and because she walks side by side with some combination of massive canine and predator bird that is currently feasting on the remains of a red insect while it's master brushes her hair from he eyes and shares parting words with leaving defenders. When the party approaches she spots them, stepping forward to meet you all. She tries a few different tongues (all of which Bil understands) before settling on a heavily accented and foreign sounding version of your own world's common.

    "Oh, newcomers! Welcome to Timeborne! I'm sure you have so many questions! I am Darli Kos, warrior for the public good and member of the Interpreter's Guild. It is my job to keep this place safe..." She reaches down and twists a blade deep under the chitin of a twitching mite, causing it to cease moving. "And to make sure newcomers like yourself feel welcome! So, ask away!" She hears a crack from behind her, turning to her bird hybrid and shouting "NO! NO! NOT FOR EATING!" before sighing and leaving it to feast.

    Spoiler: Questions you might have
    Show

    Spoiler: What is Timeborne?
    Show
    “This city is Timeborne, located on the Planebreaker. We are a city of newcomers, though some of the old-timers have been here for centuries. You can escape all the cares of your home plane in Timeborne, and rest. Or become a planar explorer, a dimensional salvager, or a seeker after all the mysteries of the multiverse. On the Planebreaker, you are not judged. Timeborne is a city built on a mystery that predates the multiverse.”


    Spoiler: What is the Planebreaker?
    Show
    “A cursed moon hurtling through the multiverse, crashing from one plane to the next, never at rest, forever fleeing a catastrophe that predates existence itself. This tumbling rock visits all demiworlds, all planes, and all dimensions, in time.” (If you ask why the moon is cursed, the Interpreter indicates it’s cursed to continually tumble through the multiverse. If asked about the catastrophe, they shrug and say that’s a secret no one has yet uncovered.)


    Spoiler: What can I find here?
    Show
    Whether you’ve come accidentally or on purpose, Timeborne welcomes you. Here, you can find houses of rest, markets where inexplicable extraplanar treasures and oddities are bought and sold, and the accumulated knowledge of the multiverse. But some prefer beachcombing to the market, walking the causeways reaching out onto the Sea of Uncertainty, looking for salvage tossed up by the infinite planes.”


    Spoiler: Who are you?
    Show
    “I am an Interpreter, of the Interpreters’ Guild. We are based in Timeborne. We seek to ease relations between extraplanar refugees and travelers who come to the Planebreaker.”


    Spoiler: Who's in charge?
    Show
    No one rules in Timeborne. Though the Mantis sees to it that things remain peaceful, for the most part. Those who cause too much trouble gain the Mantis’s attention. That’s usually the last anyone hears of them.”


    Spoiler: Why does the city seem half deserted?
    Show
    There are no births here, ever. So the population is only replenished by new people who arrive and stay. But mortals eventually die (even if some claim they’re aging more slowly, or not at all), and the divine and demonic never stay long for reasons of their own.”


    Spoiler: What are these red insect monsters?
    Show
    "Oh, these are path mites. They're a constant bother here on the Planebreaker. They nest in the less populated parts of the moon and the city, and every time the Planebreaker comes to a new world they get riled up and go in search of food. Thankfully most here are handy enough with a blade to deal with them, and a bit of civic pride usually brings together a force that can deal with their mischief."


    Spoiler: Have you seen a semi-visible sailing ship?
    Show
    "Not me. Ever since we came to this plane I've been busy killing mites and setting things to order. But if it's a planar ship you're looking for I'd be happy to guide you to the Docking Towers near the Landing at Preservationist's Enclave. They're always receiving planar travelers, new workers, and supplies from all over the multiverse, either by boat, ship, or Path travel. Someone has to keep this city in working order!"


    Spoiler: Can you show us around?
    Show
    “I am happy to guide you, as a courtesy, of course, offered by the Interpreters’ Guild. Where would you like to go? A tavern, perhaps, to take your ease? I recommend Savva’s Crossplane Cantina. The clientele there are especially welcoming to newcomers. Or maybe you’re looking for a Path token? The Worldswept Market usually has some on offer, though if you keep your eyes peeled, you might just find one lying in the gutter.”


    Spoiler: Is this an invasion?
    Show
    "Oh, glory, no! We're sorry about any mites or ne'er-do-wells that might have left Planebreaker and came to your world, as well as for any of your people or property that get sucked up when we leave the plane, but no one is invading your world. If anything, your world has become connected to a greater planar network that follows the Path of the Planebreaker. Now anyone with a Path token can freely travel from your world to Timeborne or any other world the Planebreaker has been to during it's long, long, LONG journey across the planarverse."


    Spoiler: What is with the bird...dog... thing... that's following you?
    Show
    "Oh, that's just Little Guy. I picked him up on some adventure to some plane... don't quite remember when. But he's loyal enough, when he stops thinking with his stomach, that is."



    Spoiler: Darli Kos and Little Guy
    Show




    All images TM and © 2022 Monte Cook Games, LLC.
    Last edited by purepolarpanzer; 2023-04-06 at 11:57 AM.
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  13. - Top - End - #133
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    BlueKnightGuy

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Prince Doredan
    Human Martial Bard 5
    AC: 14 HP: 24/33
    PP: 9 PIv: 11 PIs: 9
    Conditions: ---
    Standing Reaction: Dodge Roll if critically hit or if hit while at 12 hit points or less (1/encounter)


    This strange, alien place is not what Doredan was expecting. As the haze parts, he looks upon a city more like the results of a hundred refugee camps all sitting in one place so long they start taking root into a tangled garden. What becomes more apparent is that his initial thoughts may have been wrong - rather than deliver their captives to this place, the bizarre insects seem to be giving them just as much trouble. Perhaps not an invasion force then, but a native menace spilling over the edges...

    A strangely human woman flags them down before they are forced to seek out one of these interpreters. Prince Doredan introduces himself, "I am Prince Doredan Reydalise. I would know more of these hideous insects that have laid ruin to our realm. Are they some manner of invasion force."

    As the answers come, his tense stance loosens, but the young prince remains guarded. "Then, a different quarry. Some manner of sky-pirates in a flying ship stole my brother from the castle. The ship was hidden beneath illusion magic, but where might it dock?"


    After everyone else sates their curiosity, Doredan looks forward into the city with resolute purpose. "I say that we begin with these docking towers. Whether these criminals dock at the proper authority or not, we are more likely to find someone who knows."

  14. - Top - End - #134
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Hylusi Quaternaros, Magus of Bleakpines
    Magework Necromancer
    Darkvision: 60ft
    AC: 15 HP: 32/32 THP: 11
    PP: 14 PIv: 14 PIs: 11
    Conditions:
    Concentrating on:
    3/5 d6 HD
    Arcane recovery 0/1
    Spell Slots- 4/4 1st, 3/3 2nd, 1/2 3rd
    Fingerbone staff 4/10
    Alchemical treats: 7/7 granting 3THP

    The city was an incredible mix of different styles, plucked from a hundred worlds, no doubt. The Magus would have, in other circumstances, spent a happy hundred years simply researching the place and the no-doubt countless magical secrets it held.

    Though no doubt it held threats, too. She'd bid her servitor's to stay close, and a pair of gorelings sat on her shoulders ready for action like a pirate with the worst parrots in the world.

    To the... Interpreter... She steadily listened and catalogued away the information. She had no reason to believe the woman was decieving them - but none to suggest she was trustworthy, either, considering the replies without committing them to belief.

    When the majority of the other questions were asked, she presented both the medallion and the cloth mask, one to a hand.

    <Do you recognise these,> her mind-voice rustled. <The mask was worn by a human crewman of one of the ships we seek. The medallion the same.>

    The knowledge that their world was connected now to the greater expanse of planes was something to keep in mind, if and when she returned in cosmic power. Bleakpines was hers, after all. But threats from other dimensions might require better defences and safeguards - as the human's kingdom had found out to their peril.

    Spoiler: OOC
    Show

    nil
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  15. - Top - End - #135
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    This was all quite beyond poor Felicity. As happy as she was to be out of the water and back on solid ground, she felt like the "solid ground" of reality was rocking beneath her. She was a Fey creature, and so was used to a certain amount of chaos and uncertainty.

    But even still.

    "Um, Ms.Kos?" she asked, trying to sound braver than she felt, "How, uh, what.... how do you pay for things in Timeborne? And how do you get more of whatever that is?"

    Felicity had a nightmare that they traded in shells or inset mandibles or some rare metal they'd never seen. And they'd all be stuck washing dishes in an extraplanar restaurant or something.

    She also wanted to know why no one was every born here. But one thing at a time.
    (Avatar by Cuthalion, who is great.)

  16. - Top - End - #136
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Maker Kunnian
    AC: 15 | HP: 38/38 | HIT DICE: 5d8+10
    Speed: 25ft | Initiative: +2
    Passive Perception: 11 | Passive Insight: 11
    Conditions: ---


    The gnome hounded Kos with questions, and she found with some satisfaction that the woman answered all of them without much hesitation. She was shaking her head vigorously in response, fascinated by what she heard, peppering the conversation with so many oohs! and ahs! When she finally ran out of questions, Hylusi asked about a mask and the Prince suggested they start by heading to the docking towers. Kunnian would have preferred to try the Cantina Vos suggested, but she had much sympathy for the Prince's feelings - finding his brother was certainly a priority right now.
    While she listened to Kos reply to the others, she decided to try petting Little Guy, whom she found kind of cute - in a sort of nightmarish way.
    Last edited by NiKkatsu; 2023-04-11 at 07:40 AM.

  17. - Top - End - #137
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Bil
    Twilight Cleric of Damh
    AC: 18 HP: 33 / 33 THP: 11

    PP: 17 PIv: 11 PIs: 17
    Conditions:
    Concentrating on:
    3 / 5 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 1/2 3rd; channel 1/2

    Bil takes in his surroundings, listening attentively and asking follow up questions as they learn more about their wearabouts.

    "Are you implying that our world was not part of the ... what did you call it? the planarverse? What are these path tokens? How many are there? Are we suddenly exposed to a universe of plane walking marauders?"

    Bil listens patiently, the slowly asks, pondering as a question occurs to him:

    "Is the Planebreaker's path pre-set? The brigands who attacked the castle seemed to know where they were headed and whom they were looking for."


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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    The Crumbled Entrance

    Darli Kos smiles as Kunnian begins petting Little Guy, who croons like a pleased bird even as it's canine claws dig at the ground in pleasure. She answers your questions in the rough order she receives them. Turning to Doredan, she agrees "A lot of folk pass through Timeborne, including many dangerous or downright devilish folk. Likely they stopped there to purchase supplies. I'll start leading you there." She begins to walk and talk as more questions come.

    When the Magus produces the mask, Darli shakes her head. "No one operates with masks like that in this city. Might be passerthroughs, but not natives. The medallion is a Path Token. A lot of people who've been to Timeborne keep them around as a way of escaping or having a fallback to get here." She grins at Felicity's coin question and responds "We have an informal rule here- as long as there's not too much difference in size, coin is coin, and all coins and gems are accepted. If anyone needs an appraisal there are merchants for that." When Bil speaks up she shrugs in her response. "I'm afraid I don't know if you've been a part of the Path for centuries or if this was a first entrance. Your world's records would have more on that then I would, or the Library of Worlds. They try to keep track of such things. In fact, if your brigands knew that this world was coming up next they probably went to the Library- that's where they make predictions about upcoming worlds, gather lore on them, and keep a catalogue and calendar of everywhere this Planebreaker touches."

    The march through Timeborne is one of the more unusual that any of you have seen. Everywhere there are strange folk, potential monsters, and odd construction. You pass by a colony of xvarts all sitting on a baroque stoop leading to an apartment building, and they harangue the group, catcalling and making vague threats. Across the street a medusa with her lengthy serpentine hair collected into a loose braid sells street food, a pot of boiling oil on a brazier next to her. But as curious as the sights of this city are, they are few and far between, with the city feeling nearly abandoned instead of like a bustling metropolis that it appears to be capable of being. Exotic sights, smells, and sounds fill the air, but there is a stillness to this place, and inertia, that seems to make every step take a little more effort. On the way to the docking towers you pass a murmuring market and a sizable inn with a sign saying "Crossplane Cantina", from which stringed instruments play.

    The Landing

    You all enter a open area, and as you do, you see the silvery mist of the Path appear suddenly on either side of a courtyard, and on your left a single traveler with a cloak and many blades appears as though at high speed, stepping off the Path with practiced ease. On the right side of the courtyard and entire party arrives, with figures in matching armor ranging from leather to plate. They breath sighs of relief and head over to a colorful street cart offering fried whitefish on a stick. at the four corners of the square there are four towers rising tall into the air. There is only one airship moored on one, and it is a massive contraption consisting of not one but three balloons. It looks to have a large bay for cargo. Darli explains "Each tower has a master with a logbook, so you might want to start there if you're looking for a specific ship."
    The Bear is Back.

  19. - Top - End - #139
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    BlueKnightGuy

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Prince Doredan
    Human Martial Bard 5
    AC: 14 HP: 24/33
    PP: 9 PIv: 11 PIs: 9
    Conditions: ---
    Standing Reaction: Dodge Roll if critically hit or if hit while at 12 hit points or less (1/encounter)


    Timeborne is a strange and exotic place, and Doredan feels a fog of unease. Perhaps it is a sheltered upbringing in a single city and all the new sights are simply overwhelming. Or maybe there is something more to this place and the feeling of ennui that hangs over it.

    That pests such as the xvarts are permitted speaks of a neglect from its ruler. Though this Mantis sounds like it cares more about quelling problems than maintaining a standard of quality. When the party comes to the landing, Doredan looks up at the airship. Could that be it? Impossible to know.

    "I suggest we divide into one group of three and one pair of two, so that we may speak to the towermasters more quickly," Doredan turns to the group. "Unless communication will be a problem?" he asks the Interpreter.

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    Felicity had been to the Feywold once, so she'd seen some strange things. But this wasn't just strange, it was... strangeness stuffed into normalcy. A weird pack of catcalling Xvarts was one thing. But a pack of catcalling Xvarts sittiong outside their apartments is quite another. What do they do later? Go eat sandwiches and play cards until bedtime? What's a Xvart's bedtime?

    It was so completely incongruous. Felicity was horrified. But also intrigued. And excited. Whatever all this was, it was stranger and more perplexing than anything her people had ever encountered.

    But then she was brought back to earth (or wherever) by the grim reality of their situation. Fine enough to be a gobsmacked tourist, she thought to herself, but the Prince's brother is missing. Get a grip, Felicity!

    She nodded at his plan. Splitting up seemed the way to go here.

    "Kunnian and me can take two towers," she said, giving the Gnome a shy look, "If she wants to...?"

    Last edited by truemane; 2023-04-13 at 07:44 AM.
    (Avatar by Cuthalion, who is great.)

  21. - Top - End - #141
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Bil
    Twilight Cleric of Damh
    AC: 18 HP: 33 / 33 THP: 11

    PP: 17 PIv: 11 PIs: 17
    Conditions:
    Concentrating on:
    3 / 5 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 1/2 3rd; channel 1/2

    "My first impulse matches yours, milord," Bil say to Prince Doredan. "Allowing for the need for haste, without the magics necessary to easily communicate or reunite our groups, I suspect we will create greater delays for if we divide ourselves. Should we glean any useful information, we'll be better prepared to take action as a single team. Especially in a strange place, where not all of us have the masks necessary to walk the misty paths, I am loathe to be separated."

  22. - Top - End - #142
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Maker Kunnian
    AC: 15 | HP: 38/38 | HIT DICE: 5d8+10
    Speed: 25ft | Initiative: +2
    Passive Perception: 11 | Passive Insight: 11
    Conditions: ---


    Kunnian listens attentively while the others speak. She acquiesces first to Doredan's plan and is about to nod vigorously to Felicity's request when Bil suggests it might be better for the team to stick together. This sounds sound to her. ''I'm with Bil on this one,'' she says assuredly. ''Hylusi? It seems you're the tie-breaker. Do we separate to cover more ground or stick together?'' A pause, then: Oh! Do your... uh- friends get a vote, too? Not to be mean or anything, but I'm not sure if they even have, you know, free will. I might be wrong though - and I'm sorry for making assumptions if I am.'' She smiles reassuringly.
    Last edited by NiKkatsu; 2023-04-14 at 05:39 PM.

  23. - Top - End - #143
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Hylusi Quaternaros, Magus of Bleakpines
    Magework Necromancer
    Darkvision: 60ft
    AC: 15 HP: 32/32 THP: 11
    PP: 14 PIv: 14 PIs: 11
    Conditions:
    Concentrating on:
    3/5 d6 HD
    Arcane recovery 0/1
    Spell Slots- 4/4 1st, 3/3 2nd, 1/2 3rd
    Fingerbone staff 4/10
    Alchemical treats: 7/7 granting 3THP

    It was a curious place, this Timeborne - but it seemed... drained. Vulnerable. This place could be a nexus of great and terrible import - but it was half way to empty.

    When Hylusi had the powers of the planes under her command, that would be something to fix. The magical secrets and treasures that must go through this place - well, none could blame her if she brought order and then taxed her share.

    Something for the future.

    <They are not friends, but servants, but no. While near all their will remains intact, minus a few superfluous elements,> Hylusi replied to Kunnian, <The nature of the magic tends to ensure a certain...mandated loyalty. My vote is also each of theirs. But I suspect some would object to my vote having four times the weight in these matters.>

    She shifted her weight, leaning on the Fingerbone Staff.

    <Caution is good only if it does not engender timidity. If you can't talk to a dock master without facing destruction, it was only a matter of time anyway. I say we cover more ground and split up. >

    Spoiler: OOC
    Show

    nil
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Maker Kunnian
    AC: 15 | HP: 38/38 | HIT DICE: 5d8+10
    Speed: 25ft | Initiative: +2
    Passive Perception: 11 | Passive Insight: 11
    Conditions: ---


    Kunnian's eyes widen in fascination at Hylusi's explanation. She makes a mental note to discuss further the details of the 'nature of the magic' the Magus mentions, but for now, there are more pressing matters. She turns to Felicity and, with a playful tone, she says: ''It would be my pleasure to take on those two towers with you, Milady.'' Then, to the others: ''So the three of you can take the other two. I suggest we meet up later at the Crossplane Cantina.''
    Last edited by NiKkatsu; 2023-04-16 at 11:50 AM.

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    Felicity puts a hand to her mouth and giggles. This was, of course, a serious situation, but watching Kunnian try to be so formal and fancy struck her funny.

    She got hold of herself. After all, Bil's objections were both reasonable and prudent.

    "We'll be quick," she says, "And careful. And not take an unnecessary risks or weird side tangents."

    Pause.

    "And we'll meet you back at the Crossplane Cantina in... one hour? Two hours?"

    She didn't have a good sense of how quickly bipeds got things done.
    (Avatar by Cuthalion, who is great.)

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    The Landing- North Tower

    Doredan, Bil, and the Magus begin moving clockwise through the towers. As they approach these pillars of ancient construction, they see that each one is unique from the other in materials and skills used to erect it. The north tower appears to be a barely planned pile of stones, ancient and rickety. The approach is easy enough, though you have to swerve to avoid a party of elves who materialize singing and dancing their way through the streets. "Summer wine, twisted vine, give to me your heart, it's mine!" This tower has no door, a naked hole in one wall revealing a spiral, uneven staircase of unmilled stone that appears to be a risk to one's health and wellbeing. Braving the tower, the trio reaches the top to meet the dock master.

    This dockmaster is a rock. Well, a primitively carved rock showing a stern face. It looks out to the north over a haphazard dock with various posts to tie an airship. No one is tied up currently, and when you crest the stairs the stone head is making soft snoring sounds. However, an uneven stone wobbles under your feet and the features of the stone head shift from sleeping to keenly aware in an instant. "State your name and purpose for entering the village. Lie and I will call down the wrath of Hmuggah Mugaw on you!"

    When it is explained that you are here to ask about airships, the stone head grows disinterested quickly. If asked about Hmuggah Mugaw or the fact that it guards not a village but an abandoned city it only grunts and rolls its eyes rudely. However, when you mention an invisible airship, the statue's carved eyes go wide and it grins. "I recognized that ship! They tried to tie up at my dock, but I have heard the words of the ancient insect, and know how to read the trade tongue! Aesul's Revenge, three masted caravel that flies through air and starlight on a silver keel, wanted on a dozen planes for theft, smuggling, and many other charges! The Queen Insect spoke of subterfuge and a trap, that we would ensnare the Revenge the next time it came to port, but I called down the wrath of Hmuggah Mugaw on these village pillagers, and they fled fast as they could! And so the village was once again saved by the authority of Hmuggah Mugaw and his servant, Onth Granite Face!" The statue takes on a proud and superior look.

    East

    The eastern tower is of much sturdier construction, using smooth marble blocks to make a white tower that would not be out of place on your own world, spiraling like a unicorn's horn upwards. This tower has a door which leads to a small room full of either alchemical or natural science instruments. Perhaps both. When you reach the top, you find a wizened old gnome wearing wizard's robes staring into a odd looking contraption of dark green lenses. It points upward at the barely visible moon of Doredan's world, about to disappear in the haze of morning sunlight. "Ooooh, fascination! Intoxicant! Brilliamt!" The gnome looks away from the scope to scribble some notes before noticing you all. "Oooh! Visitors? Boring if you're here for a ship..." He waves a liver spotted hand outward at an eastward facing dock that looks like a complicated drawbridge with a large balloon suspended cargo hauler tied to it. "But..." He sniffs, then turns his eye to his scope and sniffs again. "You smell of the below! The local planar stink! Natives! Oh you ARE interesting!" He giggles and titters a bit before reaching into his pocket and drawing out a small ornate box. "I will trade you a snort of rare Aldubarren Scarab Snuff for information on that lovely orb there you have floating in your native sky? What say you?"

    South

    The southern tower, approached by Kunnian and Felicity, appears to be made of a twist of obsidian, rising much like you'd imagine a Dark Lord's tower from some fantastic tale. It has a door that looks like an open, screaming mouth, which opens without you touching it. Inside is a stairwell curving up with sharp edges and dangerously small steps. While Kunnian has not trouble climbing it, Felicity struggles and barks her shin on the stairs more than once as she climbs them. At the top, they find a small landing leading to a dock in the shape of a twisting kris blade. There are no ships there, but standing on the tip of the dock staring outward at your world below is a refined looking gentleman in a smoking jacket, puffing on a pipe. He appears perfectly content, other than the fact that he has twisted ram horns, red skin, and fingernails that look longer, sharper, and blacker than any you've ever seen. He's humming a soft song, and when he spots you in the corner of his eye he smiles a small, knowing smile. "Ahhhh, friends. Come to visit and commiserate. Had I known I would have started tea." He strolls in your direction, still humming a soft song, and extends an arm toward you. Spiraling arms of grey smoke extend from his sleeve, seductively and smoothly extending out to form a serving platter, a tea pot, and a small tray of cookies that smell of cinnamon and sugar. "Still, there are advantages to this miserable position. What are your names? What is your mission? Tell me everything about you! It's not often I get visitors. Most judge my tower harshly based on it's looks. But you both surely can see beyond mere appearances, can't you? I'm Gelligus, by the way. Tiefling sorcerer of some repute. Maybe you've heard of me?"

    West

    The western tower appears to be a battlement plucked directly from a castle rampart and unceremoniously dumped here in Timeborne, though there is no sign that it wasn't built here with militaristic intentions. There are sand bags and cover made from wooden shields around the base, and a large, sound looking door of sturdy construction. It leads to a stone innards with a wide staircase leading upwards. Arrow slits and murder holes decorate the stairwell up, and when you reach the top there is a metal gate over the stairwell that is spiked and formidable, though unlocked. The top room here has a round wooden table with maps and small figurines representing troop movements on a world that certainly isn't yours. The table is manned by a trio of kobolds, all wearing uniforms, armor, and helmets, all bearing swords and spears. They argue in draconic, hurling slurs and curses as only military members can, arguing about a battle that seems fairly irrelevant at this point. Their dock is adorned with gargoyles and sharpened spikes that ships tie off to. When they notice you, one of them growls and gestures towards the dock, which is currently empty of ships. "No ships today. Bad day for ships. Enemy advancing! Take cover! Bombards and platoons, trenches and terrible war machines!" He grips his helmet, a manic look of fear in his eye, before turning to his companions with a quizzical look. "Or is that next week?"
    The Bear is Back.

  27. - Top - End - #147
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    BlueKnightGuy

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Quote Originally Posted by purepolarpanzer View Post
    The Landing- North Tower

    Doredan, Bil, and the Magus begin moving clockwise through the towers. As they approach these pillars of ancient construction, they see that each one is unique from the other in materials and skills used to erect it. The north tower appears to be a barely planned pile of stones, ancient and rickety. The approach is easy enough, though you have to swerve to avoid a party of elves who materialize singing and dancing their way through the streets. "Summer wine, twisted vine, give to me your heart, it's mine!" This tower has no door, a naked hole in one wall revealing a spiral, uneven staircase of unmilled stone that appears to be a risk to one's health and wellbeing. Braving the tower, the trio reaches the top to meet the dock master.

    This dockmaster is a rock. Well, a primitively carved rock showing a stern face. It looks out to the north over a haphazard dock with various posts to tie an airship. No one is tied up currently, and when you crest the stairs the stone head is making soft snoring sounds. However, an uneven stone wobbles under your feet and the features of the stone head shift from sleeping to keenly aware in an instant. "State your name and purpose for entering the village. Lie and I will call down the wrath of Hmuggah Mugaw on you!"

    When it is explained that you are here to ask about airships, the stone head grows disinterested quickly. If asked about Hmuggah Mugaw or the fact that it guards not a village but an abandoned city it only grunts and rolls its eyes rudely. However, when you mention an invisible airship, the statue's carved eyes go wide and it grins. "I recognized that ship! They tried to tie up at my dock, but I have heard the words of the ancient insect, and know how to read the trade tongue! Aesul's Revenge, three masted caravel that flies through air and starlight on a silver keel, wanted on a dozen planes for theft, smuggling, and many other charges! The Queen Insect spoke of subterfuge and a trap, that we would ensnare the Revenge the next time it came to port, but I called down the wrath of Hmuggah Mugaw on these village pillagers, and they fled fast as they could! And so the village was once again saved by the authority of Hmuggah Mugaw and his servant, Onth Granite Face!" The statue takes on a proud and superior look.

    East

    The eastern tower is of much sturdier construction, using smooth marble blocks to make a white tower that would not be out of place on your own world, spiraling like a unicorn's horn upwards. This tower has a door which leads to a small room full of either alchemical or natural science instruments. Perhaps both. When you reach the top, you find a wizened old gnome wearing wizard's robes staring into a odd looking contraption of dark green lenses. It points upward at the barely visible moon of Doredan's world, about to disappear in the haze of morning sunlight. "Ooooh, fascination! Intoxicant! Brilliamt!" The gnome looks away from the scope to scribble some notes before noticing you all. "Oooh! Visitors? Boring if you're here for a ship..." He waves a liver spotted hand outward at an eastward facing dock that looks like a complicated drawbridge with a large balloon suspended cargo hauler tied to it. "But..." He sniffs, then turns his eye to his scope and sniffs again. "You smell of the below! The local planar stink! Natives! Oh you ARE interesting!" He giggles and titters a bit before reaching into his pocket and drawing out a small ornate box. "I will trade you a snort of rare Aldubarren Scarab Snuff for information on that lovely orb there you have floating in your native sky? What say you?"
    Bil
    Twilight Cleric of Damh
    AC: 18 HP: 33 / 33 THP: 11

    PP: 17 PIv: 11 PIs: 17
    Conditions:
    Concentrating on:
    3 / 5 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 1/2 3rd; channel 1/2
    Bil speaks with delight to Onth Granite Face. Always fascinated to learn of new cultures and new pantheons, Bil peppers Onth with questions about Hmuggah Mugaw.
    "What's he like? How do you honor him? From where does he draw his strength?"

    ...
    Bil is more hesitant with the old gnome. "Perhaps instead of snuff, you might trade tale for tale with what you know of Timeborne?" Bil answers honestly but reservedly. He will not give away any information that might make his home world look weak or disorganized. He talks admiringly of the skill and strength of its wizards and warriors, the wisdom and honor of its kings and queens.

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Prince Doredan
    Human Martial Bard 5
    AC: 14 HP: 24/33
    PP: 9 PIv: 11 PIs: 9
    Conditions: ---
    Standing Reaction: Dodge Roll if critically hit or if hit while at 12 hit points or less (1/encounter)


    The North Tower

    "We seek after a ship, whose sailors have abducted my brother," Doredan announces to the stone head as they step up onto the platform. "An invisible ship, flown by masked sky-pirates."

    News of the ship being spotted brings a relieved swell to his posture, which immediately deflates when the foolish head reveals that its grandstanding ruined the monarch's plans to captured the pirates. Biting his lip to avoid telling off the thing and feeling the wrath of Huggy Muggy or whatever this thing was babbling about, Doredan takes a deep breath.

    Though perhaps this city's monarch is not as inactive as he expected. "You mean the Mantis, she had a plan?" he asks, folding his arms and looking down at his wrinkly, drying clothes with a frown. He is in absolutely no state to appear before a foreign monarch like this, let alone one with as fearsome a reputation as this Mantis. "... Thank you for your time," he says, turning to make his way back out.

    The East Tower

    This room interests the prince, and he looks around at the alchemical tools and measuring instruments with as much fascination as the old gnome looks at the measurements from their world. Well, maybe not that much fascination. "I would be happy to share information. As a prince, I have had an excellent education, and I believe I can share many stories of our history," he boasts. The ship had already tried to dock at another tower and been chased away, so Doredan doubts the old gnome will know much about it. Or have cared enough to pay attention to details of his docking ships. "And I must agree with Cleric Bil here. We too seek to learn more."

    Spoiler: Rolls
    Show
    (1d20+6)[13] History to share interesting historical facts with the gnome, likely about well-documented scientists and researchers whose works could be sought out


  29. - Top - End - #149
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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Felicity Fourhooves
    Centaur Paladin 5
    AC: 17 HP: 44
    PP:10 PIv: 09 PIs: 10
    Lay on Hands: 25/25 Spell Slots: 4/2

    South Tower
    Felicity was quickly finding out something she hadn't expected when she moved from her sylvan life to her urban one: she hated stairs. Hated them. She couldn't quite get the hang of how her hooves were supposed to go and so she was forever slipping and clomping around like a newborn foal.

    Not a good look if you wanted to be a cool Planehopping Royal Knight of Love and Justice.

    But she persevered. And then... well, she'd met Tieflings before. And, while she didn't like to stereotype, let's just say her opinion of them wasn't great.

    "Hello, Gelligus," she said, trying her best to remain formal, "We have not heard of you. But we are very new to town."

    A pause. A dubious look at the smoke-snacks.

    "Uh, is that real tea? Or an illusion? Or, like, some kind of charm spell?"

    (She had this odd notion that magical enchanters weren't allowed to trap you if you asked them directly)

    "As to our mission, we're looking for an airship. What goes on here? Do airships dock here?"

    West Tower
    Felicity was charmed by the scene that met here when she crested the second tower.

    This was more like it! Insane kobolds? Barking orders? Waging pretend wars? Not sure what week it even is?

    Excellent.

    "I don't know what your schedule is!" Felicity exclaimed. "But we're here asking about airships. Do you know anything important about airships?"
    Last edited by truemane; 2023-04-24 at 08:10 AM.
    (Avatar by Cuthalion, who is great.)

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    Default Re: [DnD 5e] Playthings in an Interplanar Dollhouse- A Path of the Planebreaker Adven

    Maker Kunnian
    AC: 15 | HP: 38/38 | HIT DICE: 5d8+10
    Speed: 25ft | Initiative: +2
    Passive Perception: 11 | Passive Insight: 11
    Conditions: ---


    South Tower
    Kunnian sees her friend struggling to go up the stairs and says: ''You have accepted to carry me once, now allow me to return the favor in kind.'' She begins to strum slowly on her bandore, just a few light notes, enough to channel her magic while also being careful not to be too loud. Felicity levitates lightly, a mere inch above the stairs. It takes her a second or two to stabilize the centaur, but once Kunnian perfectly attunes with the arcana of the spell, she easily floats Felicity up the stairs, greatly facilitating her travel.
    When the Tiefling presents the snacks, Kunnian hungrily reaches for them, but halts when Felicity voices her concerns. Right. Gotta be more careful, she thinks. She waits for the Tiefling's reply to Felicity's query before adding anything more or sampling his goods.

    West Tower
    ''Yeah!'' Kunnian chimes in after Felicity, sensing an opportunity. ''Help us with our airship problem and we can help you win your war. My friend here is a brilliant military strategist and I'm a seer. If we put our minds together, you will crush your enemies, easy peasy.'' Kunnian gives a discrete wink to Felicity.
    Last edited by NiKkatsu; 2023-04-21 at 12:31 PM.

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